The landscape of the current fitness trackers is not only limited to the aerobic exercises but also the weight training is comparatively excluded. Recently, a few weight training fitness tracker was released, human-computer interaction was not well designed due to the lack of considering the context. Because body movement would be intense while doing exercises, having exercise performers hold or operate a device makes a negative experience. As the wearable device is always inseparable to body, it could provide effective feedback because holding or operating a device is not necessary. Therefore, this study aims to make the exercise performers feel a natural feedback through the wearable device to do effective exercises. As a result, this study identified three findings. First, the information which exercise performers most needed was 'during exercise.' and the most necessary information for exercise performers through wearable device's sensory feedback was about 'pace control' with counting and motivation. Second, the order of the most preferred presentation type of sensory feedback was auditory feedback, haptic feedback and visual feedback. Third, the satisfaction, utility, usefulness score of sensory feedback as same as the personal trainer's feedback. In conclusion, this study illustrated the feedback design implications using a wearable device while doing weight training and the possibilities that wearable device could be substitute for personal trainer.
The pursuit of freedom by the individual--desire to be liberated from all forms of restrictions-- is one of the defining character-istic of the modern society. As costume is, in part, a product of the spirit of the times, it was only natural that this desire for freedom would find its expression in modern costume as well. Among various forms of restrictions, differentiaton by sex has placed one of the most significant binding influences on individual behavior. From early times, the dichotomous division by sex was incorporated into the disign of costume, and the traditional differestriction of costume by sex imposed a significant restriction on the background,“the modern androhynous look”was born as a by-product of the sexual liberation movement in the second half of the 20th century, based on the concept of the individual as a complete human being rather than as a member exclusively of either the male or the female sex. This paper seeks to examine the androgynous look within a coherent theoretical frame-work, and explore new design possibilities by analyzing and understanding the visual characteristics of the androgynous look. In addition, this paper seeks to define the functional aspects of the androgynous look based on the premise that costume is an embodiment of the spirit of the times. As for research methodology, both theoretical and historical methods are employed. Through a theoretical examination of historical documents, the meaning of the androgynous look is explored from various angles, and order to examine its place in modern fashion, an-drogynous styles are categorized and system atically analyzed. The main findings of the paper can be summarized as follows : 1. Androgyny is a compound word consisting of“andro-”(meaning man) and“gyn-”(meaning woman). In modern times, this word has been associated with the socio-cultural aspect of gender rather than the physical or physiological aspect with the pshchological characteristics of the male and female sexes. Androgynous styles also appear in fashion and general arts such as drama, film, dance, and music. In fashion, the androgynous look, represented by the visual superimposition of “masculine”and “faminine”elements, has emerged as a major element of the 20th-century costume, and has gained broad acceptance among those free spirits wishing to be liberated from the conventional conceptions of male clothing, and the unisex look. 3. The androgynous look in modern fashion reflects the spirit of the 20th century society and culture, and performs various functions as follows : expression of fun, change in gender roles, expression of the inner consciousness, and pursuit of the ideal human type.
The Journal of the Institute of Internet, Broadcasting and Communication
/
v.20
no.2
/
pp.149-155
/
2020
The Korea Highway Traffic Authority provides statistics that analyze the causes of traffic accidents that occurred since 2015 using the Traffic Accident Analysis System (TAAS). it was reported Through TAAS that the driver's forward carelessness was the main cause of traffic accidents in 2018. As statistics on the cause of traffic accidents, 51.2 percent used mobile phones and watched DMB while driving, 14 percent did not secure safe distance, and 3.6 percent violated their duty to protect pedestrians, representing a total of 68.8 percent. In this paper, we propose a system that has improved the advanced driver assistance system ADAS (Advanced Driver Assistance Systems) by utilizing CNN (Convolutional Neural Network) among the algorithms of Deep Learning. The proposed system learns a model that classifies the movement of the driver's face and eyes using Conv2D techniques which are mainly used for Image processing, while recognizing and detecting objects around the vehicle with cameras attached to the front of the vehicle to recognize the driving environment. Then, using the learned visual steering model and driving environment data, the hazard is classified and detected in three stages, depending on the driver's view and driving environment to assist the driver with the forward and blind spots.
This paper examines users' emotion from both 2D and 3D web interfaces and finds their differences. First, 77 words representing users' emotion were collected from the previous research papers. Second, a web survey system was developed using these collected words and prepared 3 web interface prototypes to collect users' emotions from different types of web interfaces. Finally, a web survey was conducted and its results were analyzed. The result of the survey showed that there were emotional words that were commonly experienced from either 2D or 3D web interfaces. However, it also showed that there were emotional differences between 2D and 3D web interface; 3D web interfaces provide users with specific emotional experiences because of their own characteristics - depth and dynamic movement. It is believed that the words collected from the survey could be the criteria to evaluate the quality of the 3D web interfaces and encourage the research on users' emotion from 3D interfaces.
