• Title/Summary/Keyword: 신체적 서비스

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A Study on Industrial Potential of Artificial Intelligence through the Cases of Film and Artificial Intelligence Art (예술에서 살펴본 인공지능의 미래 산업화 가능성 - 영화와 인공지능 예술을 중심으로)

  • Kim, Hee-Young
    • Cartoon and Animation Studies
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    • s.50
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    • pp.423-452
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    • 2018
  • The possibility of future industrialization of artificial intelligence was studied through aspects of artificial intelligence art and movie. The field of artificial intelligence is developing by imitating humans through past and present, so it can be inferred that it is important to grasp the future image presented in movie and artificial intelligence art. Human values are represented differently in artificial intelligence films and arts. Artificial intelligence film and art are concerned with the external and internal aspects of human values, respectively. The AI movie looks at similar external aspects in human and AI shape and function, but artificial intelligence art deals with human alienation and lack of communication due to artificial intelligence technology development. Artificial intelligence in movies is a direction to visualize the imagination for artificial intelligence technology, and artificial intelligence art is expressed in the way of making and implementing works using technology. The future of artificial intelligence, which we have shown in imagination in movies today, is being realized technologically. Artificial intelligence art reflects the problems of artificial intelligence technology that can be appeared through current technology, and human problems that may arise from artificial intelligence technology development. Movies and artificial intelligence art reflect the current problems, and through them we can see the future of artificial intelligence. The future of artificial intelligence in movies is an artificial intelligence service that provides human convenience, cyborg artificial intelligence industry, industry that uses exoskeleton robot and exoskeleton suit, and artificial intelligence secretary. If we look at the future of artificial intelligence through the artificial intelligence art in terms of the problems of artificial intelligence technology and the problem of human value, there are artificial intelligence to learn from trial and error or mistakes, self-expression and communication by lifelogging, recovery of miscommunications by a reflective thinking, and an expansion of the area of artificial intelligence artist through human uncertainty. The future industrialization potential of artificial intelligence as study through aspects of artificial intelligence art and movie is an industry that extends the five senses, an industry that improves the insufficient physical ability of the human, an industry that enhances the physical ability of the human being, and an industry that maintains psychological and mental well-being.

