• Title/Summary/Keyword: Portable Game

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Evaluation of Indoor ETS Exposure Levels in Pubs, PC Game Rooms, and Billiards Halls around a University Campus using PM2.5 Concentrations (대학 캠퍼스 주변 호프집, PC방, 당구장의 실내 PM2.5 농도를 통한 ETS 노출 수준 평가)

  • Lee, Jae Hwan;Park, Donguk;Ha, Kwonchul
    • Journal of Korean Society of Occupational and Environmental Hygiene
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    • v.26 no.4
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    • pp.411-417
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    • 2016
  • Objectives: The aims of this study were to determine the indoor level of environmental tobacco smoke (ETS) and to assess the implementation rate of smoke-free laws at hospitality venues around a university campus by measuring particulate matter smaller than $2.5{\mu}m$ ($PM_{2.5}$) as an indicator of ETS. Materials and Methods: We measured indoor $PM_{2.5}$ concentrations at 20 PC game rooms, 20 pubs, and 20 billiards halls using Sidepak AM510, a direct reading portable real time monitor, from October to December 2015. Results: Smoking was observed in 65% of the PC game rooms, 10% of pubs, and 85% of billiards halls. The average $PM_{2.5}$ concentrations were $98.2{\mu}g/m^3$, $29.0{\mu}g/m^3$, and $134.2{\mu}g/m^3$ at PC game rooms, pubs, and billiards halls, respectively. $PM_{2.5}$ concentrations in PC game rooms and billiards halls were 2 to 2.7 times higher than the 24-hour exposure standard for outdoor $PM_{2.5}$ ($50{\mu}g/m^3$) by the Ministry of Environment. Conclusions: Although a smoking ban has been implemented for PC rooms and pubs, smoking is still taking place in many of these places. More stringent legal action is required for successfully protecting patrons and workers from secondhand smoke exposure. A ban on smoking in billiards halls should be introduced as quickly as possible.

Development of Baekje cultural tourism contents by utilizing portable VR glasses (휴대용 가상현실 안경을 접목한 백제문화 관광 콘텐츠 개발)

  • Kang, Byoung-Gil;Lee, Wan-Bok;Ryu, Seuc-Ho
    • Journal of the Korea Convergence Society
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    • v.9 no.1
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    • pp.317-323
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    • 2018
  • Although various kinds of VR services are being carried out in the tourism field, The virtual reality experiences are still costly, since they could be realized in a limited space with some kinds of expensive equipment such as HMD. In this study, we propose a mobile virtual reality tourism experience using an easy and simple Google card board and user's smartphone because most tourist sites are outdoors and most of users like enjoying sightseeing and experience at the same time. For this purpose, we constructed a system that provides tourist information in real time employing both the IoT and VR techniques. Especially we develpoed a tourism contents for the UNESCO World Heritage Communities of Baekje Historical Site and Songsanri Tumulus. In addition, we virtually restored the royal palace in Gongju and confirmed the historical experience by VR flatform could be popular with people.

A Study on Evolution Strategy of the Next Generation Mobile Terminals (차세대 이동단말의 발전 전략에 대한 연구)

  • Bang Kee-Chun
    • Journal of Digital Contents Society
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    • v.6 no.2
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    • pp.131-135
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    • 2005
  • Nowadays, the demand for the wireless technology has gradually increased to support the services of high speed wired internet and also the interest of a mobile terminal convergence has increased. In the next generation, the mobile terminal could merge with the celluar phone, wireless LAN, portable internet, digital multimedia brodcasting, mobile game and sensor(smart-tag and biometrics) through the unified single user interface. Moreover, the system is supported to multi-mode at difference networks, which have variable functions and high performance for available service. Inthis paper, we investigate the minimum requirements and the core technologies of the next generation mobile terminals.

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A Study on Customer's Satisfaction of Convergence Products (컨버전스 제품의 소비자 만족도에 관한 연구)

  • Kang, Byung-Young;Hwang, Tae-Gyun
    • Journal of Korea Society of Industrial Information Systems
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    • v.14 no.5
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    • pp.169-185
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    • 2009
  • This study set out to analyze the impacts of convergence products(cell phones, PDAs, IPTV, and portable game consoles) on the consumers' purchase intention and satisfaction. These results of the research model show that usefulness, perceived risk, and communication had significant influences on purchase intention, and usefulness, innovation, perceived risk, and communication on satisfaction. But there were differences according to the product kinds. The results indicate that usefulness, convenience, perceived risk, and communication are the major factors affecting the satisfaction and purchase intention of convergence products and that innovation didn't have much influence on them. And there were small differences among the influential factors according to the kinds of convergence products.