The Journal of Korea Institute of Information, Electronics, and Communication Technology
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v.11
no.4
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pp.408-413
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2018
In this paper, the particle size, bulk density, friction coefficient and angle of repose were measured for the automatic processing of solar salt, which was classified with 5 levels of moisture content (16.5, 13.2, 8.2, 4.9, 3.7%). Average diameter was 1.98~1.60mm according to moisture content, and bulk density increased with increasing moisture content. As a result of measuring the coefficient of dynamic friction, the maximum value was shown in the stainless steel plate according to the material, and ABS plate and acrylic plate were lower in the order. Movement occurred at the moisture content of 8.2% or less, and the empty angle of repose was increased and the filling angle of repose was decreased as the moisture content increased.
Ancient Greece was a patriarchal society that distinguished gender roles between men and women. Although their costumes were composed of simple rectangular fabric without any technical complications in itself, the Greeks did try to express gender differences in their clothing. The final look of the Greek costume was dependent on the way the cloth draped onto its wearer as well as the wearer's identity. Greeks costume could just be seen as a rectangular fabric when it was not draped on a person's body. The purpose of this study is to examine how the gender differences were expressed in the ancient Greek drapery costume, which was made by using a completely different technical process, compared with the modern tailored costume. There are four elements of the costume that give the costume its formative shape, which are the wearer's body, the rectangular fabric (material as the first formative costume), the way the fabric is draped, and the final appearance as the second formative costume (the relationship between the wearer's body and the costume) and this study analyzes these elements individually. It is intended to analyze the gender characteristics and how each element appears in a different way from the perspective of Structuralism, an analytical method that considers a phenomenon as a total sum of the elements. Literature research was conducted and representative sculpture, painting and pottery, were used between the Archaic Period (B.C. 800~500) and the Classical Period (B.C. 500~323). The results show that the gender differences appear in each formative element of costume: First, the body was distinguished by the ancient Greek custom. The man's nudity was accepted while the woman's body was concealed. Second, in regards to the first formative costume, which was the rectangular fabric, men's were made with thick high quality wool because their involvement in outdoor activities meant that they needed clothes to stay warm, while the women wore clothes made of thin wool or hemp cloth, because their most of their activities were at home. Third, the way to drape the fabric shows the gender differences by changing the length of the clothing and its design ; men's short khiton was practical for big movement and at the same time the clothing exposed the man's body. The woman's doric khiton diversified its decoration by the size of the apotigma and by using the belt. Finally the second formative costume reflected the Greeks' social distinction between a man's body and a woman's body. The man's costume naturally exposed the man's body. On the other hand, the woman's long costume has a variety of shapes on the ground, that concealed her lower body, while the ornamental function was more accentuated than the man's costume. The gender differences expressed in Greek costume fundamentally reflected the point of view of the male and female body and their social roles in society.
The purpose of this study is to provide Torso pattern for Korean middle-aged women using 3D human body scan data. 155 women in their 40's or 50's were measured by Martin's anthropometry. Merging the data of 914 middle aged women provided by Korean agency for technology and standards, total of 1,069 subjects' data were analyzed. For data analysis, ANOVA, factor analysis and cluster analysis were done using SPSS PC+. And representative subject of each cluster was selected and they participated in 3D scanning and Torso pattern suggested for middle-aged women Torso pattern which investing the amount of ease according to each group for diffuse front interscye 30%, armscye circumference 30%, back interscye 40% using 3D human body scan data. The results of this study are as follows. Firstly, as a result of the factor analysis, the first factor was 'obesity index of body', The second factor was 'verticality size of body', The third factor was 'verticality length of upper bodice', The fourth factor was 'drop value to represent silhouette', and the fifth factor was 'physique of upper bodice'. And, middle-aged women type were classified 3 types according to the cluster analysis. Type 1(Y-type) was the long upper Torso with wide shoulder. Type 2(H-type) was flat-body type with comparatively thin upper bodice and thin lower bodice. And type 3(A-type) was the obese type with comparatively thin upper bodice and fat lower bodice. Secondly, using CAD program, point filtering was performed and approximated surface model was made. It used that generated surface smoothing corrected for abnormally extruded points and scattered points based on the curvature information. And 3D surfaces were flatted onto the plane by the internal tools of CAD program. Difference ratios of outline length and area between 3D curves and 2D plane were 0.42% and 0.54%, respectively. Third, wearing test by the sensory evaluation showed that distinct difference almost every category. The movement functionality test shows that, in all the tests which reveal significant differences, especially, 'comparison pattern A' experienced inconvenience to neck width and neck depth.
