• Title/Summary/Keyword: 홈 트레이닝 콘텐츠

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A Study on the Use Factors of YouTube-based Home Training Content (유튜브 기반 홈 트레이닝 콘텐츠 이용요인에 관한 연구)

  • Yun, Sung-uk;Kim, Geon
    • Journal of Digital Convergence
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    • v.19 no.2
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    • pp.345-355
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    • 2021
  • This study examined the factors that influence the use of YouTube-based home training contents by integrating and applying the technology acceptance model and health belief model. The main results are as follows. First of all, it was found that personal innovativeness had a positive (+) effect on perceived ease and perceived usefulness. Perceived susceptibility did not have a significant effect on perceived usefulness, and perceived benefit had a positive (+) effect on perceived usefulness. Finally, it was found that perceived ease had a positive (+) effect on perceived usefulness, Both perceived ease of use and perceived usefulness were found to have a positive (+) effect on continuous intention to use. This study will be meaningful in that it partially reconfirmed the possibility of integrating the technology acceptance model and the health belief model.

Intelligent Context-Aware System for Home Automation (홈 자동화를 위한 지능적인 상황인지 시스템)

  • Shin, Sang-Uk;Lim, Tae-Hun
    • The Journal of the Korea Contents Association
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    • v.7 no.4
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    • pp.74-82
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    • 2007
  • Context awareness using intelligent system is emphasized in order to provide automatic services in home automatic system. In this paper, we propose the intelligent context-aware system for home automation. To implement home automation, we first collect various events occuring in user's home, which are saved as a case form. We use the saved data as a training data of a neural network algorithm and then apply to intelligent context aware system for home automation. This system provide "right situations do right things" for user. Also this system has intelligent ability.

A Study on the Lower Body Muscle Strengthening System Using Kinect Sensor (Kinect 센서를 활용하는 노인 하체 근력 강화 시스템 연구)

  • Lee, Won-hee;Kang, Bo-yun;Kim, Yoon-jung;Kim, Hyun-kyung;Park, Jung Kyu;Park, Su E
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.21 no.11
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    • pp.2095-2102
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    • 2017
  • In this paper, we implemented the elderly home training contents provide individual exercise prescription according to the user's athletic ability and provide personalized program to the elderly individual. Health promotion is essential for overcoming the low health longevity of senior citizens preparing for aging population. Therefore, the lower body strengthening exercise to prevent falls is crucial to prevent a fall in the number of deaths of senior citizens. In this game model, the elderly are aiming at home training contents that can be found to feel that the elderly are going out of walk and exercising in the natural environment. To achieve this, Kinect extracts a specific bone model provide by the Kinect Sensor to generate the feature vectors and recognizes the movements and motion of the user. The recognition test using the Kinect sensor showed a recognition rate of about 80 to 97%.

Development of Kinect-Based Game model for Strengthening Muscle of The Gerontologic Lower Body (노인 하체 근력 강화를 위한 키넥트 센서 기반 게임 모델 개발)

  • Kang, Bo-yun;Kim, Yoon-Jung;Kim, Hyun-Kyung;Lee, Won-Hee;Park, Jung-Kyu;Park, Su e
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.10a
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    • pp.185-188
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    • 2017
  • Health promotion is essential for overcoming the low health longevity of senior citizens preparing for aging population. Therefore, the lower body strengthening exercise to prevent falls is crucial to prevent a fall in the number of deaths of senior citizens. In this game model, the elderly are aiming at home training contents that can be found to feel that the elderly are going out of walk and exercising in the natural environment. To achieve this, Kinect extracts a specific bone model provided by the Kinect Sensor to generate the feature vectors and recognizes the movements and motion of the user.

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A Study on Smart Fitness Models for Active Senior (액티브시니어를 위한 스마트 피트니스 모델에 관한 연구)

  • Seungae Kang
    • Convergence Security Journal
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    • v.22 no.1
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    • pp.135-140
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    • 2022
  • This study aims to analyze exercise cases and issues using smart devices and technologies, and to present the development direction of a smart exercise environment suitable for the wellness life of active seniors with high activity and economic power unlike the existing silver generation. In the fitness industry, the subscription economy that regularly receives or uses necessary exercise tools, services, and digital content is expanding, and business models based on hardware sales and content subscription continue to emerge. In order to have value competitiveness as a platform that provides active seniors with integrated exercise services for health care, not only fitness centers, but also home training exercise equipment, fitness-related applications, and smart wearable device markets should be organically connected to form an expanded total platform. In order to have value competitiveness as a platform that provides active seniors with integrated exercise services for health care, not only fitness centers, but also home training exercise equipment, fitness-related applications, and smart wearable device markets should be organically connected to form an expanded total platform. The linkage of the digital healthcare function, which provides real-time changes to exercise programs based on continuous monitoring and feed back through wearable devices before, after, and during exercise by receiving and selecting exercise programs suitable for individual health status, is the differentiating factor in the smart fitness model.

Research on the Actual Condition of Sports Activities by COVID-19 and Improvements of Sports Activities (COVID-19에 따른 스포츠 활동 실태와 스포츠 활동 개선방안)

  • Back, Ji Hea;Yang, Seo-eun;Hyun, Jaemin
    • Journal of the Korea Convergence Society
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    • v.11 no.12
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    • pp.343-351
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    • 2020
  • This study was to find out the actual state of sports activities in the COVID-19 era and ways of improving of sports activities of 697 people ranging from 10s to 60s in Seoul and Gyeonggi-do area. The data were analyzed using SPSS 12.0 program. First, as a results, it was found that 61.4% of the current COVID-19 are playing sports. Second, participants in sports are found to enjoy contactless sports such as YouTube training contents, and video PT the most. Third, the COVID-19 situation has been identified as the most influential factor in sports activities. Fourth, the opinion that it would be best to prepare a countermeasure plan for infectious diseases such as COVID-19 as an alternative to revitalize sports activities in the future was the most common. Last, It was reported that institutional and technical efforts were needed to improve sports activities.

Development of Smart Athleisure Fashion for Dumbbell Economy -Focused on the Analysis of Upper and Lower body muscle strength by angle- (덤벨 이코노미 현상을 반영한 스마트 애슬레저 패션 개발 -상·하체의 각도별 근력운동을 중심으로-)

  • Kim, Ga-Yeon;Kim, Youn-Hee
    • Journal of the Korea Convergence Society
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    • v.12 no.3
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    • pp.165-176
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    • 2021
  • Recently, interest in home training and changes in lifestyle are expanding the market in the healthcare field, and high value-added fashion products reflecting the dumbbell economy phenomenon are being released. This study had the following objectives: to investigate the possibility of developing a fashion item that can be applied to the dumbbell economy phenomenon; to develop the UI/UX of a smartphone application for beginners who wish to work out their upper and lower bodies regardless of time and space; and to create a wearable customized smart athleisure fashion device. First, the study identified factors related to exercise methods, breathing techniques, and range of exercises for beginners by investigating the postures of workouts of the upper and lower bodies by angles. Based on the results, the study collected empirical data through a user needs analysis from muscle strengthening exercise experts to verify the significance of the study and use as fundamental data. Second, the study developed the UI/UX of a smartphone application with three different contents: counting, suggesting exercise postures, and providing exercise calendars. Further, the study analyzed necessary user-centered concepts and characteristics in terms of design and technology and developed a wearable customized smart athleisure fashion device based on the results.