아바타 시스템과 한국의 복식문화 접목을 통한 "디지털 복식 아바타" 개발에 관한 연구

  • 김영삼
    • Proceedings of the Korea Society of Costume Conference
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    • 2003.05a
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    • pp.42-42
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    • 2003
  • 세계적으로 인터넷 이용 인구는 2002년 2월 현재 5억 4천 4백만여명에 이르고 있으며, 우리나라의 인터넷 이용 인구는 2001년 12월말 자료에 의하면 2천4백3십8만여명에 달하는 것으로 보고되고 있다(한국 인터넷정보센터통계보고서, 2002). 또한, 네오위즈는 작년 한 해 아바타 매출 100억원을 돌파, 다모임은 지난해 12월 한달간의 아바타 매출이 3억 6000만원에 달하였으며, 다움(Daum)의 경우 서비스 개시 15일 만에 일일 발생 매출이 1천만원 돌파, 현재 1일 3천500만원의 수익을 올리는 등, 아바타 선두 업체 뿐 아니라 후발 주자들도 큰 수익 창출하고 있다(Economy21- 2002.04.25). 올 한해 아바타 시장규모는 800억원-1000억원으로 예상되고 있으며, 이러한 시장 증대에 따라 기존 캐릭터 업체들이 구축계약 위주에서 서비스 제휴사업으로 아바타모델 제안 및 시장영업이 증대되고 있다. 즉, 아바타 시장은 구축되어 있는 것이 아니라 계속적으로 확대되어 가고 있음. 또한 아바타산업은 인터넷 인프라의 확산과 더불어 아바타의 호응 또한 급격히 상승하고 있으며, 단순히 사이버 세계에서의 분신으로서의 역할에서 벗어나 다양한 부가가치를 구현하는 아바타의 등장으로 아바타의 확산은 계속적인 추세이다. 또한 아바타는 게임, 채팅, 일정관리등 인터넷 전 분야에 걸쳐 Cyber Agent활용도가 확산되고 있으며, 아바타 시장은 초기 일본형 애니메이션 아바타에서 벗어나 아바타와 패션, 아바타와 문화의 접목에 대한 관심이 상승되고 있으며 이로 인한 신규시장이 창출되고 있다 이러한 디지털 시대로의 급격한 발전은 복식문화를 디지털 문화컨텐츠 사업화로의 그 발전방향을 제시하고 있다.2cm 적용하고, 진동두께 계산식은 (B/8-1.5)+2cm를 적용함으로써 진동깊이와 진동두께의 편차가 작아짐으로 인해 소매부위와 진동부위의 맞음새를 향상시켰다. 3) 가슴둘레의 증가에 따라 등길이에 앞길이 치수를 증가시키는 계산식을 설정하여 앞가슴둘레의 맞음새를 향상시켰다. 4) Plus-size여성의 경우 허리부분의 신체적합성을 높이기 위하여 사이드 판넬(side panel)의 재킷원형으로 하였다. 앞 허리와 배 부분의 지방 침착이 크므로 앞 허리둘레 다아트 폭과 앞판 사이드 판넬(side panel) 솔기 다아트 폭을 작게 설정하고, 뒤판 사이드 판넬 솔기 폭을 크게 설정하였다. 5) 어깨끝점 사이길이는 다른 부위의 체지방 침착과 같이 비례적으로 증가하지 않으므로 표준체형에 비해 좁게 설정하였다. 보여주어 우리나라의 선호 질감과는 차이가 있었다. 실제 판매율을 살펴본 결과 주관적 질감 이미지 평가의 선호도와의 비교에서 약간의 차이가 있었는데, 이는 질감 외에 가격이 구매에 영향을 미쳤기 때문으로 분석되었다., 2002; Huun et al, 2001).의 특징이라 할 수 있겠다. 대한 자부심과 국제 사회에서 차별화 할 수 있는 한국 복식 디자인에 독창성과 창조성을 표현하는 중요한 영역임을 인식할 수 있었다.와 보호인자를 재확인할 필요가 있다고 보며 본 연구의 결과는 지역민의 대장직장암 예방을 위한 영양교육 자료로서 활용될 수 있다고 본다. 관여도에 영향을 미치고 있음을 알 수 있었다. 유지되어 쾌적역이 향상된 것으로 사려된다.하였으며, 효율적인 색채 정보로서 활용될 수 있는 패션 색채 팔레트를 제시하였다는데 의의가 있다.′, aesthetic of ′unity in multiplicity′, a

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Documentation of Intangible Cultural Heritage Using Motion Capture Technology Focusing on the documentation of Seungmu, Salpuri and Taepyeongmu (부록 3. 모션캡쳐를 이용한 무형문화재의 기록작성 - 국가지정 중요무형문화재 승무·살풀이·태평무를 중심으로 -)

  • Park, Weonmo;Go, Jungil;Kim, Yongsuk
    • Korean Journal of Heritage: History & Science
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    • v.39
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    • pp.351-378
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    • 2006
  • With the development of media, the methods for the documentation of intangible cultural heritage have been also developed and diversified. As well as the previous analogue ways of documentation, the have been recently applying new multi-media technologies focusing on digital pictures, sound sources, movies, etc. Among the new technologies, the documentation of intangible cultural heritage using the method of 'Motion Capture' has proved itself prominent especially in the fields that require three-dimensional documentation such as dances and performances. Motion Capture refers to the documentation technology which records the signals of the time varing positions derived from the sensors equipped on the surface of an object. It converts the signals from the sensors into digital data which can be plotted as points on the virtual coordinates of the computer and records the movement of the points during a certain period of time, as the object moves. It produces scientific data for the preservation of intangible cultural heritage, by displaying digital data which represents the virtual motion of a holder of an intangible cultural heritage. National Research Institute of Cultural Properties (NRICP) has been working on for the development of new documentation method for the Important Intangible Cultural Heritage designated by Korean government. This is to be done using 'motion capture' equipments which are also widely used for the computer graphics in movie or game industries. This project is designed to apply the motion capture technology for 3 years- from 2005 to 2007 - for 11 performances from 7 traditional dances of which body gestures have considerable values among the Important Intangible Cultural Heritage performances. This is to be supported by lottery funds. In 2005, the first year of the project, accumulated were data of single dances, such as Seungmu (monk's dance), Salpuri(a solo dance for spiritual cleansing dance), Taepyeongmu (dance of peace), which are relatively easy in terms of performing skills. In 2006, group dances, such as Jinju Geommu (Jinju sword dance), Seungjeonmu (dance for victory), Cheoyongmu (dance of Lord Cheoyong), etc., will be documented. In the last year of the project, 2007, education programme for comparative studies, analysis and transmission of intangible cultural heritage and three-dimensional contents for public service will be devised, based on the accumulated data, as well as the documentation of Hakyeonhwadae Habseolmu (crane dance combined with the lotus blossom dance). By describing the processes and results of motion capture documentation of Salpuri dance (Lee Mae-bang), Taepyeongmu (Kang seon-young) and Seungmu (Lee Mae-bang, Lee Ae-ju and Jung Jae-man) conducted in 2005, this report introduces a new approach for the documentation of intangible cultural heritage. During the first year of the project, two questions have been raised. First, how can we capture motions of a holder (dancer) without cutoffs during quite a long performance? After many times of tests, the motion capture system proved itself stable with continuous results. Second, how can we reproduce the accurate motion without the re-targeting process? The project re-created the most accurate motion of the dancer's gestures, applying the new technology to drew out the shape of the dancers's body digital data before the motion capture process for the first time in Korea. The accurate three-dimensional body models for four holders obtained by the body scanning enhanced the accuracy of the motion capture of the dance.