Twenty-four yearling Boer$\times$Spanish goats were used in a crossover design experiment to determine effects of tethering on forage selection, intake and digestibility, grazing behavior and energy expenditure (EE) with forage high in nutritive value and low to moderate in mass. Objectives were to determine if tethered goats could be used as a model for study of unrestrained animals and to characterize tethering as a production practice. Four 0.72-ha pastures of wheat (Triticum aestivum) and berseem clover (Trifolium alexandrium) were grazed in December and January. Each pasture hosted six animals, three with free movement and three attached to a 4.11-m tether for access to a circular area of $53.1m^2$. Tethering areas were moved each day. One animal of each treatment and pasture was used to determine forage selection, fecal output or grazing behavior and EE; therefore, there were eight observations per treatment. Mass of forage DM before grazing in Tethered areas averaged 1,280 and 1,130 kg/ha in periods 1 and 2, respectively. The CP concentration in ingesta was greater ((p<0.05) 239 and 209 g/kg; SE = 8.0) and the NDF level was lower (p<0.05) for Free vs. Tethered animals (503 and 538 g/kg; SE = 12.0); in vitro true DM digestion was similar between treatments (0.808 and 0.807 for Free and Tethered, respectively; SE = 0.0096). Intakes of DM (1,013 and 968 g/d; SE = 78.6), NDF (511 and 521 g/d; SE = 39.9) and ME (10.9 and 10.7 MJ/d; SE = 0.90) were similar between treatments, but CP intake was greater (p<0.05) for Free vs. Tethered animals (241 and 203 g/d; SE = 17.2). There were small treatment differences in in vivo apparent digestibility of OM ((p<0.05) 0.780 and 0.814; SE = 0.0049), CP ((p<0.05) 0.800 and 0.817; SE = 0.0067) and NDF ((p<0.09) 0.777 and 0.760 for Free and Tethered, respectively; SE = 0.0078). There were no treatment effects on time spent ruminating or grazing (346 and 347 min/d for Free and Tethered, respectively; SE = 42.5), but EE was considerably greater (p<0.05) for Free vs. Tethered animals (571 and 489 kJ/kg $BW^{0.75}$; SE = 8.9). In conclusion, with forage of high nutritive value and low to moderate in mass, tethering can offer a production advantage over free grazing of less energy used for activity despite similar grazing time. With forage removal considerably less than that available for grazing, effects of tethering on chemical composition of selected forage were small and less than needed to markedly affect digestion. Tethering may offer a means of studying some aspects of grazing by ruminants, but would not seem suitable for energy metabolism.
This study aimed to compare the dynamics of air temperature and velocity under two different ventilation and housing systems during summer and winter in Korea. The $NH_3$ concentration of both housing systems was also investigated in relation to the pig's growth. The ventilation systems used were; negative pressure type for the enclosed pig house (EPH) and natural airflow for the conventional pig house (CPH). Against a highly fluctuating outdoor temperature, the EPH was able to maintain a stable temperature at 24.8 to $29.1^{\circ}C$ during summer and 17.9 to $23.1^{\circ}C$ during winter whilst the CPH had a wider temperature variance during summer at 24.7 to $32.3^{\circ}C$. However, the temperature fluctuation of the CPH during winter was almost the same with that of EPH at 14.5 to $18.2^{\circ}C$. The NH3 levels in the CPH ranged from 9.31 to 16.9 mg/L during summer and 5.1 to 19.7 mg/L during winter whilst that of the EPH pig house was 7.9 to 16.1 mg/L and 3.7 to 9.6 mg/L during summer and winter, respectively. These values were less than the critical ammonia level for pigs with the EPH maintaining a lower level than the CPH in both winter and summer. The air velocity at pig nose level in the EPH during summer was 0.23 m/s, enough to provide comfort because of the unique design of the inlet feature. However, no air movement was observed in almost all the lower portions of the CPH during winter because of the absence of an inlet feature. There was a significant improvement in weight gain and feed intake of pigs reared in the EPH compared to the CPH (p<0.05). These findings proved that despite the difference in the housing systems, a stable indoor temperature was necessary to minimize the impact of an avoidable and highly fluctuating outdoor temperature. The EPH consistently maintained an effective indoor airspeed irrespective of season; however the CPH had defective and stagnant air at pig nose level during winter. Characteristics of airflow direction and pattern were consistent relative to housing system during both summer and winter but not of airspeed. The ideal air velocity measurement favored the EPH and therefore can be appropriate for the Korean environment. Further emphasis on its cost effectiveness will be the subject of future investigations.
The advent of new platforms each year along with the advancement of technology provides a new opportunity for digital media designers to develop creative and innovative contents. This phenomenon affect the same way the students that major in the digital media, and the use of the platforms that is based on the new technology in the development of contents gives a newer and useful opportunity for learning to the students who recently study the digital media area. As the main technology of the recent digital media that attract many students' attention, we are presenting virtual reality display, movement cognition, physical engine and the gesture interface, and developed the consolidated platform based on these four technologies, and designed them in a way that can be more easily implemented in a simpler way. In order to study the efficiency of the platform with the objective of the development of digital media contents, we have developed four different prototype contents, and have measured based on the user's preference, efficiency and satisfaction. In the results of usability evaluation, functionality, effectiveness, efficiency, satisfaction were rated as 'high'. This results shows that the suggested 3D platform environment provides students to develop a rapid prototype fast and easy, and this may have a positive influence on students major in the digital media to conduct creative development research.
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