• 제목/요약/키워드: Digital-physical

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인공지능(AI)을 이용한 디지털 운동중재가 성인의 신체능력에 미치는 영향 (Effects of Digital Exercise Intervention Using Artificial Intelligence (AI) on the Physical Abilities of Adults)

  • 문소라;최상의;이후만;송광섭;최승민
    • 대한통합의학회지
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    • 제11권2호
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    • pp.1-13
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    • 2023
  • Purpose : Along with the rapid development of digital technology, the application of digital healthcare in the medical field is also increasing. According to many experts, increasing the amount of exercise and physical activity is a helpful way to prevent and manage physical problems in modern society. However, a lack of exercise, which is of the lifestyle of modern people, leads to the development of various diseases. This study aimed to examine the effects of digital exercise intervention using artificial intelligence (AI) on the physical abilities of adults whether digital exercise intervention can be a reliable and effective therapeutic option for musculoskeletal disorders in real-world clinical settings. Methods : In this study, exercise was conducted using a digital application to investigate the effects of an AI-based digital exercise intervention on the physical abilities of adults. A total of 13 adults were evaluated, and their physical abilities before and after the exercise intervention were compared. Hand-grip strength, functional leg muscle strength, dynamic balance, and quadriceps muscle strength were assessed. Exercise was performed using a digital application and in a non-face-to-face manner. AI identified the exercise status of each participant and adjusted the exercise difficulty level accordingly. The exercised daily for 4 weeks. Results : A total of 12 participants were analyzed for the final results. Significant improvements were observed in hand-grip strength, functional leg muscle strength (evaluated using the stand-up test), dynamic balance, and straight-gait ability (p<.05), indicating an increase in the overall muscular strength and physical function of the participants. Conclusions : Digital exercise intervention using AI is effective in improving physical abilities related to musculoskeletal function. It can be useful in clinical practice as an effective treatment option for patients with musculoskeletal disorders or muscle weakness.

VIDEO GAME CULTURE AND INTERACTIVITY -An exploration of digital interactive media through a metaphorical approach to video game culture-

  • 우탁
    • 한국게임학회지
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    • 제6권1호
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    • pp.70-72
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    • 2009
  • This research is focused on defining interaction within the context of digital media and creating a multi cultural definition of interactivity. The concept of multi digital culture and a definition of interaction in digital media have often been overlooked by other researchers and this has caused the emergence of many different notions on this issue. As a result of these varied notions of the concept, public confusion has arisen regarding interactivity. The main purpose of this research is to find a suitable multi definition of interaction through examining local digital culture. In order to analogise multi digital culture, the video game culture is employed as a metaphor to interpret local digital culture. The reason for this is that a specific national culture can be easily identified within the video game culture. Four countries, South Korea, Japan, the U.S. and the UK have been chosen for comparison purposes. Case study, questionnaire and publicly accessible video game related data, such as, video game charts, are used for formalising and analysing unique local digital culture. The Heyri POP UP IMAGE Festival, S. Korea, was also used as a pilot study, with some of the above research methods being employed to analyse South Korean digital culture. In relation to western cases, interview and questionnaire were primarily used. The data from the case countries was carefully compared and analysed and then it became the basis of a theory of multi definition of interaction in digital media. The case study employed the cultural metaphor for this research and in addition video game culture related questionnaires and interviews with experts of interactive art genre, regarding new notions of digital interaction were utilised. The survey was conducted simultaneously in the four different cultural case nations of this research. Twenty respondents from each case nation participated in the survey, in order to investigate firstly, the existence of 'local digital culture' and secondly, the trends and phenomena of 'digital culture' in these four different 'local digital cultural areas'. In terms of interviews with experts of the interactive art genre, these were focused on obtaining their understanding of contemporary digital culture in their research. Using gathered data from the observation of local digital culture, the basic theory of interaction and the terminology of interaction are reformed. Localised definitions of interaction on digital media, control based interaction and communication based interaction are presented, in order to identify a 'locality' in terms of various contemporary digital cultures. As a result of analysing digital culture, new definitions of 'multi definition of digital interaction' were formulated. As mentioned above, 'control' and 'communication' based interaction were initiated, based on 'user to media' relationships. Based on the degree of physical interaction, 'liminal' and 'transitive' interactions were initiated. Less physical digital interaction is named 'liminal' interaction and more physical digital interaction is named' transitive' interaction. These new definitions of interaction were applied to the real world examples of uses of digital interaction, such as, digital interactive installation artworks and video games. The newly defined meaning of digital interaction can be applied to analysing digital interactive installation artworks and possibly indicate their future development and the prospects of future electronic games. Three leading digital interactive artists were selected for this analysis and their works were studied in terms of the implementation of 'multi definition of digital interaction'. Throughout these processes, the meaning of 'communication' in digital interactive media was emphasised. Many of the selected artists' digital installations were focused on 'communication' or 'interaction between each user through digital media', rather than the concept of 'control' in digital interaction, otherwise termed, 'communication with digital media'. In their artworks, interaction between each audience was digitally engaged within the physical interactive environment which was created by the digital media. Both the audience's action and all the reaction throughout the interaction between the audiences, triggered the digital media' s reaction. This audience-audience-media interaction is the key to understanding the concept of 'communication' in physical digital media and it is the main interactive concept upon which the selected digital interactive installation artists for this research and many other artists from similar fields, are concentrating their efforts. In the case of the video game, a similar trend was noticed to that of digital interactive installations. Based on this research's 'multi definition of digital interaction', the video game has evolved from the early stage of being conventional game, which was focused on control based interaction, to the on-line game which was focused on communication based interaction, to physical interactive games, such as, Nintendo Wii, which are focused on more physical interaction and finally, the ubiquitous interactive game, which is mainly concentrated on the concept of 'communication' in physical digital interaction. It is possible that this evolution of the video game concept of interaction is comparable to the progress of digital interactive artworks. This view is based on the fact that both genres show evidence that they are developing in the direction of the concept of 'communication', in terms of physical digital interaction. The important emphasis of this research's results is 'locality' and 'communication' in physical digital interaction. The existence of different digital culture trends, which were assessed by the 'multi definition of digital interaction', can explain the concept of 'locality' in digital interaction. This meaning of 'locality' may assist in understanding contemporary digital culture and can reduce possible misunderstanding as regards 'local' digital culture. In the application of the concept of digital interaction to the field of either artworks or video games, it is possible to form the opinion that an innovative concept of physical digital interaction is 'communication' within this context. This concept and its applications can improve the potential of both digital interactive culture and technology.

