• Title/Summary/Keyword: 움직임 교육

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The Motion Control of the Hand and Arm with KINECT based Robot System (KINECT를 이용한 손가락 움직임 인식 및 로봇핸드 제어)

  • Jung, Ungyeol;In, Chi-Hyeon;Cho, Jae-Min;Lee, Jun-Hyuk;Lee, Young-Jun
    • Proceedings of The KACE
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    • 2017.08a
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    • pp.197-199
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    • 2017
  • 재난 상황이나 우주 공간과 같은 환경에서는 인간이 직접 작업을 수행하기가 매우 어렵다. 따라서 이러한 환경에서 인명 구조나 탐사 등을 진행할 때에는 원격으로 제어가능한 로봇을 활용하는 것이 효과적이다. 특히 이 로봇이 인간의 움직임을 실시간으로 모방한다면 직관적이고 순발력 있는 제어가 가능해진다. 본 연구에서는 키넥트 센서를 이용해 인간의 움직임을 인식하고 이 움직임을 모방하는 로봇핸드와 로봇암을 구현하였다. 하드웨어는 TETRIX와 EV3 플랫폼을 이용하여 설계하였고, 소프트웨어는 C# 기반의 KINECT for Windows SDK와 Visual Studio 2015로 구현하였다. 본 연구에서 구현한 시스템은 재난 현장에서의 인명 구조, 복구 상황에서와 우주 공간에서의 탐사 상황에서 유용하게 사용될 수 있을 것이다.

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A Ukulele Playing Intervention for Improving the Hand Function of Patients With Central Nervous System Damage: A TIMP Case Study (중추신경계 손상 성인 대상 손 기능 향상을 위한 우쿨렐레 활용 치료적 악기연주(TIMP) 사례)

  • Joo, Ye-Eun;Park, Jin-Kyoung
    • Journal of Music and Human Behavior
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    • v.19 no.2
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    • pp.81-103
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    • 2022
  • The effects of therapeutic instrumental music performance (TIMP) using a ukulele were examined in adults with central nervous system damage and impaired hand functions. The participants were three adults with neurological damage who participated in 30-min sessions twice a week over 6 weeks. Changes in hand function was measured by the Box and Block Test (BBT), the 9-Hole Peg Test (9-HPT), and the Jebsen-Taylor Hand Function Test (JTHFT). Following the intervention, all three participants showed increases in the BBT and 9-HPT scores, indicating positive changes in fine motor coordination and dexterity. In terms of the JTHFT, all three participants showed increases in the "writing" and "card flipping" subtask scores, indicating that the intervention was effective in improving more coordinated finger movements. All participants reported the satisfaction with the intervention. They also pointed out that they were motivated to play the ukulele and that following the intervention used their affected hand more frequently in daily activities. These findings suggest that TIMP with a ukulele for patients with central nervous system damage can have positive effects on their functional hand movements and motivate these patients to practice their rehabilitation exercises.

Implementation of a Bubble Popping System for Educational Augmented Reality (교육용 증강 현실을 위한 버블 포핑 시스템 구현)

  • Lee, Woo-Keun;Jung, Da-Un;Choi, Chang-Yeol;Kim, Man-Bae
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2009.11a
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    • pp.371-374
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    • 2009
  • 가상 현실과 현실 세계가 공존하는 증강 현실은 현재 및 향후 실감미디어 콘텐츠에 중요한 역할을 할 것으로 기대된다. 증강 현실은 게임, 엔터테인먼트, 교육 분야 등에서 응용에 따라 다양한 기술들의 결합이 요구된다. 본 논문에서는 교육적 효과를 주는 버블 포핑 증강 현실 기법을 제안한다. 버블 포핑 시스템은 비디오 입력용 웹캠, 마커 패턴 영상, 그래픽 구 버블 객체, 그래픽 마우스 등으로 구성된다. 일반 마우스의 이동에 따라 그래픽 마우스가 3차원 공간상에서 이동하면서 버블과의 충돌이 발생하게 되면, 충돌시 발생하는 버블의 이벤트로 동적 움직임, 터짐 등의 버블 효과를 구현할 수 있는 방법을 제안한다. 충돌 검출은 카메라와 마커 패턴의 좌표계 및 버블의 3차원 공간위치, 그리고 3차원 모델 데이터를 이용하여 구현한다. 제안 시스템은 ARToolkit을 기반으로 제작되었으며, 시각적인 마커 기반 시스템으로 버블의 움직임과 사용자의 인터랙션을 통해, 버블 포핑의 증강현실을 전달한다. 향후, 현재 개발 중인 포스 피드백 기능이 있는 진동촉각공간 햅틱 마우스와 접목하여 보다 실감적인 증강현실 기술을 개발할 예정이다.

