• Title/Summary/Keyword: 신체동작

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A Case Study on Tangible Contents Development for Contactless Physical Education (비대면 체육 교육을 위한 실감 콘텐츠 개발 사례)

  • Eun, Kwang-Ha;Hur, Young
    • The Journal of the Korea Contents Association
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    • v.22 no.1
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    • pp.47-57
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    • 2022
  • Demands for tangible contents using VR/AR technologies are much bigger as contactless services such as sports, physical activity, and fitness are expanded after COVID-19. A variety of technologies such as an offer and analysis of tangible data through a sensor technology, users' physical movement sensing through a motion recognition sensor, a real-time measurement of a physical skeleton point a multiple access to a real-time video, and AI training are being utilized as main technologies. This case study utilized motion recognition technologies as the study on tangible contents necessary for indoor-based physical education, sports, and fitness in the contactless environment and suggested cases to develop the physical measurement contents by design approach for the measurement assessment necessary for the development in tangible contents. The research established lists of the measurement assessment based on professionals' consultations within the measurement assessment function through the test to plan tangible contents and developed tangible contents by reflecting them as assessment measurement elements of tangible contents. The research can be utilized as the design approach of industrial companies which intend to develop tangible contents as well as reference cases of the research on contactless tangible contents for the sports and physical education.

Kinetic Analysis of the Salto Side-Ward Tucked on the Balance Beam (평균대 옆공중돌기 동작의 운동역학적 분석)

  • Yeo, Hong-Chal;Chang, Jae-Kwan
    • Korean Journal of Applied Biomechanics
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    • v.18 no.3
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    • pp.61-69
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    • 2008
  • The purpose of this study is to examine the success or failure on the balance beam in element group requirements posture which is bending salto side-ward tucked through kinetic analysis. The national team players were participated. The goal was to present training methods to coaches and athletes so as to provide scientifically useful information. The results from this study were summarized as below. When the performance was successful, the features of the body's center of gravity during the side somersault motion showed to spread from the center of the balance beam and the center of the gravity moved to the direction of the body's rotation. In the spring sections - event2 and 3, when the performance was successful, up/down fluctuation became more wider and increased air time. It supported the result that the projecting variable was higher than in failure trial. In addition, the right side hip joint angles and speed, and angular velocity as jumping up for a leap were larger than in failure trial. Those variables showed the optimal conditions for a leap. By increasing the speed of the upper limb from the shoulder and the speed of the shoulder joint angular velocity, the momentum was increased. Especially the right side shoulder joint angular velocity increased dramatically because the right leg was held. As to the side somersault motion, the angular momentum of successful trial with respect to x-axis was bigger than failed trial. It indicated that the increasing angular momentum with respect to x-axis was an important factor in flying motion. Besides, as to side somersault, the appropriate proportion of angular momentum with respect to y-axis and z-axis was a key to successful trails.

Examination of the Flick-Flack Salto Backward Stretched of Success and Fall Occurs on the Balance Beam (평균대 백핸드 수완 동작 성.패 시 실수요인 규명)

  • So, Jae-Moo;Kim, Yoon-Ji;Kim, Yong-Seok
    • Korean Journal of Applied Biomechanics
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    • v.18 no.1
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    • pp.137-146
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    • 2008
  • The purpose of this study is to examine the causes of errors from EGR posture on the balance beam, which is bending flick-flack salto backward stretched national team players through kinematic analysis, and present training methods for them so as to provide scientifically useful information to coaches and athlete. Findings from this study are summarized below. The most important factors that affect the errors in boyd center position and speed change were the speed change of left and right body centers and the horizontal and vertical speed changes. The left and right acceleration changes were greater in failed posture than in successful posture. The horizontal and vertical accelerations in E3 and E5 were the key factors that affected the backward somersault and landing. The angular speed changes which varied between success and failure were notable in head and shoulder joints. In individual results. The section when the angular speeds of head and shoulder joint must be the greatest was E4. In this section, when the body is extending instantly in a bent posture, increasing the angular speeds of head, shoulder and hip joints can improve the duration of staying in the air and the rotation radius of a somersault.

