• Title/Summary/Keyword: 3-way Interaction

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Effects of the 12 Weeks Horse Riding Exercise on a Capacity for Locomotion of a Body and Bilateral Balance and Trunk Sway Velocity in Elementary and Middle School Student during the Sit-to-Stand (12주간 승마 운동이 초·중학생들의 Sit-to-Stand 동작 시 신체 이동 및 평형성 그리고 몸통의 굴신 운동에 미치는 영향)

  • Cho, Hyo-Gu;Jung, Tae-Woon;Kwon, Moon-Seok
    • Korean Journal of Applied Biomechanics
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    • v.23 no.1
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    • pp.37-43
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    • 2013
  • The purpose of this study was to analyze the 12-week horse riding exercise effect on the locomotion of a body and bilateral balance and flexion/extension of trunk during the sit-to-stand(STS) in elementary and middle school students. One-hundred eleven participants were divided into three groups. Each group was subject to a different horse riding exercise: control group(n = 36), 1 time/week group(n=37), and 3 times/week group(n=38). Two-way repeated ANOVA was used to compare weight transfer time(WTT), trunk flexion velocity(TFV), trunk extension velocity(TEV), mean rising index(MRI), mean weight asymmetry( MWA) among the groups, and STS changes in before and after 12 weeks. There was a group interaction in WTT, TFV, TEV, MRI, and MWA with different responses to horse riding exercise participation. There was a significant increase in 1 time/week group and 3 times/week group of WTT, TFV, TEV, and MRI. Additionally, MWA(an index of a capacity for bilateral balance) in lower extremity was decreased in 3 times/week group. It seems that horse riding exercise positively affected musculoskeletal function of the trunk and lower extremity by accelerating locomotion and bilateral balance.

3D Virtual Reality Game with Deep Learning-based Hand Gesture Recognition (딥러닝 기반 손 제스처 인식을 통한 3D 가상현실 게임)

  • Lee, Byeong-Hee;Oh, Dong-Han;Kim, Tae-Young
    • Journal of the Korea Computer Graphics Society
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    • v.24 no.5
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    • pp.41-48
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    • 2018
  • The most natural way to increase immersion and provide free interaction in a virtual environment is to provide a gesture interface using the user's hand. However, most studies about hand gesture recognition require specialized sensors or equipment, or show low recognition rates. This paper proposes a three-dimensional DenseNet Convolutional Neural Network that enables recognition of hand gestures with no sensors or equipment other than an RGB camera for hand gesture input and introduces a virtual reality game based on it. Experimental results on 4 static hand gestures and 6 dynamic hand gestures showed that they could be used as real-time user interfaces for virtual reality games with an average recognition rate of 94.2% at 50ms. Results of this research can be used as a hand gesture interface not only for games but also for education, medicine, and shopping.

Natural Tooth Color Evaluation in the Korean Elderly Population

  • Bye-Ri Han;Mi-Yeon Kim;Sun-Ho Kim;Jeong-Hee Kim;Ran-Ah Kim
    • Journal of Korean Dental Science
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    • v.16 no.2
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    • pp.192-203
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    • 2023
  • Purpose: This study is to investigate the distribution of natural tooth shades in the Korean elderly population to quantify the correlation and changes of tooth color with age and gender. In addition, the possible effects of habits on tooth color were assessed. Materials and Methods: The tooth color of one of the maxillary central incisors of 200 Korean individuals aged 50 to 89 years, males and female, was measured using the portable intraoral spectrophotometer (VITA Easyshade V). CIELab and CIELCh color coordinates were recorded. We conducted the survey about the tobacco smoking, chronic disease, medication, eating habits, oral health behaviors and satisfaction with tooth color. Experimental data were statistically analyzed by using the t-test (P<0.05), two-way analysis of variance and Pearson's correlation test. Result: The most frequent color in the Korean elderly population was 3M3 & A3.5 shade. L* and h* values decreased, whereas C*, a* and b* values increased progressively with age. There was a significant interaction between age and color coordinates for b* values (r=0.245, P<0.05). Males generally have significantly higher C*, a*, b* values and lower L*, h* value compared to females. Individuals who consumed alcohol had a higher L* value (P<0.05). Conclusion: Within the limitation of this study, the central incisors were getting darker, more reddish, and yellowish with age. Information on the chromatic range of natural teeth by age and gender could help to select colors for esthetic dental restorations.