The development of a bluetooth based portable wireless EEG measurement device (블루투스 기반 휴대용 무선 EEG 측정시스템의 개발)

  • Lee, Dong-Hoon;Lee, Chung-Heon
    • Journal of IKEEE
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    • v.14 no.2
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    • pp.16-23
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    • 2010
  • Since the interest of a brain science research is increased recently, various devices using brain waves have been developed in the field of brain training game, education application and brain computer interface. In this paper, we have developed a portable EEG measurement and a bluetooth based wireless transmission device measuring brain waves from the frontal lob simply and conveniently. The low brain signals about 10~100${\mu}V$ was amplified into several volts and low pass, high pass and notch filter were designed for eliminating unwanted noise and 60Hz power noise. Also, PIC24F192 microcontroller has been used to convert analog brain signal into digital signal and transmit the signal into personal computer wirelessly. The sampling rate of 1KHz and bluetooth based wireless transmission with 38,400bps were used. The LabVIEW programing was used to receive and monitor the brain signals. The power spectrum of commercial biopac MP100 and that of a developed EEG system was compared for performance verification after the simulation signals of sine waves of $1{\mu}V$, 0~200Hz was inputed and processed by FFT transformation. As a result of comparison, the developed system showed good performance because frequency response of a developed system was similar to that of a commercial biopac MP100 inside the range of 30Hz specially.

Improving the Read Performance of OneNAND Flash Memory using Virtual I/O Segment (가상 I/O 세그먼트를 이용한 OneNAND 플래시 메모리의 읽기 성능 향상 기법)

  • Hyun, Seung-Hwan;Koh, Kern
    • Journal of KIISE:Computing Practices and Letters
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    • v.14 no.7
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    • pp.636-645
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    • 2008
  • OneNAND flash is a high-performance hybrid flash memory that combines the advantages of both NAND flash and NOR flash. OneNAND flash has not only all virtues of NAND flash but also greatly enhanced read performance which is considered as a downside of NAND flash. As a result, it is widely used in mobile applications such as mobile phones, digital cameras, PMP, and portable game players. However, most of the general purpose operating systems, such as Linux, can not exploit the read performance of OneNAND flash because of the restrictions imposed by their virtual memory system and block I/O architecture. In order to solve that problem, we suggest a new approach called virtual I/O segment. By using virtual I/O segment, the superior read performance of OneNAND flash can be exploited without modifying the existing block I/O architecture and MTD subsystem. Experiments by implementations show that this approach can reduce read latency of OneNAND flash as much as 54%.

Study on R-peak Detection Algorithm of Arrhythmia Patients in ECG (심전도 신호에서 부정맥 환자의 R파 검출 알고리즘 연구)

  • Ahn, Se-Jong;Lim, Chang-Joo;Kim, Yong-Gwon;Chung, Sung-Taek
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.12 no.10
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    • pp.4443-4449
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    • 2011
  • ECG consists of various types of electrical signal on the heart, and feature point of these signals can be detected by analyzing the arrhythmia. So far, feature points extraction method for the detection of arrhythmia done in the many studies. However, it is not suitable for portable device using real time operation due to complicated operation. In this paper, R-peak were extracted using R-R interval and QRS width informations on patients. First, noise of low frequency bands eliminated using butterworth filter, and the R-peak was extracted by R-R interval moving average and QRS width moving average. In order to verify, it was experimented to compare the R-peak of data in MIT-BIH arrhythmia database and the R-peak of suggested algorithm. As a results, it showed an excellent detection for feature point of R-peak, even during the process of operation could be efficient way to confirm.