Ankle Taping and Vertical Drop Landing (발목관절의 테이핑과 수직 착지동작)

  • Yi, Chung-Hwi
    • Physical Therapy Korea
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    • v.8 no.4
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    • pp.17-29
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    • 2001
  • 발목에 대한 유착성 테이핑의 적용은 물리치료 분야와 운동 트레이닝 분야에서의 일반적인 치료 접근 방법이라 할 수 있다. 즉 발목 염좌 같은 손상을 예방하기 위한 방법과 재활의 부가적인 치료 형태로 이용될 수 있는 것이다. 본 연구는 발목의 테이핑과 트레드밀에서의 30분간 보행이 수직 착지 동작 동안 하지의 운동 역학적 요소들에 어떠한 영향을 주는지 알아보기 위해 시행되었다. 14명의 신체 건강한 대상자들 (남:10, 여:4)이 본 연구에 참여하였다. 한발로 서있는 동안 40 cm의 높이로 뛰게 하였다. 가자미근, 전경골근, 안쪽넓은근, 넙다리 두갈래근에 근전도 전극이 부착되었다. 테이핑된 신체 부위로 착지하는 동안 근전도와 힘판(force plate) 자료가 500 Hz의 주파수로 수집되었다. 대상자들의 우세쪽 하지 발목에 테이핑을 하였고, 대상자는 한발로 뛰어 내리는 동작을 반복하였다. 트레드밀에서 30분 동안 발목에 테이핑을 한 채로 보행하였고 이후 한발로 뛰어 내리는 동작을 반복하여 수행하였다. 테이핑을 적용한 상태와 테이핑한 채로 30분 동안 트레드밀에서 걷기 운동을 한 조건에서 수직 지면 반발력의 통계학적으로 유의미한 증가가 있었다. 착지 동안에 네 가지 상황에서의 최대 내측 가속도의 유의한 차이가 있었고, 그 차이는 테이핑 전과 테이핑을 한 채로의 운동 조건에서 유의한 차이가 있었다. 테이핑한 상태에서 가자미근은 접촉되는 착지 순간부터 최대 수직 지면 반발력이 나타나는 동안의 평균 근전도의 수치에 있어서 유의한 감소가 있었다. 반면에 다른 근육들에서는 아무런 변화를 보이지 않았다. 비록 발목 테이핑이 발목 손상의 위험을 줄이는데 효과적이라고 일반적으로 인식되고 있으나 이번 실험의 결과는 30분 동안의 트레드밀에서의 보행 후 테이핑은 발목의 움직임을 제한하는 효과는 있지만 한편으로는 가자미근의 활동을 감소시키는 것을 보여주었다. 따라서 이 연구의 결과는 테이핑을 하면 점프와 착지로 이어지는 동작 중에 발목관절 손상 위험을 증가시킬 가능성이 있음을 보여주었다.

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Analysis of Spike Motion in Male Professional Volleyball foreigner Players (남자 프로배구 용병선수들의 스파이크 동작 분석)

  • Kang, Sang-Hack
    • Korean Journal of Applied Biomechanics
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    • v.19 no.2
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    • pp.359-367
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    • 2009
  • This study was conducted to provide useful information for the scientific training of spikes and instruction, by analyzing all kinematical variants including time, distance, velocity, angle factors in spike movements of volleyball matches. The subjects were 4 foreigner players, who participated in the V-League of 2008-2009. The conclusion from this study is as follows. Time for a jumping step was .33s, and Angelko had a bit longer takeoff time than other players. In Angelko and Anderson who were leading in attack power, the whole distance of a spike motion was relatively short, less than 4m. The moment when the center of gravity reached the lowest point was when the right foot bearing weight in the jumping step was passing the left foot, and the highest point of gravity was 2.30m, which appeared just before the impact. The horizontal speed of the center of the gravity was highest as 4.19m/s at the beginning of a jumping step, and lowest at the stance phase of the fore foot just before takeoff. The vertical speed of the center of the gravity was lowest after the right foot touched the ground, and highest after the takeoff of the fore foot. Impact was 3.22m, and the highest ball speed was 28.18m/s.

A Study on the Relationship between Body Function and Prelusive Movement to Falls to Promote Wellness in Chronic Stroke Patients (만성뇌졸중 환자의 웰니스 증진을 위한 신체기능과 낙성전조동작의 관련성 연구)

  • Park, Chang-Sik;Kim, Jin-Young
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.7
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    • pp.181-192
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    • 2021
  • This study was conducted to investigate the effects of a participatory rehabilitation program on sit-rise and rise-to-walk test performances, and perception and motor skills in adults with medically vulnerable individuals and, adults with developmental disabilities in particular. Seventeen adults with developmental disabilities participated in a participatory rehabilitation program using resistance bands and exercise balls, for 60 minutes once weekly over 13 weeks. Their performances were measured before and immediately after the intervention, and 12 weeks after. The findings were as follows. In the sit-rise test, the number of times rising from sitting posture increased after the intervention versus before, but the difference was not statistically significant. In the rise-to-walk test, the performance showed statistically significant difference over time, and the post-hoc test showed a significant effect after the intervention versus before. There was no significant difference in perception and motor skills. In sum, the participatory rehabilitation program positively influenced dynamic balancing related to functional activities but had no significant effect on perception and motor skills, which is related to motor control and motor learning. It is suggested that to increase the participation in community activities, reduce fall risk, and improve dynamic balancing abilities in adults with developmental disabilities, participatory rehabilitation programs should be utilized to promote the physical wellbeing.

