• Title/Summary/Keyword: 신체동작

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Relationship between Prescribed Perfectionism and Disordered Eating Behaviors :The Double Mediating Effects of Self-Compassion and Body Shame in Obesity Clinical Women (사회부과 완벽주의와 이상섭식행동 간의 관계에서 자기자비와 신체수치심의 매개효과: 비만클리닉을 내원하는 20~30대 여성을 대상으로)

  • Bang, Jung Won;Chung, Eun Jung
    • The Journal of the Korea Contents Association
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    • v.19 no.5
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    • pp.588-601
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    • 2019
  • The purpose of this study is to find the mediating effect of self-compassion and body shame between evaluative concerns prescribed perfectionism and disordered eating behaviors in obesity clinical women. For this purpose, 114 data samples were collected from the 20~39 ages currently enrolled in Seoul. The result of this study is the following. First, the prescribed perfectionism has a positive relation with body shame and disordered eating behaviors, however, it shows a negative relation with self-compassion. Also, there were negative relations between self-compassion and body shame, and self-compassion and disordered eating behaviors, in contrast to positive relations between body shame and disordered eating behaviors. Second, it was found that after investigating the mediation effect of self-compassion and body shame support in the influence between prescribed perfectionism and disordered eating behaviors, body shame turned out to have a significant mediation effect while self-compassion support did not. Third, self-compassion and body shame were identified as double mediation variables between the prescribed perfectionism and disordered eating behaviors. This result inspires the clinical women disordered eating behaviors and can be useful in obesity clinical women counseling settings. Meanings, limitations and suggest for future research were discussed.

Comparison of ROM and Muscle Activities According to the Skills of Surya Namaskara in Vinyasa Yoga (요가 수르야 나마스카 동작의 숙련도 차이에 따른 ROM과 근활성도 비교)

  • Hong, So-Yoen;Park, Jin;Hah, Chong-Ku
    • Korean Journal of Applied Biomechanics
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    • v.19 no.1
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    • pp.127-138
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    • 2009
  • The purpose of this study was to investigate range of motion (ROM) and muscle activities according to the skills of Surya Namaskara in Vinyasa Yoga. Six females (skilled 2, unskilled 4) of university students participated in this experiment. The research factors were ROM and muscle activities for static poses on Surya Namaskara in Vinyasa Yoga. The six infrared cameras (Oqus 300, Qualisys Inc, Sweden) and Zero Wire EMG (Aurion, Italy) were used to acquire raw data, and the Qualisys Track Manager and Noraxon (MyoResearch XP Master Edition, USA) were used to process data. The %MVIC and ROM were analyzed with Visual 3D (C-Motion Inc, USA) and Noraxon. In conclusion, ROM and %MVIC between two groups were remarkable different according to the static poses of Yoga, therefore instructors have to provide step-by-step information that was suitable to themselves (ROM and EMG of poses).

The Relationships between Stress and ADL in Elderly Living Alone (융합시대의 일 지방 독거노인의 일상생활동작과 스트레스)

  • Seo, Eun-Joo;Cha, Nam-Hyun
    • Journal of Digital Convergence
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    • v.14 no.7
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    • pp.251-258
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    • 2016
  • This study was to identify the relationships between activities of daily living(ADL) and stress by health characteristics in elderly living alone. A total of 260 subjects were selected through convenient sampling. Data were collected with a self-reported questionnaire from October 20 to November 20, 2014. Data were analyzed using descriptive statistics, t-test, ANOVA, Pearson Correlation Coefficients. Differences in ADL and stress according to health characteristics were as follows. ADL were significantly different according to problem of dietary habits. drinking, unsuitable health care, management groups. Stress were significantly different according to stress and availability and drug abuse. There was a negative correlation between ADL and stress. The findings of this study may be useful in understanding the health status of elderly living alone and developing more specific programs about ADL and stress control. Getting older, with the change in weight and chronic diseases, as the elderly living alone are indisposed with ADL, the applicatiom of physical activity programs and a stress management strategy is required.

Classifying Finger Flexing Motions with Surface EMG Using Entropy and The Maximum Likelihood Method (엔트로피 및 최대우도추정법을 이용한 표면 근전도 기반 손가락 동작 인식)

  • You, Kyung-Jin;Shin, Hyun-Chool
    • Journal of the Institute of Electronics Engineers of Korea SC
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    • v.46 no.6
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    • pp.38-43
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    • 2009
  • We provide a method to infer finger flexing motions using a 4-channel surface electromyogram (sEMG). Surface EMGs are harmless to the human body and easily acquired. However, they do not reflect the activity of specific nerves or muscles, unlike invasive EMGs. On the other hand, the non-invasive type is difficult to use for discriminating various motions while using only a small number of electrodes. Surface EMG data in this study were obtained from four electrodes placed around the forearm. The motions were the flexion of the thumb, index, middle, ring, and little linger. One subject was trained with these motions and another left was untrained. The maximum likelihood estimation was used to infer the finger motion. Experimental results have showed that this method could be useful for recognizing finger motions. The average accuracy was as high as 95%.