Relationship between Cognitive Anxiety and Performance in Closed Loop Skill Sports (폐쇄기술 스포츠의 인지불안과 수행력의 관계 : 메타분석)

  • Kang, Kyoung Doo;Jung, Hye Yeon;Ha, Eun Joo;Han, Doug Hyun
    • Korean Journal of Psychosomatic Medicine
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    • v.25 no.1
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    • pp.19-26
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    • 2017
  • Objectives : The aim of this meta-analysis study was to examine the relationship between cognitive anxiety and performance in closed loop skill sports. Methods : A comprehensive literature search was conducted using databases including Korean Information Service System, DBpia, Research Information Sharing Service, and National Assembly Library from 1980 to 2015. Search terms included 'Golf', 'Shooting', 'Archery', 'Anxiety', and 'Performance'. Standardized mean difference and 95% CI(confidence intervals) were calculated, and the heterogeneity of the studies was estimated using Q statistic. Results : Ten studies have satisfied the inclusion criteria. The main findings indicate that cognitive anxiety was significantly reverse correlated with performance in closed loop skill sports(r=-.198). The mean effect size for men(r=-.31) was significantly greater than that for women(r=-.05). Conclusions : Our results suggest that cognitive anxiety in closed loop skill sports is correlated with performance of athletes. Future study related to psychological aspects on athletes in sports is required in order to understand the specific evidence of relationship between anxiety and performance.

An Exploratory Study on the Factors Affecting the Welfare Needs of the Rural Marriage Migrant Females (농촌 결혼이주여성들의 복지욕구 영향요인에 관한 탐색적 연구)

  • Lee, Young-Boon;Choi, Seung-Hee;Song, In-Seok
    • Korean Journal of Social Welfare
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    • v.62 no.3
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    • pp.163-191
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    • 2010
  • The purpose of this study is to explore the factors affecting the welfare needs of the rural marriage migrant females. A survey was conducted on 300 rural marriage migration females using probability sampling and for the analysis stepwise regression was used. The major findings of this study can be summarized as follows. The welfare needs of counselling on husband' behavior problem were higher in cases of worse mental health, better physical health, younger age and lower participation in the meetings with her fellow countrymen. The welfare needs on the children raising and education were relatively higher among the migrant females from Vietnam and younger age. The needs on the job skills training were lower in cases of the migrant females from Philippines, China(the Chinese) and were higher in cases of lower level of family understanding. The welfare needs on the job placement were higher among older and lower community affinity, and were lower in cases of the migrant females from Philippines. The results suggest that the welfare services should be differently provided to the migrant females in reflection of the age, education level, nationality and community resources. Further, the mental health screening test and treatment services for migrant females are needed since the welfare needs increase when the migration females have worse mental health condition.