Estimating Algorithm of Physical Activity Energy Expenditure and Physical Activity Intensity using a Tri-axial Accelerometer (3축 가속도 센서를 이용한 신체활동 에너지 소비량과 신체활동 강도 예측 알고리즘)

  • Kim, D.Y.;Hwang, I.H.;Jeon, S.H.;Bae, Y.H.;Kim, N.H.
    • Journal of rehabilitation welfare engineering & assistive technology
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    • v.5 no.1
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    • pp.27-33
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    • 2011
  • Estimating algorithm of physical activity energy expenditure and physical activity intensity was implemented by using a tri-axial accelerometer motion detector of the SVM(Signal Vector Magnitude) of 3-axis(x, y, z). A total of 10 participants(5 males and 5 females aged between 20 and 30 years). The ActiGraph(LLC, USA) and Fitmeter(Fit.life, korea) was positioned anterior superior iliac spine on the body. The activity protocol consisted of three types on treadmill; participants performed three treadmill activity at three speeds(3, 5, 8 km/h). Each activity was performed for 7 minutes with 4 minutes rest between each activity for the steady state. These activities were repeated four weeks. Algorithm for METs, kcal and intensity of activities were implemented with ActiGraph and Fitmeter correlation between the data.

Taking a Jump Motion Picture Automatically by using Accelerometer of Smart Phones (스마트폰 가속도계를 이용한 점프동작 자동인식 촬영)

  • Choi, Kyungyoon;Jun, Kyungkoo
    • Journal of KIISE
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    • v.41 no.9
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    • pp.633-641
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    • 2014
  • This paper proposes algorithms to detect jump motion and automatically take a picture when the jump reaches its top. Based on the algorithms, we build jump-shot system by using accelerometer-equipped smart phones. Since the jump motion may vary depending on one's physical condition, gender, and age, it is critical to figure out common features which are independent from such differences. Also it is obvious that the detection algorithm needs to work in real-time because of the short duration of the jump. We propose two different algorithms considering these requirements and develop the system as a smart phone application. Through a series of experiments, we show that the system is able to successfully detect the jump motion and take a picture when it reaches the top.

Character Animation using End-Effector (End-Effector를 이용한 캐릭터 애니메이션)

  • 송경민;이칠우
    • Proceedings of the Korean Information Science Society Conference
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    • 2001.10b
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    • pp.541-543
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    • 2001
  • 본 논문에서는 실세계에서의 사용자 동작을 가상 광간의 캐릭터를 통해 나타낼 수 있는 제어방법에 대해 논한다. 사용자의 캐릭터는 스테레오 카메라 영상으로부터 얻어지는 3차원 좌표값 5개를 이용하여 표현된다. 영상에서 구하는 3차원 좌표값은 노이즈가 들어있고 불안정하므로 자연스럽고 부드럽게 변형할 수 있도록 프레임 내에서 보간 작업이 필요하다. 안정된 데이터는 신체 제약조건을 만족하는 범위에서 inverse kinematic을 이용하여 joint angle을 계산한다. 하지만 이 방법은 수학적인 계산을 통해 나온 결과이기 때문에 가끔 사용자가 원하지 않는 동작을 만들어 내는 단점을 극복해야 한다.

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A Study on Multi-AHRS-based MTL Device (다중 AHRS 기반의 MTL 디바이스에 관한 연구)

  • Kim, Dong-min;Lim, Ji-yong;Oh, Am-suk
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.05a
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    • pp.540-541
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    • 2018
  • 본 논문에서는 체험형 VR 환경을 고려한 다중 AHRS 기반의 MTL 디바이스를 제안한다. 제안하는 MTL 디바이스는 신체부위에 복수개의 AHRS 디바이스를 부착하고 이를 기준으로 좌표계를 정의하여 9축 움직임 정보를 기반으로 사용자의 동작을 추정한다. 그리고 전송 효율 향상과 모션투포톤(MTP) 지연시간을 최소화하기 위해 SPI 인터페이스를 통해 유선으로 직접 연결하고, 자세정보를 취합하여 서버로 전송한다.

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