Kinematic Characteristics of the Thrower's COM and the Shot in Shot Put : The Woman Record Holder of Korea (포환던지기 동작 시 포환과 신체 무게중심의 운동학적 특성 : 한국 여자 기록보유자를 대상으로)

  • Lee, Dong-Jin;Cho, Byung-Jun;Lee, Myung-Sun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.11
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    • pp.5148-5154
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    • 2012
  • The purpose of this study was to analyze the kinematic characteristics of the thrower's center of mass (COM) and the shot that her performance hits record high for the 29th National Athletic Competition. Two S-VHS video cameras were used to visualize. The Direct Linear Transformation technique was employed to paint a clear picture in the three dimensional coordination. Kwon3D was used to analyze the data. The results showed that release velocity and height were 13.73 m/s and 198.6 cm(119% by height ratio), respectively, which is considered as peak performance comparing an extensive review of previous literature on the shot put. Release angle was $34^{\circ}$, which is lower than the previous studies. The path of thrower's center of mass is needed to travel in a release direction during the flight phase. The vertical movement of the thrower's center of mass during the driving should be controlled. At release, the perfact timing is required without vertical and horizontal movements of the thrower's center of mass.

Effects of Physical Expressive Activities on Creativity in Young Children (통합적 신체표현활동이 유아의 창의성에 미치는 영향)

  • Kim, Tae Ju;Shin, Nary
    • Korean Journal of Childcare and Education
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    • v.9 no.6
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    • pp.289-307
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    • 2013
  • This study was designed to examine the effects of integrated physical expressive activities on creativity in young children. Subjects of this study were 38 preschoolers at the age of 4 who consisted of both the experimental group of 18 children and the control group of 20 children. To measure the creativity of young children, this study adopted Figural Test A of Torrance Test of Creative Thinking (TTCT) as pre-and post-tests with both experimental and control group. The results showed that effects of integrated physical expressive activities varied by sub-dimensions of creativity; children's participation in integrated physical expressive activities was effective to improve openness, abstractness of titles, and elaboration even if overall creativity and fluency increased after their program participation. Also, originality was the only sub-dimension that was not improved. It implied that integrated physical expressive activities have partial positive effects on some sub-dimensions of creativity.

Effects on Exercise Training in person with Incomplete Hemisection cord injury after Discharge (불완전 척수손상자의 퇴원 후 운동훈련의 효과 사례보고)

  • Park, Mi-Hee
    • Journal of Korean Physical Therapy Science
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    • v.12 no.4
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    • pp.25-31
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    • 2005
  • 이 사례연구는 2002년 10월 15일 칼에 의한 좌상으로 경추 3-4번의 불완전 척수손상을 입은 25세의 남자 환자가 최초 병원에서 2002년 12월 한달 간의 치료를 마친 후, 2003년 1월 3일부터 4월 28일까지 태릉에 위치한 N 재활센터에서 주 5회 2시간의 자세조절 훈련, 심폐지구력 훈련, 웨이트 훈련, 스포츠(축구, 소프트 볼), 여가활동(등산)의 프로그램을 적용하여 척추손상 환자의 사회적응을 돕기위한 재활 프로그램의 다양화를 꾀하기 위한 기초 선행 작업으로 시작되었다. 신체능력을 평가하기 위한 측정도구는 관절가동범위(Range of Motion), 수동근력검사(Muscle Manual Test), 경직(Spasticity), 신체체력(Physical Fitness), 발란스(Balance: one leg stand), 상대적인 등속성 하지근력(Isokinetic Muscle Strength) 그리고 신체조성(Body Composition)로 하였다. 재활기간을 통해 처음 시작 일자에서 45일 간격으로 3차례의 측정을(1월 3일부터 4월 28일까지 실시하였다) 실시하였다. 최초 환자의 상태는 부분적으로 일상생활의 도움을 받아야 하는 상태로 동작을 시작하려 할 때 경직이 발생되어 옷을 입고 벗기, 신발 신고 벗기, 운전, 식사, 보행과 계단보행, 경사보행에서 보조자의 도움이 필요했으며, 작은 물건 잡기와 글씨쓰기, 타이핑 작업은 불가능 한 상태였다. 또한 스포츠 활동과 여가활동 역시 불가능 한 상태였다. 3달 15일간의 기간 동안 환자는 복학을 준비하기 위해 적극적으로 치료에 임했으며, 결과는 다음과 같았다. 신체조성은 재활 훈련을 통해 체중, 체지방율(%), 복부지방율(WHR)의 많은 감소를 가져왔다. 경직을 측정하는 Ashworth Scale은 정상에 가깝게 감소하였다. 관절가동범위는 고관절, 무릎, 발목에서 모두 증가하였다. 수동근력검사(0-9)는 많은 향상을 가져왔다. 신체체력능력 항목에서 근지구력의 윗몸일으키기와 팔굽히기, 악근력, 유연성으로 앉아 체간 숙이기, 민첩성으로 사이드 스텝, 순발력의 서전트는 모두 크게 향상되었다. 환자의 일상능력에서도 옷을 입고 벗기, 신발 신고 벗기, 운전, 식사, 보행과 계단보행, 경사보행에서 보조자의 도움이 필요없었으며, 타이핑 작업은 5손가락을 모두 사용하지는 않았지만, 1분에 80타로 큰 향상을 가져왔다. 또한 축구와 소프트볼, 등산을 달에 1회 정도 실시하여 약간의 도움만으로 가능하게 되었다.

