• Title/Summary/Keyword: Movement Recognition

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Effects of Long- and Short-term Consumption of Energy Drinks on Anxiety-like, Depression-like, and Cognitive Behavior in Adolescent Rats

  • Lee, Joo Hee;Lee, Jong Hyeon;Choi, You Jeong;Kim, Youn Jung
    • Journal of Korean Biological Nursing Science
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    • v.22 no.2
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    • pp.111-118
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    • 2020
  • Purpose: The purpose of this study was to understand the impact of long- and short-term energy drinks on anxiety-like, depressionlike, and cognitive behavior in adolescent rats. Methods: Adolescent rats (age six weeks) were randomly classified into a control group (CON), a long-term administration group (LT), and a short-term administration group (ST). The LT group was orally administered 1.5 mL/100 g (body weight) of energy drink twice daily for 14 days, the ST group was orally administered for one day, and the control group applied the same amount of normal saline. Later, an open-field test, a forced swim test, novel object recognition test, and an 8-arm radial maze test was conducted to assess the rats' anxiety, depression, and cognitive function. Results: There were different effects in the long- and short-term groups of energy drink administration. In the LT group, anxiety- and depressive-like behavior increased because of increased movement in the side corner and decrease of immobility time. Also, the time to explore novel objects decreased, and the number of correct responses was reduced, indicating a learning and memory function disorder. However, the ST group was not different from the control group. Conclusion: These results indicate that long-term consumption of energy drinks can increase anxiety-like, depression-like behavior, and this can lead to decrease in learning and memory functions. Thus, nurse and health care providers should understand the impact of energy drink consumption in adolescence to provide appropriate practices and education.

The Relation of Fashion and Social Position of Women in Victorian era ; English Women′s Costume (빅토리아 시대 여성의상에 나타난 사회상에 대한 연구(영국 여성의상을 중심으로))

  • 이의정
    • Journal of the Korea Fashion and Costume Design Association
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    • v.4 no.3
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    • pp.75-87
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    • 2002
  • The nineteenth century was a watershed - the extreme point of difference in the style of fashion dress and in the roles men and women played in society. This conviction has its roots in the socioeconomic changes of the 19th century and the industrial revolution, and the new working bourgeoisie' value, fashion and taste were on the rise. The bourgeois, who was not considered as having infallible taste, was looking for its own style, while on the other hand it was competing with the nobility. Therefore bourgeois' own etiquette and taste were appeared. There was ideals which the middle classes were hungry for, and it became the basis of judging an individual. The bourgeois tried to get social approval and used fashion was the mean of it. Bourgeois women fashion has a funtion as a complete symbol of the status, wealth and leisure in a patriachal society. Not only the Bourgeois tried to control themselves and to achieve the virtue of moderation, chastity and obedience by the restrictive costume, but also extravagant and cumbersome dresses has a kind of compensative funtion against a sober and simple men's dress. There was a reformative movement to break out of the legal, economic and social restrictions within the confines of respectable Victorian Society. The process of reform was long and slow for not only did laws be changed but the barriers of prejudice in a society convinced of man s mental and physical superiority had to be overcome. But even though there were many difficulties, a small number of progressive women challenged the social recognition and role of women and decisively refused the restrictive and ostentative fashion. Victorian costume was also criticized in the medical and aesthetic aspect for their impracticality. As a result, more funtional and practical women's clothes has appeared, but it have resulted in a peculiar hybrid of traditional female attire in combination with the more uncomfortable aspects of men's clothes. However it was becoming an essential look for new women who were the equals of men and wanted to be treated as such.

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A Full Body Gumdo Game with an Intelligent Cyber Fencer using Multi-modal(3D Vision and Speech) Interface (멀티모달 인터페이스(3차원 시각과 음성 )를 이용한 지능적 가상검객과의 전신 검도게임)

  • 윤정원;김세환;류제하;우운택
    • Journal of KIISE:Computing Practices and Letters
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    • v.9 no.4
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    • pp.420-430
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    • 2003
  • This paper presents an immersive multimodal Gumdo simulation game that allows a user to experience the whole body interaction with an intelligent cyber fencer. The proposed system consists of three modules: (i) a nondistracting multimodal interface with 3D vision and speech (ii) an intelligent cyber fencer and (iii) an immersive feedback by a big screen and sound. First, the multimodal Interface with 3D vision and speech allows a user to move around and to shout without distracting the user. Second, an intelligent cyber fencer provides the user with intelligent interactions by perception and reaction modules that are created by the analysis of real Gumdo game. Finally, an immersive audio-visual feedback by a big screen and sound effects helps a user experience an immersive interaction. The proposed system thus provides the user with an immersive Gumdo experience with the whole body movement. The suggested system can be applied to various applications such as education, exercise, art performance, etc.