A Study on the Development of Pattern Design Tool for CCFL Backlight (CCFL 백라이트 패턴 설계툴 개발에 관한 연구)

  • Cho Young-Chang;Choi Byung-Jin;Yoon Jeong-Oh
    • Journal of Korea Society of Industrial Information Systems
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    • v.11 no.2
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    • pp.79-85
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    • 2006
  • As the portable information appliance is developed, the demand of flat panel display equipments and parts are steeply increased. Most of all, the applications of LCD such as LCD TV, monitor, digital camera, CNS(car navigation system) and game machine become diversified. With the result that the number of BLU production enterprise is increased and the research on the design of backlight with the superior optical properties is persistently in progress. In this study we developed the pattern design tools for CCFL(cold cathode flourescent lamp) backlight to improve the conventional pattern design environment in which the pattern is designed manually from the experience and the trial and error. For the verification of our research, we designed the light reflection surface patterns for a real model of backlight and we measured the brightness uniformity using the BM-7. From the brightness uniformity measurement, the BLU designed using the presented tool showed the tolerable performance only in the first try of pattern design rather than the fifth try of pattern design in case of the conventional pattern design.

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Energy expenditure measurement of various physical activity and correlation analysis of body weight and energy expenditure in elementary school children (일부 초등학생의 대표적 신체활동의 에너지소비량 측정 및 에너지소비량과 체중과의 상관성 분석)

  • Kim, Jae-Hee;Son, Hee-Ryoung;Choi, Jung-Sook;Kim, Eun-Kyung
    • Journal of Nutrition and Health
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    • v.48 no.2
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    • pp.180-191
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    • 2015
  • Purpose: There is a lack of data on the energy cost of children's everyday activities, adult values are often used as surrogates. In addition, the influence of body weight on the energy cost of activity when expressed as metabolic equivalents (METs) has not been vigorously explored. Methods: In this study 20 elementary school students 9~12 years of age completed 18 various physical activities while energy expenditure was measured continuously using a portable telemetry gas exchange system ($K_4b^2$, Cosmed, Rome, Italy). Results: The average age was 10.4 years and the average height and weight was 145.1 cm and 43.6 kg, respectively. Oxygen consumption ($VO_2$), energy expenditure and METs at the time of resting of the subjects were 5.41 mL/kg/min, 1.44 kcal/kg/h, and 1.5 METs, respectively. METs values by 18 physical activities were as follows: Homework and reading books (1.6 METs), playing game with a mobile phone or video while sitting (1.6 METs), watching TV while sitting on a comfortable chair (1.7 METs), playing video game or mobile phone game while standing (1.9 METs), sweeping a room with a broom (2.7 METs) and playing a board game (2.8 METs) belong to light intensity physical activities. By contrary, speedy walking and running were 6.6 and 6.7 METs, respectively, which belong to high intensity physical activities over 6.0 METs. When the effect of body weight on physical activity energy expenditure was determined, $R^2$ values increased with 0.116 (playing a game at sitting), 0.176 (climbing up and down stairs), 0.246 (slow walking), and 0.455 (running), which showed that higher activity intensity increased explanation power of body weight on METs value. Conclusion: This study is important for direct evaluation of energy expenditure by physical activities of children, and it could be used directly for revising and complementing the existing activity classification table to fit for children.

Real-Time, Simultaneous and Proportional Myoelectric Control for Robotic Rehabilitation Therapy of Stroke Survivors (뇌졸중 환자의 로봇 재활 치료를 위한 실시간, 동시 및 비례형 근전도 제어)

  • Jung, YoungJin;Park, Hae Yean;Maitra, Kinsuk;Prabakar, Nagarajan;Kim, Jong-Hoon
    • Therapeutic Science for Rehabilitation
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    • v.7 no.1
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    • pp.79-88
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    • 2018
  • Objective : Conventional therapy approaches for stroke survivors have required considerable demands on therapist's effort and patient's expense. Thus, new robotics rehabilitation therapy technologies have been proposed but they have suffered from less than optimal control algorithms. This article presents a novel technical healthcare solution for the real-time, simultaneous and propositional myoelectric control for stroke survivors' upper limb robotic rehabilitation therapy. Methods : To implement an appropriate computational algorithm for controlling a portable rehabilitative robot, a linear regression model was employed, and a simple game experiment was conducted to identify its potential of clinical utilization. Results : The results suggest that the proposed device and computational algorithm can be used for stroke robot rehabilitation. Conclusion : Moreover, we believe that these techniques will be used as a prominent tool in making a device or finding new therapy approaches in robot-assisted rehabilitation for stroke survivors.