• Title/Summary/Keyword: Digital-physical

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Reflection and Intention of General Physical Education in College (대학 교양체육의 성찰과 지향점 탐색)

  • Yun, Dae-Hyun;Yi, Joo-Wook
    • Journal of Digital Convergence
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    • v.12 no.2
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    • pp.503-511
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    • 2014
  • Liberal education in colleges and universities embrace the concept of general education to enhance individual's morality, intelligence and identity. In consideration of physical education aim to develop cognitive, psychomotor and affective domains as a whole person education, liberal education and general physical education share the same values and objectives. Suppose physical education and liberal education shared same initial values, general physical education should take possession of the core means to achieve liberal education goals. To this end, it is necessary to inspect the actual statement of general physical education curriculum carefully, to find potential problems and prevent them in advance, and also explore future directions. In the current investigation, researchers found potential problems through identifying operation status of general physical education in 10 national universities. In addition, researcher provided future directions of general physical education in college and university including 'take possession of core means for liberal education', 'making diverse general physical education curriculum', 'move away from physical skill-centered education', 'general physical education as a whole body education' and 'increase opportunity of general physical education'.

A Study on the architectural planning through analysis the physical Environment factor of Dementia special hospitals (치매전문병원 물리적 환경요인 분석을 통한 건축계획연구 -시.도립 치매 전문병원의 주된 3가지 평면유형 사례를 중심으로-)

  • Kim, Jong-Whan;Kim, Myoung-Keun
    • Journal of The Korean Digital Architecture Interior Association
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    • v.8 no.2
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    • pp.73-82
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    • 2008
  • The purpose of this study is to analyze behaior character of dementia patients and physical environment problem through survey, research and interview on the problems arising from the dementia specialized facilities and according to the data from it, suggesting a plan to improve physical environment and design guideline. Three hospitals were chosen, which had both private space, public space and semi-public space, and dementia patients were chosen from them, who were able to move room to room by themselves.

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Body Food: Touch Mat for Emotional and Physical Development of Children

  • Jo, HanGyeol;Kang, EunJeong;Yoon, Youngjun;Choi, Yongsoon
    • International Journal of Advanced Culture Technology
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    • v.7 no.1
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    • pp.162-173
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    • 2019
  • This study proposed 'Body Food,' an interactive tactile mat that provides interactive visual responses and induces physical activity in young children at the time of developing tactile and five senses, along with the touch of various stimuli. The product combines fiber materials and digital content to achieve a variety of visual and auditory responses in real time when children touch the fabric. User tests were conducted for 4-year-olds and the result was positive in terms of physical exercise and artistic experience, but quantitative testing is required to generalize it. In the future, we will complement physical and digital contents to realize more complete product.

Effects of Aquatic Exercise on Upper Extremity Function and Postural Control During Reaching in Children With Cerebral Palsy

  • Yongjin Jeon;Hye-Seon Jeon;Chunghwi Yi;Ohyun Kwon;Heonseock Cynn;Duckwon Oh
    • Physical Therapy Korea
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    • v.30 no.2
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    • pp.128-135
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    • 2023
  • Background: Despite the fact that aquatic exercise is one of the most popular alternative treatment methods for children with cerebral palsy (CP), there are few research regarding its effectiveness. Objects: The purpose of this study was to examine the effects of aquatic exercise on upper extremity function and postural control during reaching in children with CP. Methods: Ten participants (eight males and two females; 4-10 years; Gross Motor Function Classification System levels II-IV) with spastic diplegia were recruited to this study. The aquatic exercise program consisted of four modified movements that were selected from the Halliwick 10-point program to enhance upper extremity and trunk movements. The participants attended treatment two times a week for 6 weeks, averaging 35 minutes each session. The Box and Block Test (BBT), transferring pennies in the Bruininks-Oseretsky Test (BOT), and pediatric reaching test (PRT) scores were used as clinical measures. Three-dimensional motion analysis system was used to collect and analyze kinematic data. Differences in BBT and BOT values among pre-treatment, post-treatment, and retention (after 3 weeks) were analyzed using a Friedman test. In addition, the PRT scores and variables (movement time, hand velocity, straightness ratio, and number of movement units) from the three-dimensional motion analysis were tested using a Wilcoxon signed-rank test. The significance level was established at p < 0.05. When the results appeared to be statistically significant, a post-hoc test for multiple comparisons was performed with the Wilcoxon signed-rank test. Results: All clinical measures, which included BBT, transferring pennies of BOT, and PRT, were significantly increased between pre-intervention and post-intervention scores and between pre-intervention and retention scores after treatment (p = 0.001). Three-dimensional motion analysis mostly were significantly improved after treatment (p = 0.001). Conclusion: Aquatic exercise may help to improve body function, activity, and participation in children with varying types of physical disabilities.