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The Singular Economy: End of the Digital/Physical Divide

  • Meceda, Ann M.;Vonortas, Nicholas S.
    • STI Policy Review
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    • 제9권1호
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    • pp.133-157
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    • 2018
  • The divide between the "digital" economy and the traditional "physical" economy is outdated. In fact, we are in a transition to a singular economy. This paper classifies economic objects (including actors) as either physical or virtual and argues that due to emerging technologies, these objects are interacting with each other in both physical and increasingly digital spheres in tandem. This paper recognizes the elemental difference between atoms and bytes but argues that physical and digital economic activities are becoming inseparably intertwined. Furthermore, arbitrarily dividing the economy into two categories - one "physical" and the other "digital" - distorts the overall view of the actual execution of economic activity. A wide range of innovations emerging concurrently is fueling the transition to a singular economy. Often referred to as the elements of the Fourth Industrial Revolution (4IR), four emerging technological areas are reviewed here: distributed ledger technology, artificial intelligence/machine learning/data sciences, biometrics and remote sensor technologies, and access infrastructure (universal internet access/electricity/cloud computing). The financial services sector is presented as a case study for the potential impact of these 4IR technologies and the blurring physical/digital line. To reach the potential of these innovations and a truly singular economy, it requires the concurrent development of social, organizational, and regulatory innovations, though they lag in terms of technological progress thus far.

Virtual to Physical: Integration of Design Computing and Digital Fabrication in Architectural Pedagogy

  • Lee, Youngjin
    • Architectural research
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    • 제17권1호
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    • pp.21-30
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    • 2015
  • This study examines the significance of digital fabrication of scaled physical models in the digital design process and highlights the integration of design computing and digital fabrication in architectural education. Advances in CAD/CAM technologies have increasingly influenced building design and construction practices by allowing the production of complex forms that were once difficult to design and construct using traditional technologies. At the advent of digital architecture, schools of architecture introduced digital technologies to their curriculum, focusing more on design computing than digital fabrication, preventing students from completely mastering digital technologies. The significance of digital fabrication for scaled physical models as a design media within the digital design loop is discussed. Two case studies of leading schools of architecture that are successful in building the bridge between both areas are given. These focus on the curricular structure to integrate both areas within design studios. Finally, a curricular structure offering students a balanced approach to these areas of knowledge is proposed based on what was learned from these case studies.