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A Study on the Forecast of Bed Demand ofr Institutional Long-term Care in Taegu, Korea (대구광역시 노인복지시설 유형별 수요추정)

  • 김명희
    • Journal of Korean Academy of Nursing
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    • v.30 no.2
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    • pp.437-451
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    • 2000
  • The purpose of this study was to estimate the forecast of bed demand for institutional long-term care for the elderly persons in Taegu Metropolitan City. The study subject was the total 1,877 elderly persons over age 65 living in Taegu. Among them 1,441 elderly persons were sampled from community and 436 were from the elderly admitted 5 general hospitals. Data collection was carried out by interview from 25 August to 25 December 1997. The measuring instrument of this study was the modified tool of CARE, MAI, PCTC, and ADL which were examined for validity and reliability. In order to forecast bed demand of Nursing Home, this study revised prediction techniques suggested by Robin. The results were as follows : 1. OLDi of Taegu City were 122,202 by the year 1998 and number of Low-Income Elderly Persons were 3,210. 2. The Level I : Senior Citizen Home $ADEMi=\frac{AQi * ASTAYi}{365 * AOCUi}$. AQi = OLDi * LADLi * NASi * ALONi * LIADLi * AUTILi. Predicted number of bed demand for Home Based. Elderly Persons were 4,210 and Low-Income Elderly Persons were 1,081 and Total Elderly Persons were 5,291 by the year 1998, 6,343 by the year 2000 and 8,351 by the 2005. 3. The Level II : Nursing Home $BDEMi=\frac{(BQ1i+BQ2i) * BSTAYi}{365 * BOCUi}$. BQ1i = OLDi * HADLi * ALONi * HIADLi BQ2i = OLDi * HADLi * FAMi * OBEDi Predicted number of demand for Total Elderly Persons were 668 by the year 1998, 802 by the year 2000 and 1,055 by the 2005. 4. The Level III : Nursing Home $CDEMi=\frac{COLDi * HDISi * CUTILi * CSTAYi}{365 * COCUi}+OQi/10$ Predicted number of demand for Total Elderly Persons were 1,899 by the year 1998, 2,311 by the year 2000 and 3,003 by the 2005. 5. Predicted number of bed demand of long-term care facilities in the year 1998 according to Levels were 4.3% among elderly persons in Taegu by Level I, 0.5% by Level II and 1.5% by Level III. Number of elderly persons in current long-term care facilities were 458 in LevelI I,284 in Level II. 6. Deficit number of bed demand of long-term care facilities were 4,833 in Level I, 384 in Level II, 1,899 in Level III for the elderly persons in Taegu Metropolitan City.

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The Effect of Depression and Self-efficacy on the Quality of Life (요양병원 입원노인의 우울과 자아효능감이 삶의 질에 미치는 영향)

  • Kwag, Sung-Won;Sim, Kyoung-Bo;Roh, Heo-Lyun;Kim, Dong-Hyun
    • The Journal of Korean society of community based occupational therapy
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    • v.8 no.1
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    • pp.23-31
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    • 2018
  • Objective : Purpose of this study was to investigate the effect of depression and self - efficacy on the quality of life of the elderly hospitalized in a nursing hospital and to suggest a new direction for improving the quality of life of the elderly. Methods : The target was 212 senior citizens who were hospitalized at a nursing hospital located in K city in North Gyeongsang Province. The questionnaire was structured by adding the characteristics of the subjects, the Korean Senior Depression Index (GDS-K), the Self-effective Index (WHQOL-BRFA), and the World Health Organization's Life-Enhanced scale. coded using SPSS ver.18, the depression, self-efficiency, and quality of life differences according to the general characteristics (t-test, ANOVA), and Self-efficacy, depression, and the correlation coefficient between quality of life and A multI-sentence analysis to see the impact of depression and self-efficacy on the quality of life. Results : Self - efficacy and depression according to subject characteristics were different according to length of stay, and quality of life was different in religion. The correlation between depression, self - efficacy, and quality of life of admitted elderly showed statistically significant negative correlation (p <.01) with depression in both the quality of life and self - efficacy sub - variables. The depression and the self - efficacy of the elderly had the greatest effect on the quality of life. The variables were depression (${\beta}=-.328$), social efficacy (${\beta}=.248$), and physical efficacy (${\beta}=.193$). Conclusion : In order to improve the quality of life of the elderly, it will be necessary to provide and develop medical care services that reduce depression and improve self - efficacy (physical and social).