Development of a Digital Device for Measuring Soil Physical Properties (I) - Digital Shear Stress Sensor - (토양 물리성 측정을 위한 디지털 장치 개발(I) - 디지털 전단저항 측정장치 -)

  • Park, Jun-Gul;Lee, Kyou-Seung;Cho, Seung-Chan;Lee, Dong-Hoon;Chang, Young-Chang;Noh, Kwang-Mo
    • Journal of Biosystems Engineering
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    • v.33 no.6
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    • pp.416-422
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    • 2008
  • This study was performed to design and construct a digital soil shear stress sensor in order to replace the conventional devices for measuring soil shear property. The developed digital shear stress measuring device can store measured data with GPS position information as a vector format into a computer. Based on the experiments at various field conditions, the measuring characteristic of the device was quite similar to that of a conventional device, SR-2 that has been a major tool to measure the soil shear property. It was concluded that the digital shear stress measuring device was an effective and comprehensive sensor for measuring soil shear property.

ENFORCING RIGHTS OVER DIGITAL ASSETS

  • Chan Leng Sun
    • Journal of Arbitration Studies
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    • v.33 no.3
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    • pp.69-93
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    • 2023
  • For many people, the digital domain is becoming as important as the real world. The virtual environment is no longer just a place for entertainment and leisure. Blockchain transactions are serious business. Digital assets are seen as investments, with as much real value as physical assets. Does the law protect rights in digital assets, such as cryptocurrencies and NFTs? This article discusses recent case law that expands the common law concept of property to digital assets.

A Design Direction for Residential Space under Ubiquitous Environment (유비쿼터스 환경에서의 주거 건축설계 방향설정 연구)

  • Yoon Ki-Byung
    • Journal of the Korean housing association
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    • v.17 no.4
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    • pp.145-153
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    • 2006
  • Ubiquitous space can be described as a combined space of physical space and digital space. Ubiquitous space possesses new possibilities by combining the two. The concept of ubiquitous home will bring new changes in residential space design. First of all, it makes possible for more convenient and secure home. It has to be developed along with city and town level changes as ubiquitous environment. Secondly, concept of extended space as an extension of living space becomes possible by linking with outside spaces. Thirdly, as consumer requirements for residential spaces will become more versatile by social changes, ubiquitous home can be a good means to meet these versatile consumer requirements by accommodating concept of multi-functional space and flexible space. It is quite important to predict user requirements in rapidly changing social environment and versatile personal inclinations. Instead of POE methodology which can analyze and evaluate in exiting types of designs, storytelling methodology can be used to predict and direct for future requirements of living. The methodology makes scenarios of space usage for future living and extracts design requirements for the living. The concept of intelligent space has to be introduced. It is different from digital home that only accomodate digital devices in space. In intelligent space, space itself has to be recognized as an identity that interacts human directly. Intelligent space recognize human requirements and control digital devices as a response. Multi-functional space is closely related with intelligent space that can changes for business, entertainments as well as for rests by user requirements instantly. Flexible space that also intends to meet requirements of mobility and versatility can be attained through the integration of digital technology into current physical mobile systems. Interaction design becomes integral part for ubiquitous space design along with physical design. For the residential space design, digital illiteracy has to be considered for interaction design. Instead of the concept of passive existence, space itself has to be recognized as active subsistence that reacts with human. Intuitive and natural interaction for human will be a key design element for space-human interface design.