A Study on the Development of Computer Assisted Instruction for the Middle School Mathematics Education - Focused on the graph of quadratic function - (중학교 수학과 CAI 프로그램 개발 연구 -이차함수의 그래프를 중심으로-)

  • 장세민
    • Journal of the Korean School Mathematics Society
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    • v.1 no.1
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    • pp.151-163
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    • 1998
  • In mathematics education, teaching-learning activity can be divided largely into the understanding the mathematical concepts, derivation of principles and laws, acquirement of the mathematical abilities. We utilize various media, teaching tools, audio-visual materials, manufacturing materials for understanding mathematical concepts. But sometimes we cannot define or explain correctly the concepts as well as the derivation of principles and laws by these materials. In order to solve the problem we can use the computer. In this paper, character and movement state of various quadratic function graph types can be used. Using the computers is more visible than other educational instruments like blackboards, O.H.Ps., etc. Then, students understand the mathematical concepts and the correct quadratic function graph correctly. Consquently more effective teaching-learning activity can be done. Usage of computers is the best method for improving the mathematical abilities because computers have functions of the immediate reaction, operation, reference and deduction. One of the important characters of mathematics is accuracy, so we use computers for improving mathematical abilities. This paper is about the program focused on the part of "the quadratic function graph", which exists in mathematical curriculum the middle school. When this program is used for students, it is expected the following educational effect. 1, Students will have positive thought by arousing interests of learning because this program is composed of pictures, animations with effectiveness of sound. 2. This program will cause students to form the mathematical concepts correctly. 3. By visualizing the process of drawing the quadratic function graph, students understand the quadratic function graph structually. 4. Through the feedback, the recognition ability of the trigonometric function can be improved. 5. It is possible to change the teacher-centered instruction into the student-centered instruction. For the purpose of increasing the efficiencies and qualities of mathmatics education, we have to seek the various learning-teaching methods. But considering that no computer can replace the teacher′s role, tearchers have to use the CIA program carefully.

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A Study on Comicality of Animation (애니메이션의 희극성(喜劇性) 연구)

  • Cho, Mil-Ra
    • Cartoon and Animation Studies
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    • s.12
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    • pp.103-119
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    • 2007
  • This study investigated the comical essence of animations and the comicality found in Korean animations focusing on the comical elements signifying the promotion of laughing and its meaning. In addition, it has been found from this study that the comical essence of animations was the laughing that expanded the recognition and awareness for the entity to be revived, by suggesting the following: 1) the fact that the laughing would be unexpected and it would stimulate the imagination of audience in unprecedented situations in which the method of creation would be unthinkable and thereby the laughing occurred would endow audience with thought, feeling and sense etc. that would not have been perceived so far; and 2) furthermore, the ideal world through grotesque expressions. Meanwhile, unlike the general preconception that animations would be considered one of the popular art forms with strong comical elements, it has been noted that there have been a very few Korean animations with strong comical elements. Besides, it has been confirmed that they have focused not on created and grotesque comicality, but on linguistic comicality based on the forms of characters or their movement itself, or humor and witty remarks.

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Effects of School Forest on Satisfaction with Greenspace and Environmental Education - Focused on Elementary School Teachers' - (학교숲 조성공사가 녹지공간 만족도 및 환경교육에 미치는 영향 - 초등교사를 대상으로 -)

  • Kuk, Ji-Ha;Yoon, Yong-Han;Park, Bong-Ju;Kim, Won-Tae
    • Journal of the Korean Society of Environmental Restoration Technology
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    • v.11 no.4
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    • pp.57-66
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    • 2008
  • This study, with teachers form elementary schools in Chungju-si as its subjects, has investigated influence of school forest on satisfaction with school greenspace and environmental education. It has reached the following conclusions. As for recognition of and satisfaction of school greenspace there were meaningful differences between teachers form school forest model schools and ones from common schools, which was thought to be due to positive effects of school forest movement. It appeared that environmental education was carried out through audio-visual materials once a week in most schools. On the other hand, as for class places, 'classroom in parallel with outdoor class' and 'classroom education' appeared to be carried out most frequently in the case of school forest model schools, and 'classroom education' in the case of common schools. However, considering the fact that 'field learning' the most important element in environmental education, appeared to be carried out least frequently in both of the groups, which suggests that we should improve it for future through introduction of various field-experience learning programs. As a result of the survey of satisfaction with environmental education, some meaningful differences were recognized between school forest schools and common schools, and 'presence or absence of field learning spaces' was the most frequently answered reason for 'satisfied' and 'unsatisfied'. Thus, 'schools' and related institutions' enthusiastic efforts are needed for providing field-experience spaces where children can directly access to and explore into nature.

