• Title/Summary/Keyword: 수행동작효과

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The Effect of the Elderly's Ability to Perform Daily Activities on Life Satisfaction: Focusing on Mediating Effect of Depression (노인의 일상생활 동작수행이 삶의 만족도에 미치는 영향: 우울감의 매개효과 중심)

  • Yoon, Mee-Ra;Lee, Mee-Ae
    • Journal of Industrial Convergence
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    • v.20 no.10
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    • pp.187-196
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    • 2022
  • The purpose of this study is to examine the mediating effect of depression in the relationship between the performance of daily activities in the elderly and their life satisfaction. The subjects of the study were 10,097 people from the Survey on the Elderly (2020), and the SPSS 25.0 program was used for data analysis. The main research results that analyzed the elderly's daily life movement performance by dividing it into daily life discomfort and movement performance difficulty are as follows. First, it was confirmed that the effects of discomfort and difficulty in performing daily activities of the elderly on life satisfaction were significant. Second, the effects of discomfort in daily life and difficulty in motion performance in the elderly on depression were found to be at a statistically significant level. Third, the effect of depression on life satisfaction was found to be statistically significant. Fourth, the partial mediating effect of depression was examined in the relationship between the daily life discomfort and difficulty in motion performance of the elderly on life satisfaction. These results clarified that daily life discomfort, difficulty in performing movements, and depression should be reduced in order to improve life satisfaction of the elderly. Through this, a discussion was presented to increase the life satisfaction of the elderly.

VLSI Circuit Implementation of A Blocking Effect Reduction Algorithm (블록 효과 감소 알고리듬의 VLSI 회로 구현)

  • 김희정;박성모;최진호;김지홍
    • Proceedings of the Korea Multimedia Society Conference
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    • 2002.11b
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    • pp.545-548
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    • 2002
  • 본 논문에서는 유리 B 스플라인 곡선을 이용한 블록 효과 감소 알고리듬을 VHDL을 이용하여 설계하고, 모의 실험을 통하여 동작을 확인한다. 블록 효과는 매우 낮은 비트율로 블록 기반 부호화 방식을 수행할 때 복원 영상에서 나타나는 블록 형태의 왜곡을 의미한다. 설계된 회로는 유리 B 스플라인 곡선을 적용한 블록 효과 감소 알고리듬으로서, 이 기법은 컴퓨터 그래픽스 분야에서 제어점을 근사하는 부드러운 곡선을 생성하기 위해 사용되는 스플라인 곡선을 적용하여 블록 현상을 효과적으로 감소시킨다. 설계된 회로는 주파수 100MHz에서 동작을 시켰으며, 모의 실험 결과 매우 우수한 블록 효과 감소 기능을 가진 것을 알 수 있다.

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The Effects of Computer-Based Cognitive Rehabilitation Program(CoTras) for Visual Perception and ADL in Stroke (한국형 전산화 인지재활프로그램(CoTras)이 뇌졸중 환자의 시지각 기능 및 일상생활동작에 미치는 효과)

  • Jo, A-Young;Kim, Jung-Mi
    • The Journal of Korean society of community based occupational therapy
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    • v.2 no.1
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    • pp.49-63
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    • 2012
  • Objective : The purpose of study was to verify the clinical effect of a Korean Computer-based cognitive rehabilitation program(called CoTras) for recovering the visual perception function and ADL in stroke. Methods : A CBCRT was applied to 14 Stoke patients who rehabilitation professional medical treatment hospital. All participant were evaluated with four standardized assessment tolls(Motor-Free Visual Perception Test; MVPT, Korean version of Mini-Mental State Examination; MMSE-K, Assesment of Motor and Process Skills: AMPS) before and after the planned computer based cognitive rehabilitation sessions. Results : A significant effect was confirmed (p<.05) from the CBCRT which visual perception function. By each entry comparative result, visual memory, figure ground, visual close, spatial relation, visual discrimination, were the order of treatment. Neither was found any significant effect in improving process skills from AMPS. Conclusion : These results indicate that CoTras have effects on improving visual perception and ADL performance in stroke patients. Will be able to present with the fundamental data CoTras will be able to contribute to increase visual perception function & ADL performance to the stroke patient who has visual perception dysfunction.