A Owner's Privacy Preserving Protocol for u-Fitness-based Exercise Management in Cloud Computing (클라우드 컴퓨팅에서 u-Fitness 기반 운동 관리를 위한 소유자의 프라이버시를 보장하는 프로토콜)

  • Kim, Tae-yeon;Cho, Ki-hwan;Choi, Eun-Bok
    • Smart Media Journal
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    • v.6 no.3
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    • pp.21-28
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    • 2017
  • There is growing interest in the use of cloud services these days because the amount of sensitive physical information related to u-fitness-based exercise management increase in explosive. However, it is possible to illegally access information stored in a cloud server, and to find out who owns the information, even, to illegally deduce an association among the information stored in its memory. The cloud server may also intentionally pass over the owner's legitimate operation requests such as modification and deletion of stored information, and may lose or damage information due to its malfunction. So, it is strongly required to solve the above problems because we can not trust the cloud server entirely. In this paper, we propose a protocol to preserve the privacy of the owner for u-Fitness-based exercise management in a cloud computing environment. And we show that our proposed architecture is applicable in real environment through security analysis and performance analysis.

Utilization Level and Associated Factors of Complementary and Alternative Medicine in the Older Population before Death (사망 전 노인들의 보완대체요법 이용수준 및 관련 요인)

  • Cho, Nam-Hong;Woo, Eun-Kyung;Yi, Jee-Joen;Yi, Sang-Wook;Cho, Hang-Sok;Kim, Sun-Hyun
    • Journal of Hospice and Palliative Care
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    • v.7 no.1
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    • pp.37-48
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    • 2004
  • Purpose: Population using complementary and alternative medicine (CAM) and the cost or it are increasing all over the world. In this study, we investigated the utilization state of CAM in the elderly people during the last 6 months of life. Methods: We found 4,210 persons in Seoul, older than 65 years who received a funeral subsidy from health insurance after death during the latter half of the year, 2001. We stratified them by age and gender and selected 301 persons and surveyed them by questionnaire. Results: 247 persons (83.1%) used at least one of CAM during their last 6 months of life. Diet and Nutrition remedy showed the highest utilatization rate (65.5%), and drug therapies also were much used (29.9%). Utilization rate was higher in female (60%) and according to the cause of death, the highest in a geriatric disease groups, and the lowest in the cancer group. Whole satisfaction to CAM was high with average 4.25 points out of total 6, and adverse effects were almost free with average 5.55 points out of total 6. Satisfaction was the highest in Diet and Nutrition remedy but the lowest in Manipulative and Body-Based methods. Adverse-effect score was best in Manipulative and Body-Based methods. According to age and the causative disease of death, there were significant differences in satisfaction and adverse effect levels. Conclusion: Majority of old people used at least one of CAM during their last 6months of life. Whole satisfaction and adverse-effect level were very excellent.

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A Study on the Effectiveness of Rehabilitation by Virtual Reality Program: Systematic Review (가상현실 프로그램을 사용한 재활치료의 효과성 연구: 체계적 고찰)

  • Park, Da-Sol;Shin, Ga-In;Woo, Ye-Shin;Park, Hae Yean
    • 재활복지
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    • v.22 no.3
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    • pp.209-224
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    • 2018
  • The purpose of this study is to provide a basic data about the virtual reality rehabilitation therapy to the occupational therapist in the domestic clinical field by systematically analyzing the types and effects of the rehabilitation therapy using the virtual reality program. Research articles were retrieved from January 2007 to December 2017 using the Research Information Sharing Service (RISS), Google Scholar, and Pubmed database. The main search terms were 'Virtual Reality AND Rehabilitation' and 'Virtual reality AND Effect'. Finally, 10 foreign studies were selected as the subjects of this study. Selected studies were organized using PICO (Patient, Intervention, Comparison, Outcome) format. The results were as follows: The subjects were divided into 4 types, stroke, brain tumor, Parkinson 's disease, and kidney disease. The tools used for arbitration were three IREX (30 %), two X-box Kinect (20 %), two Nintendo Wii (20 %), one [Existing tool + VR] (10 %), one [Mobile application + VR] (10 %). As a result of the intervention, improvement of function was observed in all 10 studies from overseas, and physical function was 24 times (66 %), mental function 6 times (17 %), cognitive function 5 times (14 %), Activity of daily living 1 time (10 %). this study could be used as a basic resource to enhance the professionalism and quality of rehabilitation services and expand the scope by organizing virtual reality-based rehabilitation and its effects.