Real-time moving object tracking and distance measurement system using stereo camera (스테레오 카메라를 이용한 이동객체의 실시간 추적과 거리 측정 시스템)

  • Lee, Dong-Seok;Lee, Dong-Wook;Kim, Su-Dong;Kim, Tae-June;Yoo, Ji-Sang
    • Journal of Broadcast Engineering
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    • v.14 no.3
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    • pp.366-377
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    • 2009
  • In this paper, we implement the real-time system which extracts 3-dimensional coordinates from right and left images captured by a stereo camera and provides users with reality through a virtual space operated by the 3-dimensional coordinates. In general, all pixels in correspondence region are compared for the disparity estimation. However, for a real time process, the central coordinates of the correspondence region are only used in the proposed algorithm. In the implemented system, 3D coordinates are obtained by using the depth information derived from the estimated disparity and we set user's hand as a region of interest(ROI). After user's hand is detected as the ROI, the system keeps tracking a hand's movement and generates a virtual space that is controled by the hand. Experimental results show that the implemented system could estimate the disparity in real -time and gave the mean-error less than 0.68cm within a range of distance, 1.5m. Also It had more than 90% accuracy in the hand recognition.

The Type of e-book's Visualization by the Narrative Space (내러티브 공간에 의한 이북(e-book)의 시각화 유형)

  • Shin, Seung-Yun;Jung, Hyun-Sun
    • The Journal of the Korea Contents Association
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    • v.14 no.7
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    • pp.103-114
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    • 2014
  • This study intends to make a proposal the direction classification to develop the independent study of e-book's visualization. For this, we research into the e-book of Disney animation which achieved recognition in the literary value and amusement First of all, We grasp the meaning of the concept of e-book's aerial-image and perceptual principle. Next, We found the subject that starts the movement, and then observed the factor of the presentation to be possible to experience the actual spatial experience by the motion-produced cues. Through analysis process, We can classify the appearance elements, media, camera, and the readers' motion-produced cues into 13 parts and define as the codes. As we analysis the frequency of use of the analysis object, We separated it into the 46 combination exercises. According to the combination with the independent exercise, We separated them into 4 groups. There are the actual spatial experience, narrative spatial experience, the experience of characters. The basis for these, we can analyze the characteristics of the motion-produced cues. This study has the meaning of the expansion of e-book into the film language system by separating the e-book's narrative visualization type.

A Non-invasive Real-time Respiratory Organ Motion Tracking System for Image Guided Radio-Therapy (IGRT를 위한 비침습적인 호흡에 의한 장기 움직임 실시간 추적시스템)

  • Kim, Yoon-Jong;Yoon, Uei-Joong
    • Journal of Biomedical Engineering Research
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    • v.28 no.5
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    • pp.676-683
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    • 2007
  • A non-invasive respiratory gated radiotherapy system like those based on external anatomic motion gives better comfortableness to patients than invasive system on treatment. However, higher correlation between the external and internal anatomic motion is required to increase the effectiveness of non-invasive respiratory gated radiotherapy. Both of invasive and non-invasive methods need to track the internal anatomy with the higher precision and rapid response. Especially, the non-invasive method has more difficulty to track the target position successively because of using only image processing. So we developed the system to track the motion for a non-invasive respiratory gated system to accurately find the dynamic position of internal structures such as the diaphragm and tumor. The respiratory organ motion tracking apparatus consists of an image capture board, a fluoroscopy system and a processing computer. After the image board grabs the motion of internal anatomy through the fluoroscopy system, the computer acquires the organ motion tracking data by image processing without any additional physical markers. The patients breathe freely without any forced breath control and coaching, when this experiment was performed. The developed pattern-recognition software could extract the target motion signal in real-time from the acquired fluoroscopic images. The range of mean deviations between the real and acquired target positions was measured for some sample structures in an anatomical model phantom. The mean and max deviation between the real and acquired positions were less than 1mm and 2mm respectively with the standardized movement using a moving stage and an anatomical model phantom. Under the real human body, the mean and maximum distance of the peak to trough was measured 23.5mm and 55.1mm respectively for 13 patients' diaphragm motion. The acquired respiration profile showed that human expiration period was longer than the inspiration period. The above results could be applied to respiratory-gated radiotherapy.

Gait Type Classification Based on Kinematic Factors of Gait for Exoskeleton Robot Recognition (외골격 로봇의 동작인식을 위한 보행의 운동학적 요인을 이용한 보행유형 분류)

  • Cho, Jaehoon;Bong, wonwoo;Kim, donghun;Choi, Hyeonki
    • Journal of Biomedical Engineering Research
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    • v.38 no.3
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    • pp.129-136
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    • 2017
  • The exoskeleton robot is a technology developed to be used in various fields such as military, industry and medical treatment. The exoskeleton robot works by sensing the movement of the wearer. By recognizing the wearer's daily activities, the exoskeleton robot can assist the wearer quickly and efficiently utilize the system. In this study, LDA, QDA, and kNN are used to classify gait types through kinetic data obtained from subjects. Walking was selected from general walking and stair walking which are mainly performed in daily life. Seven IMUs sensors were attached to the subject at the predetermined positions to measure kinematic factors. As a result, LDA was classified as 78.42%, QDA as 86.16%, and kNN as 87.10% ~ 94.49% according to the value of k.