Physical and Digital Environments: Engaging Fashion Design Students in Archival Research

  • Evans, Claire;Allen, Claire;Shah, Karen
    • International Journal of Costume and Fashion
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    • 제14권1호
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    • pp.63-73
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    • 2014
  • With the rapid development of digital technologies potential exists to expand upon the accessibility of fashion archives and increase their use as a pedagogical tool for research. At present this is compromised due the three-dimensional, tactile nature of the objects being viewed and the fact that they are not necessarily replicable in a digital format. The aim of this paper is to examine art and design students physical object research skills and discuss how they are positioned in relation to creative tools and strategies they use to produce outcomes such as they own collections and design responses. Findings and conclusions are drawn from projects concerned with the development and use of physical and virtual archives and inform the methodology used. Traditional methods and tools within higher education are discussed together with students increased use of digital resources and innovative ways to engage students. The academic challenge of supporting student engagement in archival research across digital and physical dimensions is explored. The papers findings indicate a need for further research considering the impact of digital technology on students' physical integration with archives and the need for more structured support surrounding student physical and digital research investigations.

디지털 문화로 인한 물리적 환경의 변화가능성 예측 연구 (Forecast of Man-Made Physical Environment in Digital Culture)

  • 이기정;이연숙
    • 한국실내디자인학회논문집
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    • 제27호
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    • pp.168-175
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    • 2001
  • This study focuses to enhance the general understanding on the new approach and to provide a clue for a new paradigm in man-made physical and residential environment of the 21st Century. Through case analysis, this study aims to examine the characteristics of digital culture itself and of its physical and residential environment and to ultimately forecast the changeability of physical and residential environment prompted by the new digital wave. Without having precedent study about digital culture related to environmental issues, this study aimed to analyze the effect of digital culture in the field of physical environment and residential environment, and to forecast the changability in those fields. On the other hand, this study also atoned to be applicable in construction of a new paradigm in designing physical & residential environment in the near future, so as to contribute to the development of a new environment which will eventually improve the quality of human life.

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건축설계에서 융합설계를 위한 디지털 모델과 물리 모델의 역할과 상호보완성 - 건축설계 회사와 교육환경의 사례를 중심으로 - (Synergies between Digital Models and Physical Models in Convergence Design - Case Studies using Projects of Architectural Firms and Educational Environments -)

  • 김도영
    • 한국BIM학회 논문집
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    • 제9권2호
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    • pp.29-44
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    • 2019
  • This paper is to explore examples of complementary use of digital and physical models. The reason for this is to suggest a method for commercializing architectural design considering high technology. These cases are the practical and educational environment in which design processes based on digital computation technology are performed. Also, in this environment, analog design media (eg, physical models) still being used in the design process using digital computing. Indeed, in this environment, designers are exploiting digital and physical models to address the types of risks that can be discovered when designs are implemented and these risks. By analyzing these cases, we define the roles of digital and physical models to visualize and resolve risks. This paper focuses on one of method as "prototyping", which is used in the field of machinery and is a difficult method to carry out in the conventional design process. In particular, designers look for benefits that encourage designers in utilizing current digital computation technologies (eg, parametric design, simulation, building information models, and digital fabrication). Among the roles of the physical model, roles that can not be replaced by the digital model are explored. It is clear that this case-based study has difficulty in generalizing the design method. However, it helps the designers of today's practical and educational environment to verify and design the actual details of construction and operation when applying and developing unfamiliar materials and methods in the field of architecture.

The Architecture of an Intelligent Digital Twin for a Cyber-Physical Route-Finding System in Smart Cities