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A Study on Socio-cultural Functions of Game-Making Events (게임개발대회의 사회문화적 기능에 대한 연구)

  • Ma, Eunjeong;Choi, Sung-Youn
    • Journal of Korea Game Society
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    • v.19 no.5
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    • pp.77-90
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    • 2019
  • This paper discusses the shaping of game culture and the socio-cultural functions of game-making events based on co-production ideation by meta-analysis. Research has shown that the experience in this event helps to reshape the perception of the game culture, which eventually will lead to the extended meanings of game culture. It can also be seen that the game-making event serves as an educational platform for building the next generation competencies.

Memory Architecture Design and Experiments for Image Real-Time Transmission in Zigbee Environment (Zigbee환경에서 이미지의 실시간 전송을 위한 메모리 구조 설계 및 그 실험)

  • Lim, Hee-sung;Lee, Jong-sung;Lee, Kang-whan
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2009.10a
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    • pp.589-591
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    • 2009
  • 본 논문에서 제안하고 있는 RT-WISN(Real Time-Wireless Image Sensor Network)는 과거의 무선이미지 전송 기술에 비해 적은 전력을 소모하고 빠른 전송이 가능하게 하는 기술이다. 제안된 RT-WISN은 IEEE802.15.4 표준을 따르고 있으며, 현재 본 연구실에서 개발하고 있는 UoC(Ubiquitous on Chip) 메모리 구조를 응용하여 사용하고 있다. 본 논문에서 제안하고 있는 RT-WISN은 전송하고자 하는 대상이 되는 영상정보의 움직임 변화를 영상 전송 임계값 값을 사용하여 데이터 전송 시기를 결정함으로써 기존의 시스템에 비해 노드의 에너지를 보다 효율적으로 관리할 수 있는 기법 이다. 또한 본 논문에서는 제안된 전용 프로세서를 사용하여 보다 넓은 대역폭에서 필요한 영상 데이터를 효율적으로 전송할 수 있어 전송 시간 제어에 보다 용이함을 제공 한다. 무선센서 네트워크에서 이런 점들은 각 노드들의 생존 시간을 향상하게 되고, 고속의 전송이 가능하게 하는 장점으로 작용하게 된다. 본 논문에서는 Peer-to-Peer 상에서 실제 설계된 메모리 구조를 사용하여 이미지를 무선으로 전송하고 그 전송 시간과 도달률을 측정하여 RT-WISN이 무선 센서 네트워크에서의 검출된 영상 정보의 전송에 적합함을 보인다.

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Teacher's Teaching-Learning Strategies and Young Children's Concepts Related to Mathematics and Science through Analysis of Teacher-Children Interaction in Applied Process of Integrated Mathematics and Science Education Activities (수.과학 통합 교육 활동 적용 과정에서 나타나는 교사-유아 간 상호작용 분석을 통한 교사의 교수-학습 전략과 유아의 수.과학 관련 개념-통합 교육 활동 프로그램 모형 개발을 위한 3차 기초 연구)

  • Kim, Suk-Ja;Kwak, Sang-Sin
    • Journal of The Korean Association For Science Education
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    • v.22 no.1
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    • pp.141-157
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    • 2002
  • The purpose of this study was to analyze teacher's teaching-learning strategies and young children's concepts related to mathematics and science in integrated mathematics and science education activities. To achieve this purpose, actual class episodes were analyzed. The episodes were derived from 7 sessions of interaction between teacher and 4 kindergartners in integrated mathematics and science education activities. As a result of the study, children's concepts related to mathematics and science in integrated mathematics and science education activities occurred three factors: the relationship between weight, shape and movement, the relationship between weight and size, and the concept of measurement. In teacher's teaching-learning strategies, three factors were revealed: teacher's questioning, use of teaching materials, and children grouping.