The Effect of Inline Skate Program on Physical Fitness(PAPS-D) Improvement of Student with Developmental Disability (인라인스케이트 프로그램이 발달장애 학생들의 건강체력(PAPS-D) 향상에 미치는 효과)

  • Chol, Jae-Yong;Kim, Ji-Sun
    • Journal of the Korean Applied Science and Technology
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    • v.36 no.2
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    • pp.541-550
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    • 2019
  • This study is aimed to find out the effect of PAPS-D on physical fitness of developmental disabled students who participated of Inline skate program. The subject of this study was 10 middle and high school students diagnosed as developmental disability. The subject attended a total of 32 classes twice a week for 16 weeks and the class was 1 hour each time. Improvement of physical fitness was assessed based on PAPS-D program developed by the Department of Education science in 2016 except for obesity measurement; cardio pulmonary function (walking in 6 minutes), flexibility (seated forward bend, clasped hand behind the back), muscle function (sit-up) and agility (standing long jump). To find out the interaction between control group and experimental group, two-way repeated measure ANOVA was used. As a result, there was a statistically significant relation in cardio pulmonary function and agility but not in flexibility and muscle function. 3 variables (cardio pulmonary function, flexibility and muscle function) among 4 variables showed positive effect of Inline skate program on physical fitness while one variable which was agility showed decreased result in post-test. Based on the results of three variables that were found to have improved in the pre post-examination, the result of this study indicates positive effect of Inline skating program on physical fitness of developmentally disabled students.

Effect of Interaction between Category Coherence and Base Rate on Presumption of Reasons for Preference (범주 응집성과 기저율의 상호작용이 선호의 이유 추정에 미치는 효과)

  • Doh, Eun Yeong;Lee, Guk-Hee
    • Korean Journal of Cognitive Science
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    • v.31 no.3
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    • pp.77-102
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    • 2020
  • Some progress has been made in the study of the category coherence effect, which states that the attributes of soldiers or nuns with similarities in dress and behavior, and easily distinguished from other categories, are likely to be generalized. However, few studies have examined the fundamental psychological mechanisms that underlie this category coherence effect, and this study aims to fill this gap. For this purpose, two experiments were conducted after selecting categories with high coherence (nuns, soldiers, and flight attendants) and those with low coherence (interpreters, wedding planners, and florists). In experiment 1, we observed that the members of a category were presumed to have certain reasons to prefer [property X] (presumption of reasons for preference), with this presumption becoming stronger when [property X] was observed repeatedly in high-coherence categories than in the case of low-coherence categories. Experiment 2 showed that for the high-coherence categories, the presumption of reasons for preference was stronger when [property X], rarely seen in everyday life (base rate of 30%), was observed, while the presumption of reasons for preference was weaker when [property Y] (base rate 70%), frequently seen in everyday life, was observed. In the low-coherence categories, the presumption of reasons for preference tended to be weak for both rare and frequent attributes. That is, there were significant effects of the two-way interaction between category coherence and base rate on the presumption of reasons for preference. This study has implications for psychological essentialism and stereotyping.

Study on Interaction of Planar Redundant Manipulator with Environment based on Intelligent Control (지능제어를 이용한 평면 여자유도 매니퓰레이터와 환경과의 상호작용에 관한 연구)

  • Yoo, Bong-Soo;Kim, Sin-Ho;Joh, Joong-Seon
    • Journal of the Korean Institute of Intelligent Systems
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    • v.19 no.3
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    • pp.388-397
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    • 2009
  • There are many tasks which require robotic manipulators interaction with environment. It consists of three control problems, i.e., position control, impact control and force control. The position control means the way of reaching to the environment. The moment of touching to the environment yields the impact control problem and the force control is to maintain the desired force trajectory after the impact with the environment. These three control problems occur in sequence, so each control algorithm can be developed independently. Especially for redundant manipulators, each of these three control problems has been important independent research topic. For example, joint torque minimization and impulse minimization are typical techniques for such control problems. The three control problems are considered as a single task in this paper. The position control strategy is developed to improve the performance of the task, i.e., minimization of the individual joint torques and impulse. Therefore, initial conditions of the impact control problem are optimized at the previous position control algorithm. Such a control strategy yields improved result of the impact control. Similarly, the initial conditions for the force control problem are indirectly optimized by the previous position control and impact control strategies. The force control algorithm uses the individual joint torque minimization concept. It also minimizes the force disturbances. The simulation results show the proposed control strategy works well.

Simplified Analysis Formula for the Interaction of the Launching Nose and the Superstructure of ILM Bridge (압출추진코와 ILM 교량 상부구조 상호작용 해석식의 단순화)

  • Lee, Hwan-Woo;Jang, Jae-Youp
    • Journal of the Computational Structural Engineering Institute of Korea
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    • v.25 no.3
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    • pp.245-258
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    • 2012
  • ILM(incremental launching method) is a way of construction, installing a girder producing spot behind the abutment, making the bridge girder infilled with concrete continuously and launching with using by jack. The superstructure of the bridge constructed by this method is temporarily located on the center of the span and the supporting points under construction. Therefore, the sections are structurally undergone maximum positive moment, maximum negative moment, and maximum shear force arising from self weight. On the other hand, launching nose is attached to the front of the girder to decrease the cantilever effect. The magnitude of this temporary stress creating on the upper section is dependent upon the launching nose's characteristics. This study has proposed an analysis formula simplified on the assumption that the launching nose section is a quasi-equivalent section(rigid; equivalent section, weight; tapered section) in order to ensure the accuracy of the analysis formula and improve its usage with reference to the interaction between the launching nose and the upper section; and a prismatic analysis formula modified by displacing a diaphragm's weight by a concentrated load in order to improve the accuracy of the existing analysis formula that assumes the launching nose section as the equivalent section. To judge the accuracy and usage of two analysis formulas proposed, we have compared and analyzed computational structural analysis programs and existing analysis formulas based on actual ILM bridge data. As a result, all of two reveal the superior accuracy and also their usage has been improved by the simplification of analysis formulas.

