• Title/Summary/Keyword: 신체동작

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Automatic Book Turning Tool for The Disabled (장애우를 위한 자동 책 넘김 도구)

  • Park, Cha-Hun;Kim, Min-Uk;Kim, Seon-Ho;Lee, Sang-Mi;Lee, Seung-Min;Jin, Seo-Hyeon
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.01a
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    • pp.291-292
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    • 2022
  • 현 사회는 효율성과 편리함을 목적으로 수고를 덜어주는 기계 및 장치, 시스템들을 연구하고 개발하고 있다. 이를 목적으로, 개발되는 시스템에 가장 적합한 대상이 누구인지 파악하는 것도 중요한 요소 중 하나이다. 따라서, 본 프로젝트는 대부분의 사람들에게는 쉬운 행동이지만 신체적 한계로 어려움을 겪는 분들을 대상으로 초점을 맞췄다. 특정한 입력을 인식하여 그 입력에 따라 자동으로 책장을 한 페이지씩 넘겨주는 출력 시스템을 제안한다. 호흡, 손가락 기울기, 버튼 등의 센서에서 감지된 움직임을 통해 최소한의 동작으로 아두이노 기반의 자동화 프로그램 이행을 목표로 하고 있다. 생체 동작 신호 수집을 위한 비접촉 및 웨어러블 센서로 구성되며 수신받은 데이터를 기반으로 각각의 모터에 전송하여 담당하는 작동을 한다. 자동화 및 모션 감지 기술 프로토타입을 제시한다.

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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.

Effect of Aquatic Exercise on Body Composition, Fitness and Pulmonary Function of Spasticity Cerebral Palsy (수중운동이 경련성 뇌성마비인의 신체구성, 체력 및 폐기능에 미치는 영향)

  • Ko Young-Ho;Yoon Young-Bok;Kim Sun-Ho
    • The Journal of the Korea Contents Association
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    • v.5 no.3
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    • pp.37-44
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    • 2005
  • The purpose of this study was to evaluate the effect of aquatic exercise on body composition, fitness and pulmonary function. Subjects were seven spasticity cerebral palsy(18-20years). The aquatic exercise program consisted of 11 items, and performed for 30-40mins in a bout, 4 times a week at the intensity of HRmax($40-65\%$) for 12 weeks. And the change of body weight, %fat, fat mass, hand grip, sit up, sit and reach, close eyes foot balance and side step have been measured before and post exercise 12 weeks. Paired t-test was performed for data analysis at the 0.051eve1 of significance. The following results as; First, body compositions(body weight, $\%$fat and fat mass) were decreased significantly after 12 weeks(p< .05). Second, muscle endurance, balance and flexibility were increased significantly after 12 weeks(p< .05, p< .01), respectively. Third, vital capacity was increased significantly after 12 weeks(p< .05). These results suggest that the aquatic exercise programs are applicable to the spasticity cerebral palsy with abnormal movement.

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Interactive Music Performance Content for Infants' emotional regulation Improvement (유아의 정서조절능력 향상을 위한 인터랙티브 음악연주 콘텐츠 제안)

  • Park, Min-kyung;Choi, Ye-ji;Park, Yeong-mi;Jang, Se-jin;Park, Sui
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.10a
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    • pp.141-144
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    • 2018
  • During human development, rapid emotional growth develops in infancy, and emotional regulation affects positive emotional development. Therefore, it is important for infants to learn how to control their emotions in infancy. In this study, we propose music-based media content that can improve the emotional regulation ability of infants. In other words, this study suggests a projector-based interactive content that plays various musical instruments through movement of the body following the music on the basis of the Eurhythmics education. Children were asked to perform five instruments: bass, drums, tambourines, castanets, and maracas in their physical movements using their hands, arms, and legs, so that physical activity had a positive impact on the child's emotional regulation. This music - based interactive content is expected to provide an environment that can help improve the emotional regulation by concentrating the attention of children.

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A Study on the Aesthetic Characteristics of Korean Pantomimic Mask-dance-drama (한국 무언탈놀이의 연극미학적 특성)

  • Jintae, Park
    • (The) Research of the performance art and culture
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    • no.19
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    • pp.191-220
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    • 2009
  • The aesthetics of Korean pantomimic mask-dance-drama is studied in this thesis. The scripts of the pantomimic mask-dance-drama were recorded generally, explanatorily and interpretively. The emotion and psychology are expressed by the look and body language. The mimic expression of the pantomimic mask-dance-drama was analyzed intensively. The speech drama is richer and deeper than the pantomimic mask-dance-drama at the aspect of the power of expression.