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Record and Replay Motion Implementation to Modular Toys using Two Potentiometers (두개의 전위차계를 이용한 모듈형 완구의 동작 저장 및 반복 재생 동작의 구현)

  • Lee, JinKyu;Lee, BoHee;Kim, JongTae;Park, JiYoup;Kong, JungShik
    • Journal of Convergence for Information Technology
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    • v.7 no.2
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    • pp.59-65
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    • 2017
  • In order to realize the operation of the creative modular toy, it is required to record the motion and to read and repeat the motion. At this time, a control potentiometer is used to read the absolute angle of rotation of the toy motion output shaft. However, the unstable part of the sensing area of the potentiometer is present in a certain region, which may lead to instability of the motor control. In this paper, we propose an algorithm to find the absolute angle of one rotation by reading two stable potentiometers on one axis and reading each stable region. We also describe the correction algorithm that is needed to perform multiple rotations. The proposed method is applied to Topobo modular toys to record the operation and perform iterative operation. In addition, multi-turn operation is recorded and operated to suggest the usefulness of the proposed method. In the future, we will expand the functions of recording and playback through various actions.

The Effect of Gesture Based Interface on Presence Perception and Performance in the Virtual Reality Learning Environment (가상현실 학습환경에서 동작기반 인터페이스가 실재감 지각 및 수행에 미치는 효과)

  • Ryu, Jeeheon;YU, SEUNGBEOM
    • (The)Korea Educational Review
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    • v.23 no.1
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    • pp.35-56
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    • 2017
  • This study is to examine the effects of gesture based interface and display methods to make an effective virtual learning environment. The gesture based interface can provide interactive interface to make objects in the virtual learning environment by generating natural movement of users' gesture. This natural functionality leads users to apply natural movements as they do in real actions. Because of the natural user interface, the gesture based interface is expected to maximize learning outcomes. This study examined how the gesture based interface can be used when a head mounted display is applied for a virtual reality learning environment. For this study 44 colleagues students were participated. Two display methods (head mounted display vs. monitor) and two interface (gesture based interface vs. joystick) were tested to identify which might be more effective. The study was applied to different learning tasks which require different levels of spatial perception. The dependent variables are three constructs of virtual presence (spatial perception, immersiveness, and realness) and task completion time and recall tests. This study discussed potential disadvantages of gesture based interface while it showed positive usages of gesture based interface.

Behavior and Motor Skill of Children with Intellectual Disabilities Participating Functional Games (지적장애아동의 기능성 게임 참여에 따른 행동변화 및 운동수행능력)

  • Kang, Sunyoung
    • Convergence Security Journal
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    • v.15 no.4
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    • pp.149-154
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    • 2015
  • The aim of this study is to suggest the change of behavior and motor skill of children with intellectual disabilities participating functional games using virtual reality. For this purpose, 5 children with intellectual disabilities completed a 16-week functional game program twice a week. The result was as following; the application of functional games using virtual reality has positive effect on behavior and motor skill -static coordination, hand motion coordination, normal motion coordination, motor speed, simultaneous spontaneous motion, single motion competency. The application and utilization of functional games using virtual reality systematically of children with intellectual disabilities can bring an improvement on their overall development.

An Expert System for Fault Diagnosis in a Substation (변전소 고장진단을 위한 전문가 시스템)