Visual Feedback System for Manipulating Objects Using Hand Motions in Virtual Reality Environment (가상 환경에서의 손동작을 사용한 물체 조작에 대한 시각적 피드백 시스템)

  • Seo, Woong;Kwon, Sangmo;Ihm, Insung
    • Journal of the Korea Computer Graphics Society
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    • v.26 no.3
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    • pp.9-19
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    • 2020
  • With the recent development of various kinds of virtual reality devices, there has been an active research effort to increase the sense of reality by recognizing the physical behavior of users rather than by classical user input methods. Among such devices, the Leap Motion controller recognizes the user's hand gestures and can realistically trace the user's hand in a virtual reality environment. However, manipulating an object in virtual reality using a recognized user's hand often causes the hand to pass through the object, which should not occur in the real world. This study presents a way to build a visual feedback system for enhancing the user's sense of interaction between hands and objects in virtual reality. In virtual reality, the user's hands are examined precisely by using a ray tracing method to see if the virtual object collides with the user's hand, and when any collision occurs, visual feedback is given through the process of reconstructing the user's hand by moving the position of the end of the user's fingers that enter the object through sign distance field and reverse mechanics. This enables realistic interaction in virtual reality in real time.

A Study of the Possibility of Interaction between the Doctrine of the Mean and Evolutionary Biology (『중용』과 진화생물학의 대화 가능성 모색)

  • Kim, Jack-Young
    • (The)Study of the Eastern Classic
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    • no.54
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    • pp.155-182
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    • 2014
  • This study aimed to find the possibility of interactions between the Doctrine of the Mean and evolutionary biology. Between the two disciplines, there exists a huge gap such as "traditional era vs. modern times" and "humanities vs. natural science." However, this paper assumed that an analysis of their similarities and differences would allow us to find the possibility for them to interact and communicate with each other. For this purpose, the author proposed a three-step approach to studies of the following topics: human nature in step 1, validity of reasons to live in step 2 and biologically affinitive relations in step 3. The present study in step 1 pays attention to the similarities and differences between genes and in-ui-ye-ji (a set of four Confucian values: benevolence, righteousness, propriety and wisdom). This step discusses the issues of ri (principle) and ki (generative force) in Zhu Xi's theory vs. genes and vehicles in evolutionary biology, innate goodness vs. altruism of genes and in-ui-ye-ji vs. epigenetic rules. In step 2, attention is paid to the similarities and differences between natural selection and shi zhong (時中). They are discussed in terms of the upset of the law of nature vs. mutation, changes vs. evolutions and shi zhong vs. natural selection/adaptation. Step 3 focuses on the similarities and differences between species diversity and li-yi-fen-shu (one li and its many aspects). The discussion in this step addresses the issues of part or whole vs. li-yi-fen-shu, biological affinity vs. single energy and ecosystem vs. "the earth moves orderly, and everything thereon flourishes." If these studies are conducted as planned, a new direction can be set for Zhu Xi's neo-Confucianism. Further, the interaction between humanities and natural science will pave the way for us to overcome asymmetry between different disciplines.

Directing User's Eye Gaze Movement in an Interactive VR Animation (인터랙티브 VR 애니메이션의 시선 유도를 위한 연출)

  • Ahn, Chan-Je;Lee, Tae-gu
    • The Journal of the Korea Contents Association
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    • v.21 no.3
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    • pp.103-113
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    • 2021
  • Rather than a directing method of existing animations, VR animation needs a different method of direction. Existing animations were displayed on a screen in movie theaters. But using an existing direction method for the 360° perspective in a VR animation makes it difficult for the user's gaze to move in a way the directors have intended. I analyzed 3 VR animations with a theoretical background of Rudolf Arnheim's visual perception theory and Bruce Block's visual factors that bring high attention. In the process of perception of space, focus on the gaze, movement of the gaze, the 'movement' factor was used most often to attract the gaze. An interactive VR animation attracts user's gaze by allowing users to participate in important points of the story. With an analysis of the animation, it proposed a gaze attraction through the movement of the character with an interaction directing method for reducing motion sickness. Also, it proposed intuitively attracting gaze movement by using GUI and attracting user's participation by using an interactive event with an interaction directing method of storytelling comprehension. With two types of directing proposal, we expect it to be utilized as a basic research method for attracting users to be immersed in storytelling while reducing cyber motion sickness, which is a problem in VR animation.