  • Habibnezhad, Mahmoud;Shayesteh, Shayan;Liu, Yizhi;Fardhosseini, Mohammad Sadra;Jebelli, Houtan
    • 국제학술발표논문집
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    • The 8th International Conference on Construction Engineering and Project Management
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    • pp.510-519
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    • 2020
  • Within an intelligent automated cyber-physical system, the realization of the autonomous mechanism for data collection, data integration, and data analysis plays a critical role in the design, development, operation, and maintenance of such a system. This construct is particularly vital for fault-tolerant route-finding systems that rely on the imprecise GPS location of the vehicles to properly operate, timely plan, and continuously produce informative feedback to the user. More essentially, the integration of digital twins with cyber-physical route-finding systems has been overlooked in intelligent transportation services with the capacity to construct the network routes solely from the locations of the operating vehicles. To address this limitation, the present study proposes a conceptual architecture that employs digital twin to autonomously maintain, update, and manage intelligent transportation systems. This virtual management simulation can improve the accuracy of time-of-arrival prediction based on auto-generated routes on which the vehicle's real-time location is mapped. To that end, first, an intelligent transportation system was developed based on two primary mechanisms: 1) an automated route finding process in which predictive data-driven models (i.e., regularized least-squares regression) can elicit the geometry and direction of the routes of the transportation network from the cloud of geotagged data points of the operating vehicles and 2) an intelligent mapping process capable of accurately locating the vehicles on the map whereby their arrival times to any point on the route can be estimated. Afterward, the digital representations of the physical entities (i.e., vehicles and routes) were simulated based on the auto-generated routes and the vehicles' locations in near-real-time. Finally, the feasibility and usability of the presented conceptual framework were evaluated through the comparison between the primary characteristics of the physical entities with their digital representations. The proposed architecture can be used by the vehicle-tracking applications dependent on geotagged data for digital mapping and location tracking of vehicles under a systematic comparison and simulation cyber-physical system.

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디지털상품의 국제거래 유형과 분쟁 해결방안 (Disputes Patterns and Resolution Approaches in the Global Trading of Digital Goods)

  • 심상렬;정윤세
    • 한국중재학회지:중재연구
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    • 제17권3호
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    • pp.145-167
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    • 2007
  • Digital goods are defined as intangible and non-physical goods, composed of a combination of digital signals, electronically represented as 0 and 1. They are also called as digital products, electronic transmissions, information goods, digital contents, computer information, etc. Digital goods are now traded both domestically and internationally as well as on-line and off-line. Korean government revised the Basic Law on Foreign Trade to include digital goods and services as the scope of foreign trade in 2001. Trade volume of digital goods are increasing in Korea. The supply chains of digital goods from producing the components to selling globally to consumers are different from conventional physical goods. Mostly, digital goods are traded on the license basis rather than ownership contract. End User License Agreements(EULAs), such as shrink-wrap, click- wrap, or browser-wrap licenses are very popular in online transactions. Unlike conventional physical goods. the breach of license contract is closely linked with the infringement of intellectual property rights. Digitalized intellectual property is easy to copy and transmit in the cyber space. In cases of legal disputes from the breach of license contract, commercial arbitration or on-line alternative dispute resolutions(ADRs) are regarded as better approach to solve them rather than court sues. For promoting more secure and reliable international trade of digital goods. arbitration clauses should be included in most of license contracts.

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비대면 중재 방법에 따른 노인성 근감소증의 개선에 대한 연구 (A Study on the Improvement of Geriatric Sarcopenia by Non-face-to-face Intervention Method)

  • 김명철;박주형;권민지;김범석;박민경;박서윤;박성진;박세진;박시연;박정후;송준우;유종현;이정현;이지형;김해인
    • 대한통합의학회지
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    • 제12권1호
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    • pp.49-62
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    • 2024
  • Purpose : This study was conducted to compare two non-face-to-face exercise interventions depending on whether mobile applications and wearable exercise aids are used to find out which interventions are more effective in improving senile sarcopenia. Ultimately, it was conducted to provide basic data for developing non-face-to-face intervention methods to improve sarcopenia. Method : In this study, 18 elderly sarcopenia and possible sarcopenia aged 65 or older were randomly assigned to the digital and self-exercise intervention groups. The digital exercise intervention group performed eight exercise programs with mobile applications and wearable exercise aids to record and manage the elderly performing the programs in real time. And the self-exercise intervention group performed the same program on its own as implemented in the digital exercise group. The intervention was applied for 8 weeks, and before and after the intervention, sarcopenia evaluation and physical function evaluation were performed. Results : In the digital exercise intervention group, arm muscle mass, skeletal muscle index, SPPB, 5TSTS, and BBS were improved, and in the self-exercise intervention group, grip strength, SPPB, 5TSTS, and BBS were improved. Conclusion : It was confirmed that both groups are effective in improving physical performance and physical function, the digital exercise intervention is effective in improving muscle mass and self-exercise intervention is effective in improving muscle strength. Therefore, this study proposes to apply intervention methods separately according to the indicators to improve and prevent sarcopenia, and also simplify the instructions of applications used to improve sarcopenia and to create an environment where users can be trained regularly on how to use it. And, In the future, studies for the development of devices to be designed to help non-face-to-face exercise interventions or studies on the differences between face-to-face and non-face-to-face exercise interventions should be conducted in terms of the effect of improving sarcopenia.