• Title/Summary/Keyword: Visual analysis

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The Study to Suggest a Methods to Evaluate Heating and Cooling Energy Performance based on Daily Life (실생활기반 냉난방에너지 성능평가 방법 제안 연구)

  • Jeon, Gangmin;Lee, Heangwoo;Kim, Yongseong
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.5 no.3
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    • pp.291-299
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    • 2015
  • With recent surge of attention to heating and air conditioning energy consumption, the need for evaluating performance of heating and air conditioning energy is also on the rise. This research aims to propose daily-life based evaluation method as an alternative to existing one, as well as to apply the method in real life to prove its validity. The results are as following. 1) I studied temperatures preferred by persons indoors and appropriate level of temperature, and the results show that properties of such persons such as age is directly linked with pleasantness of the room, but the issue lies with the fact that such properties are not considered in existing performance evaluation of heating and air conditioning. 2) Daily life based evaluation proposed herein reflects such properties of persons indoors. It controls heating / air conditioning devices installed in the test bed with the same size as a real life room to get quantitative and visual performances in our daily life as well as simple temperature information. 3) To verify validity of daily life based evaluation, I conducted different evaluation sessions with and without a blind and also based on ages of persons indoors. Results based on properties of persons showed difference of 77.6%, leading to effective analysis of energy consumption pattern by heating / air conditioning devices. This research takes significance in that it comes with a new performance evaluation method based on real life, and I gather that further studies are required to develop more multilateral performance evaluation in order to verify and improve technology for reduction of energy consumption.

A Study on Audio-Visual Expression of Biometric Data Based on the Polysomnography Test (수면다원검사에 기반한 생체데이터 시청각화 연구)

  • Kim, Hee Soo;Oh, Na Yea;Park, Jin Wan
    • Korea Science and Art Forum
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    • v.35
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    • pp.145-155
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    • 2018
  • The goal of the study is to provide a new type of audio-visualization method through case analysis and work production based on Polysomnography(PSG) data that is difficult to interpret or not familiar to the public. Most art works are produced with conscious actions during waking hours. On the other hand, during sleep, we get into the world of unconsciousness. Therefore, through the experiment, want to discover if could get something new when we were in the subconscious state, and if so, wondered what kind of art could be made through it. The study method is to consider definition of sleep and sleep data first. The sleep data were classified into normal group and Narcolepsy, Insomnia, and sleep apnea by focusing on sleep disorder graphs that is measured by sleep polygraph. After that, I refined and converted the acquired biometric data into a text-based script. The degree of sleep in the text form of the script was rendered as a 3D animated image using Maya. In addition, the heart rate data script was transformed into a midi format, and the audition was implemented in the garage band. After Effects combines the image and sound to create four single channel images of 3 minutes and 20 seconds each. As a result of the research, I made an opportunity for anyone easy to understand the results, having difference with the normal data, through art instead of using difficult medical term. It also showed the possibility of artistic expression even when conscious actions did not occur. Through the results of this research, I expect the expansion and diversity of artistic audiovisual expression of biometric data.

Assessment of physical condition of old large Chionanthus retusus(Chinese Fringe Tree) using structural stability analysis (천연기념물 이팝나무 노거수 구조안정성 진단을 통한 물리적 생육상태 평가)

  • SON Jiwon;SHIN Jinho
    • Korean Journal of Heritage: History & Science
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    • v.56 no.1
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    • pp.118-130
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    • 2023
  • Decay or large cavities inside trees are the main causes of trees overturning and broken branches, and structurally weakened trees are more vulnerable to strong winds and heavy snowfall. Recently, as strong winds and typhoons increase due to climate change, the damage to human life and property due to trees overturning continues to increase, and cultural assets are in a similar situation. In particular, old big trees are structurally vulnerable to external shocks such as strong winds and heavy snowfall. This study was aimed at providing a scientific basis for preventive protection measures by conducting a structural stability diagnosis of seven retusa fringe trees designated as natural monuments. For the structural stability diagnosis, tree risk assessment and internal tree defect measurements were performed. As a result of the tree risk assessment, the Retusa Fringe Trees in Sinjeon-ri, Yangsan and Gwangyangeupsu had the highest risk of broken branches due to weak branch attachment strength. As a result of the diagnosis of internal defects of cross sections of measured trees, there were suspected cavities or severe decay in all except two trees of the population of Retusa Fringe Trees in Pyeongji-ri. Natural disasters due to climate change are increasing, and the scale is getting larger, so it is very important to preemptively manage large old trees through scientific structural safety diagnosis to manage trees that are vulnerable to environmental changes.