The Current Situation and Prospect of Safety Education Contents based on VR (VR기반 안전 교육콘텐츠 현황과 전망)

  • Lee, Young-Woo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.24 no.10
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    • pp.1294-1299
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    • 2020
  • Recently, interest in safety education based on VR has been increasing, but it started rising doubts are growing over its effectiveness. Therefore, the purpose of this thesis project is to research the current status of safety education contents based on VR and present situations and future prospects for safety education based on VR. As a result of researching about safety education contents using VR, the movement or condition of characters in the contents in the VR environment was very unnatural. Especially, in simulations such as driving a VR device, the controller was skeptical about its efficiency because the operation was different from the actual environment. As a result, we would like to make suggestions and forecasts as follows: First, the production of real and twin environment in VR should be realized. Second, the natural movement of the character should be performed. Third, various controllers should be released in VR devices. Fourth, a realistic scenario should be developed.

Fundamental Education on Film Style I : Focusing on Basic Viewing Education Utilizing Sound and Camera (영화의 양식에 관한 교육 사례 I : 사운드와 카메라를 활용한 감상 및 실습교육을 중심으로)

  • Kim, Gye-Joong
    • The Journal of the Korea Contents Association
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    • v.11 no.2
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    • pp.195-203
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    • 2011
  • This case study is based on a fundamental class actually done in the film and video department in Sungkyul University. It aimed at suggesting supportive role for typical film production class in universities in Korea. The list of film styles mentioned in this text is selected from the actual ones for the class and it is focused on utilization of sound and camera. It is ultimately designed to guide students to actual making films. First of all, for example, with a humble camcoder, students are encouraged to record both image and his/her narration which is directly recorded into the built-in microphone. Also directional microphone could be used to experience various positions of 'point-of-hearing'. Regarding camera movements, only distinctive ones out of typical utilization are selected to be dealt with. The movements created by moving vehicle such as dolly or crane beyond the limit of human ability could bring up high imagination of students on movement, besides this could be also easily applied to them for using hand-held technique instead of vehicle. This attitude acquired through the course is important for gettig over the resistance they might have before actual experiencing machinary use in production.

Research on comprehensive engineering design in connection with local communities (지역사회와 연계한 공학계열 종합설계 연구)

  • Huh, Wonwhoi
    • Journal of the Korea Convergence Society
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    • v.12 no.3
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    • pp.133-139
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    • 2021
  • In the era of the 4th industrial revolution in order to cultivate excellent human resources equipped with international competitiveness and new technologies the university's engineering education is gradually improving through a number of studies. Comprehensive design in engineering is a course that emphasizes the importance of design education and nurtures future talents that are practically needed in the industrial field. In this study focusing on the researcher's 2019 engineering-related comprehensive design courses students apply new technologies learned in college to actual practice propose creative ideas and develop practical results that solve problems of local welfare facilities. The curriculum was described in which students took the initiative to find problems in community welfare facilities and developed VR contents for disaster response education for the socially disadvantaged. Through this study, students solved the motion limitations of existing earthquake VR contents by connecting them with motion chairs. As a result, it is meaningful that students contributed to the local community as well as cultivating their ability to adapt in the field.

A Study on Developing Sensibility Model for Visual Display (시각 디스플레이에서의 감성 모형 개발 -움직임과 색을 중심으로-)

  • 임은영;조경자;한광희
    • Korean Journal of Cognitive Science
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    • v.15 no.2
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    • pp.1-15
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    • 2004
  • The structure of sensibility from motion was developed for the purpose of understanding relationship between sensibilities and physical factors to apply it to dynamic visual display. Seventy adjectives were collected by assessing adequacy to express sensibilities from motion and reporting sensibilities recalled from dynamic displays with achromatic color. Various motion displays with a moving single dot were rated according to the degree of sensibility corresponding to each adjective, on the basis of the Semantic Differential (SD) method. The results of assessment were analyzed by means of the factor analysis to reduce 70 words into 19 fundamental sensibilities from motion. The Multidimensional Scaling (MDS) technique constructed the sensibility space in motion, in which 19 sensibilities were scattered with two dimensions, active-passive and bright-dark Motion types systemically varied in kinematic factors were placed on the two-dimensional space of motion sensibility, in order to analyze important variables affecting sensibility from motion. Patterns of placement indicate that speed and both of cycle and amplitude in trajectories tend to partially determine sensibility. Although color and motion affected sensibility according to the in dimensions, it seemed that combination of motion and color made each have dominant effect individually in a certain sensibility dimension, motion to active-passive and color to bright-dark.

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