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The Effect of Dance Educational of Physical and Emotional on Experience Dance Game (댄스게임 체험에 따른 신체적·정서적 무용교육효과)

  • Lee, Ji-Seol;An, Byong-Ju
    • Journal of Korea Game Society
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    • v.12 no.4
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    • pp.65-75
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    • 2012
  • This study aims at identifying the physical, emotional effect on dance education by using "Dance Central" among Xbox-360 Games. In order to achieve the target, this study adopts case study methodology through Dance Central program among qualitative methods. The participants of this study were 8 adults who do not have experienced dance games from a homogeneous group composed of persons into who are called the Net Generation. The period of this study was from July 18, 2011 to August 14, 2011, during which the observation was conducted for 5 weeks. In total, 15 times of participant observation were made. Dance game experience Through data collection and analysis Participatory Video, self-reports, un-Structured interview, Observations. As a result of the study, the educational effect of aspects physical, emotional and the of dance game was analyzed into dance educational aspect. Educational effect on physical aspect was divided into subjects of 'preceded rhythm and familiarity of dance moves', 'changes by type of moves' and 'dance game requiring active physical activities'. Emotional learning effect was divided into subjects including, 'alleviation of stress'. 'changes of fun by stage and concentration' and 'dance game which has no risk of addiction'.

Development of a Student Chair for Promoting the Physical Growth and Safety (신체발육과 안전 증진을 위한 학생용 의자 개발)

  • Jung Hwa Shik;Jung Hyung Shik
    • Journal of the Korea Safety Management & Science
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    • v.7 no.2
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    • pp.29-39
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    • 2005
  • 우리의 식생활 및 주거 환경이 향상됨에 따라 과거에 비해 학생들의 체격이 커지고 체형 또한 점차 서구화 되가는 경향을 보이고 있으나 아직까지도 초${\cdot}$${\cdot}$고등학교에서는 학생 자신의 체격에 적합하게 조절하여 사용할 수 없는 고정형 의자를 사용하고 있다. 이에 따라 학생들의 신체발육에 지장을 초래 할 수 있으며 특히 요통과 같은 허리에 문제를 일으킬 수 있다. 따라서 본 연구에서는 학생 자신의 체격에 맞게 높낮이를 자유롭게 조절하여 사용할 수 있는 학생용 의자를 개발하였다. 개발된 조절형 의자는 일반적으로 사용하는 학생용 의자의 다리부분에 풀림과 조임이 가능한 금속제 나사형식의 높이조절봉을 도입하여 공구가 필요 없이 손으로 회전시켜 좌판의 높이를 자유롭게 조절하여 사용할 수 있게 설계하였다. 또한 의자 등받이는 전${\cdot}$${\cdot}$${\cdot}$하방향으로 이동되게 함으로써 착석 시 좌판의 깊이와 등받이의 높낮이를 동시에 한번의 동작으로 조절 가능하게 하였다. 한편 개발된 조절형 의자는 현재 우리나라에서 채택하여 사용하고 있는 ISO 5970(Standards for tables and chairs for educational institutions)과 비교하여 수용능력에 따른 적합성 여부를 평가하였으며 피실험자 40명을 대상으로 fitting trials를 실시하였다. 평가결과 개발된 조절형 의자는 두가지 평가 기준에 적합하였으며 실용화 가능성을 발견하였다. 향후 이를 각급 학교 및 학원에 보급 활용함으로써 학생들의 이상체형 형성을 억제하여 신체 발육과 안전을 도모할 수 있으며 학습효과 또한 높일 수 있다고 판단된다.

Guitar Rhythm Game Using Motion Capture (모션 캡쳐를 이용한 기타 리듬게임)

  • Park, DongGyu;Jeong, JeongSu
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.17 no.5
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    • pp.1106-1112
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    • 2013
  • Microsoft released motion sensing device named Kinnect on early 2010, which is available for developing Xbox 360 game and entertainment software. Also many third party libraries and applications are developed for Kinnect. In this paper, we studied and developed guitar rhythm game on Kinnect using three sensor units on it. Rhythm game is the most popular game genre for many game devices including PC, console device, and smart phone. The main reasons for their popularity depends on their simplicity, short learning time and physical activity with rhythms. We developed the game screen and layout on DirectX 11, also we used OpenNI library for recognize physical activity of gamer's body and fingers, and OpenGL for body gestures on the game.