The Characteristics of Light in Digital Space (디지털공간에 있어서 빛의 특성)

  • 홍승대
    • Archives of design research
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    • v.15 no.4
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    • pp.77-86
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    • 2002
  • 3D computer applications provide various functions such as modeling, rendering, animation, lighting and so on. Lighting is the core element in that light visualizes shape and develops characteristics of surface. In spatial design, light is the most important factor in deciding color, texture and illumination level which are the basic factors of spatial design. The purpose of this study is to define the characteristics of lighting in digital space provided by the computer, based on the fact that physical space cannot be separated from digital space, and to show how light in the physical realm relates to computer graphics technologies. This study shows there are following characteristics of light in digital space; iconic light, modifiable surface, shadowless light, 2-dimensional perception, and the particulate aspect of light but not the wave aspect of light. Light in physical or digital space is capable of producing a visual sensation. The experimental space can be realized due to the lack of physics. Further study in new illumination procedures are required as computer media expands.

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A Study on the Digital Architectural Space's Characteristic of Expression Based on the Traditional Architecture Properties - Focused on the Immateriality Characteristics - (전통 건축 공간 특성으로 본 디지털 건축 공간의 표현특성에 관한 연구 - 비물질적 특성을 중심으로 -)

  • Lee, Joon-Ho
    • Korean Institute of Interior Design Journal
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    • v.23 no.5
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    • pp.51-57
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    • 2014
  • In the early 20st century, created distrust on the mechanistic and dualistic view based on the world of Descartes and Newton. As the features of this new science cannot be explained by the existing Western philosophy but can be explained by the thinking system immanent in the Oriental traditional thought, many scientists and philosophers are concentrating their interests on the Oriental philosophy. In addition, some have been making efforts to find solutions needed for a new paradigm from the thinking system of the Orient. A variety of discussions have also been raised in connection with architecture due to this philosophical change. It has now become possible to conduct free creative acts, staying away from physical limitations, including gravity by diversified simulations through a computer. This physical liberation in turn has caused new changes to the spatial concept of architecture, thereby granting the freedom of the expression that could not be even imagined before and opening a possibility of new architecture and space. At the same time, the digital space architecture actively accommodating this technology is generating a phenomenon that the existing physical and realistic things are rapidly being changed gradually to immaterial and unrealistic ones. This study has analyzed the properties of digital architectural space as the immateriality of our traditional architectural space. The results are as follows: It can be seen that the immaterial features exhibited in the digital architectural space and the traditional architectural one are not just interconnected with specific features, but they are correlated to all immaterial features. Thus, immateriality that are common in the traditional and digital architectural spaces is complementary organic, which is contained in the ambiguity of boundary between other spaces. It is regarded to the architecture as a living things in space diversity based on ideological similarities.

Classifying Digital Game Genres (게임 장르의 유형화)

  • Lee, Sul-Hi;Kwon, Min-Seok
    • Journal of Korea Game Society
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    • v.8 no.3
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    • pp.3-14
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    • 2008
  • Classifying digital games' genres is quite ambiguous work, as they have been using other media's genre classification such as film genre. Therefore this paper tries to propose a new way of classifying genres of digital games. There are two kinds of approaches to digital games genres: one is based on gamers' activities and the other is on game text. The former turned out to be limitative because the meanings of gamers' activities are sometimes overlapped and this overlapping causes lack of objectivity in deciding which activity belongs to which genre. On the other hand, the latter is comparatively clear and accurate as it is based on what a game text provides. After all. a new classification of digital games based on game text makes total of 7 digital game types, which are Physical obstacles, Mainly Physical & partially intellectual obstacles, Intellectual obstacles, Mainly intellectual & partially physical obstacles, Self-supporting games, Confronting games, Ranking games, and each type has its own convention and characteristics.

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