Effect of Virtual Reality-based Occupational Therapy Interventions for Disabled Children and Adolescents: A Systematic Review (장애 아동 및 청소년에게 가상현실(VR) 기반 작업치료 중재가 미치는 영향: 체계적 고찰)

  • Kim, Man-Je;Gil, Young-Suk;Kang, Set-Byul;Lee, Jae-Shin
    • The Journal of Korean Academy of Sensory Integration
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    • v.21 no.1
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    • pp.34-46
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    • 2023
  • Objective : The purpose of this study was to systematically analyze the methods by which virtual reality (VR)-based occupational therapy interventions are applied to disabled children and adolescents and to assess their effectiveness. Methods : The RISS, DBpia, KCI, Science Direct, and CINAHL MEDLINE databases were searched for relevant literature from January 2012 to August 2022. The main search terms used were "virtual reality," "work therapy," "youth," "virtual reality," "occupational therapy," "child," and "adolescent." A total of 16 documents were selected for analysis by the 4th stage of the PRISMA flowchart. Results : In the 16 selected studies, VR-based occupational therapy when used with children and adolescents with disabilities and was shown to have meaningful effects. Among the types of cerebral palsy covered in the studies, the most common was hemiplegia, and the evaluation tools used for measurement of the VR effect were daily activities, cognition, exercise technology, social-interaction technology, and visual-perception evaluation. Nintendo wii and Microsoft Kinect produced the VR tools most commonly used to improve motor skills and daily life. Conclusion : The results of this study indicate that VR interventions can be used effectively in clinical practice. In the future, they may assist in the diagnosis of disabled children and adolescents, in helping to select VR tools that are suitable for the purposes of intervention, and in the presentation of specific methods.

A Brief Analysis of the Application of Chinese Traditional Culture in Big Fish and Begonia (<대어해당> 중 중국전통문화의 응용에 대한 간략 분석)

  • Xiaoli, Wang
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.5
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    • pp.67-72
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    • 2019
  • Animation is a comprehensive audio-visual art, animation literature, painting, music, architecture, photography and other art forms are integrated. China's animation industry has made some achievements in the new century, but on the whole, with the globalization of China, China's animation industry has been influenced by Japan and the United States. China has a history and culture of five thousand years, with profound social deposits and cultural foundation. Of the four ancient civilizations in the world, the Chinese civilization is the only one that has survived. China has too many stories to tell. From the development history of Chinese and foreign animation, we can see that many Chinese traditional cultural elements are used for reference. Since the 1980s, Chinese animation has been on the road of national revival. Chinese animation has begun to draw close to traditional culture in terms of themes, characters and scenes, and integrate Chinese traditional cultural elements. The theme of big fish and begonia is to repay kindness by sacrificing one's own life for the sake of justice and friendship. This fearless spirit of sacrificing one's life for justice is the concentrated embodiment of the fine qualities of the Chinese nation over the past several thousand years. Kun to save chun and give up his life, chun in order to repay rather give up half of his life, and qiushui in order to help their beloved, also would rather give up all of their own. These three protagonists are very distinctive personality characteristics, are to "righteousness" and give up their most precious things. At the same time, big fish and begonia combines many traditional Chinese cultural elements to form an animated film with Chinese characteristics.