  • 박영문;최면송;김광원;현승호
    • The Proceedings of the Korean Institute of Illuminating and Electrical Installation Engineers
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    • v.10 no.1
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    • pp.46-55
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    • 1996
  • 본 논문에서는 변전소의 변전설비에 대한 고장진단을 위한 전문가 시스템을 개발하였다. 제안된 전문가 시스템에서는 변전소의 구조적 특성을 효과적으로 이용하기 위하여 두 종류의 새로운 자료 구조를 제안하였다. 먼저 설비 연결자료로, 이는 변전소의 수전단에서 배전단으로 이어지는 계층적 구조를 이용하여 소내 설비들의 전기적 연결상태 인식을 효과적으로 수행할 수 있도록 한다. 다음으로, 각 보호 계전기의 보호 영역 자료를 제안하였는데, 이것은 전문가 시스템 가동시에 자동으로 구성되면, 보호계전기의 주보호 설비 뿐만 아니라 후비보호와 2차 후비보호 등의 설비들을 탐색하여 자료구조에 포함함으로써 추론의 효율을 높였다. 본 전문가 시스템에서는 2단계 추론을 수행하는데, 1단계에서는 설비 연결자료와 보호 영역 자료를 이용하여 고장 후보들을 선정하고 2단계에서는 보호기기 동작간의 인과관계를 이용하여 고장 위치를 파악하고 동작한 보호기기들에 대한 설명을 하도록 하였다. 제안한 전문가 시스템은 실제 154[kV]급 변전소 모형에 적용하여 도출된 결과의 타당성과 수행시간의 실효성을 보였다.

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A Study on the Weight Change and Exercise Immersion for Activation of Aerobic Dance (에어로빅댄스 활성화를 위한 체중변화와 운동몰입에 관한 연구)

  • Lee, Seung-Do;Kim, Kyoung-Hyun
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.5
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    • pp.115-130
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    • 2020
  • The purpose of this study is to analyze the difference between A Study on the Weight Change and Exercise Immersion for Activation of Aerobic Dance and to suggest the continuous activation of Aerobic Dance. To achieve this purpose, a questionnaire was conducted using a convenience sampling method, which is one of non-probability sampling, in April 2020, targeting general aerobic dance members in Gyeongnam. The results of this study are as follows. First, the demographic characteristics were partially different. The age was 40 to 49 years, height was more than 160cm, occupation was housewives, weight change was more than -3kg, participation intensity was more than 100 minutes, participation frequency was 4 days, and participation period was less than 5 years. Second, the results of this study are as follows: Weight Change(Body Confidence, Activity Confidence, Dance Confidence, Psychological Stability Effect, Dance Activity Effect, Perform-motion Effect) and Exercise Immersion(Behavior immersion, Cognitive immersion) were partially high There was a difference. Third, the results of this study are as follows: Weight Change(Body Confidence, Activity Confidence, Dance Confidence, Psychological Stability Effect, Dance Activity Effect, Perform-motion Effect) and Exercise Immersion(Behavior immersion, Cognitive immersion) were partially high It was shown that the influence was.

Automatic Synchronization of Separately-Captured Facial Expression and Motion Data (표정과 동작 데이터의 자동 동기화 기술)

  • Jeong, Tae-Wan;Park, Sang-II
    • Journal of the Korea Computer Graphics Society
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    • v.18 no.1
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    • pp.23-28
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    • 2012
  • In this paper, we present a new method for automatically synchronize captured facial expression data with its corresponding motion data. In a usual optical motion capture set-up, a detailed facial expression can not be captured simultaneously in the motion capture session because its resolution requirement is higher than that of the motion capture. Therefore, those are captured in two separate sessions and need to be synchronized in the post-process to be used for generating a convincing character animation. Based on the patterns of the actor's neck movement extracted from those two data, we present a non-linear time warping method for the automatic synchronization. We justify our method with the actual examples to show the viability of the method.

A Study on Motion Analysis for Increasing the Effectiveness of Resistive Exercise (저항성 운동의 효과 증대를 위한 동작 분석에 관한 연구)

  • Won, Chulho
    • Journal of rehabilitation welfare engineering & assistive technology
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    • v.11 no.3
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    • pp.231-238
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    • 2017
  • In this paper, we propose a method of analyzing exercise behavior to increase health care and exercise effect in personal fitness. In this study, a user wears a band-shaped acceleration sensor, an angular velocity sensor, and a motion sensor equipped with a geomagnetic module. Using the technique presented in this paper, we analyzed the motion of three resistive exercises which is consistent with previous studies. We have acquired a technique for processing personalized exercise information from the data generated in the resistive exercise situation.