Body 3D Character Modeling For Human Body Motion Analysis (인체 동작 분석을 위한 신체 3D 캐릭터 모델링)

  • Cho, Hae-Seong
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.631-634
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    • 2006
  • The national standard physique research of Korea is being conducted every 5$\sim$6 year term after its first research was started in 1979. The result of the national physique research was reflected in manufactured goods design of allied industries such as clothing, shoes, furniture. In this thesis, we measured anthropometry value for every bodily figurative classification after dividing users according to gender, age, bodily figure using the result of the national standard physique research. We constructed 3D character through the process of analyzing interrelation of measured anthropometry and measuring representative category. For the process for organization, we measured anthropometry which can express sports action of golf, tennis and etc effectively. We made it by presenting measurement which is able to form each type of 3D character after the category was decided. Quantitative and objective valuation for posture and action became possible by developing visible information offer and posture action analysis protocol in theoretical approach for analysis of posture and action in sports.

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Comparison of Electromyography Activity in Accordance with Contact Pad Type during the Use of a Standing Table for Pediatric Patients with Brain Lesions (뇌병변 소아환자의 기립보조기 사용 시 접촉 패드 유형에 따른 근활성도 비교)

  • Lee, J.H.;Oh, M.W.;Ha, J.G.;Seo, J.Y.;Hwang, H.S.
    • Journal of rehabilitation welfare engineering & assistive technology
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    • v.8 no.3
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    • pp.161-168
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    • 2014
  • This study conducted a comparative analysis of the contraction pattern of trunk and lower limbs muscles of handicapped children with brain lesions during the use of foam pad and air pad for fixing a standing table to the body for pediatric patients with brain lesions using a standing table product applied with a pneumatic air fitting system. There was a difference in the measurement of muscle strength activity by muscle in accordance with pad type (foam pad vs. air pad). A large difference was found with big movements (movements of eating), while a small difference was discovered with small movements (writing and reading movements). This was found to furnish a little more comfort to users compared with the existing foam pad during the use of a standing table product applied with a pneumatic air fitting system.

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Creating Stick Figure Animations Based on Captured Motion Data (모션 캡쳐 데이터에 기초한 스틱 피규어애니메이션 제작)

  • Choi, Myung Geol;Lee, Kang Hoon
    • Journal of the Korea Computer Graphics Society
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    • v.21 no.1
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    • pp.23-31
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    • 2015
  • We present a method for creating realistic 2D stick figure animations easily and rapidly using captured motion data. Stick figure animations are typically created by drawing a single pose for each frame manually for the entire time interval. In contrast, our method allows the user to summarize an action (e.g. kick, jump) for an extended period of time into a single image in which one or more action lines are drawn over a stick figure to represent the moving directions of body parts. In order to synthesize a series of time-varying poses automatically from the given image, our system first builds a deformable character model that can make arbitrary deformations of the user's stick figure drawing in 2D plane. Then, the system searches for an optimal motion segment that best fits the given pose and action lines from pre-recorded motion database. Deforming the character model to imitate the retrieved motion segment produces the final stick figure animation. We demonstrate the usefulness of our method in creating interesting stick figure animations with little effort through experiments using a variety of stick figure styles and captured motion data.

Interface Correction Method for Motion Recognition Game using Kinect (키넥트를 이용한 동작인식 게임의 인터페이스 보정 방법)

  • Kang, Gyeong-Heon;Kim, Eun-Seok
    • Journal of Korea Game Society
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    • v.15 no.3
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    • pp.135-150
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    • 2015
  • After the release of SDK in 2011, Kinect developed for the motion recognition games has been applied not only in game but also in various fields such as science, education, and health care. It has some problems as belated responses to player's movements, a lot of noise in the recognized data, and an untraceable player when the body is partially occluded. Because of Kinect's such peculiarities of playing environment, most Kinect games require the inconvenience of Kinect's location or player's posture correction. In this paper, we propose an interface correction method that minimizes the requirements to be asked players, manages the exceptions such as noise, and enables to process consistently the player's movements in the game using Kinect. Also, we present the delay time to be considered to develop the game using Kinect through the experiment.

Pose Classification and Correction System for At-home Workouts (홈 트레이닝을 위한 운동 동작 분류 및 교정 시스템)

  • Kang, Jae Min;Park, Seongsu;Kim, Yun Soo;Gahm, Jin Kyu
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.9
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    • pp.1183-1189
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    • 2021
  • There have been recently an increasing number of people working out at home. However, many of them do not have face-to-face guidance from experts, so they cannot effectively correct their wrong pose. This may lead to strain and injury to those doing home training. To tackle this problem, this paper proposes a video data-based pose classification and correction system for home training. The proposed system classifies poses using the multi-layer perceptron and pose estimation model, and corrects poses based on joint angels estimated. A voting algorithm that considers the results of successive frames is applied to improve the performance of the pose classification model. Multi-layer perceptron model for post classification shows the highest accuracy with 0.9. In addition, it is shown that the proposed voting algorithm improves the accuracy to 0.93.