The Effect of a Virtual Reality Program on Static Balance Control and Fall Efficacy of Elderly People (가상현실 프로그램이 노인의 정적균형 조절과 낙상효능감에 미치는 효과)

  • Kim, Eun Ja;Hwang, Byong Yong;Kim, Mi Sun
    • 한국노년학
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    • v.30 no.4
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    • pp.1107-1116
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    • 2010
  • The elderly people with advancing years have many problems such as the decline of the proprioceptive, visual & vestibular function and muscle weakness. Furthermore the decrease of the reflex which influences the balance ability in sudden change of the movement could cause the falls. The difficulty of the balance caused by the fear releated to the fall aggravates the Falls Efficacy and causes a lot of the disability of the independent activities of daily living. The purpose of this study was the effect of a Virtual Reality Program on Static Balance control and Fall efficacy of Elderly people. 14 elderly people(subjects) who were ≥65years of age partiripated in this study and they were divided into VR(Virtual Reality) group(n=7) and Control group (n=7). VR group took the general physical therapy & IREX and only the general physical therapy was carried out in the control group. VR group of intervention was carried out for 30min. total 8times. They were evaluated by BIO-Rescue, Fall Efficacy Scale before and after treatment. The Static Balance control and Fall efficacy were assessed by Bio-Rescue & Falls Efficacy Scale. The analysis of the resulf was assessed by Wilcoxon signed test & Mann-Whitney U test. The result showed that the static balance of VR group with the open eyes was improved in a static balance test and range of the movement was increased in limited of stability. And Falls Efficacy was also efficacious. IREX was effective to static balance control and Falls Efficacy of the elderly When we think about these effects, various treatments and objective assessments using VR program will be needed for the elderly

An Analysis of Cases of Real-time Online Class Design by Pre-service Science Teachers (예비 과학 교사의 실시간 온라인 수업 설계 사례 분석)

  • Hwa-Jung Han
    • Journal of The Korean Association For Science Education
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    • v.43 no.6
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    • pp.563-572
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    • 2023
  • This study aimed to analyze cases of online class design by pre-service science teachers to identify the teaching strategies employed for online classes. For this purpose, the real-time online class lesson plans of 12 pre-service science teachers, who had experienced education utilizing online teaching tools for a semester, were collected and analyzed. The pre-service science teachers considered all the elements that were essential in traditional face-to-face class designs, including prerequisites, statements of learning objectives, stimulating motivation, teaching and learning methods, wrapping up, teacher-student interaction, and assessment. They devised teaching strategies that could overcome the limitations of online teaching and were not feasible in face-to-face classes for each element. Additionally, they were considering new instructional strategies tailored to the online teaching environment, such as creating a conducive environment for using online teaching tools and strategies related to checking the online teaching environment. However, for statements of learning objectives, stimulating motivation, and wrapping up, most of the pre-service science teachers predominantly utilized teaching strategies from traditional face-to-face classes, especially those involving the presentation of visual materials through online tools. Student-centered approaches were rarely implemented in stimulating motivation or wrapping up. These findings imply that one semester of exposure to the utilization of online teaching tools may be insufficient in teacher education. Thus, there is a need for a continuous and expanded educational program on the utilization of online teaching tools as part of pre-service teacher education.

A Study on the Creative Process of Creative Ballet <Youth> through Motion Capture Technology (모션캡처 활용을 통한 창작발레<청춘>창작과정연구)

  • Chang, So-Jung; Park, Arum
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.5
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    • pp.809-814
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    • 2023
  • Currently, there is a lack of research that directly applies and integrates science and technology in the field of dance and translates it into creative work. In this study, the researcher applied motion capture to creative dance performance 'Youth' and described the process of incorporating motion capture into scenes for the performance. The research method involved utilizing practice-based research, which derives new knowledge and meaning from creative outcomes through the analysis of phenomena and experiences generated on-site. The creative ballet performance "<Youth>" consists of a total of 4 scenes, and the motion-captured video in these scenes serves as the highlight moments. It visually represents the image of a past ballerina while embodying the meaning of a scene that is both the 'past me' and the 'dream of the present.' The use of motion capture enhances the visual representation of the scenes and plays a role in increasing the audience's immersion. The dance field needs to become familiar with collaborating with scientific and technological advancements like motion capture to digitize intangible assets. It is essential to engage in experimental endeavors and continue training for such collaborations. Furthermore, through collaboration, the ongoing research should extend the scope of movement through digitized processes, performances, and performance records. This will continually confer value and meaning to the field of dance

Evaluation of Attention Level on College Students by Application of Cryotherapy in the Posterior Region of Neck (후경부 냉동요법 적용을 통한 대학생의 주의력 수준 평가)

  • Ji Hong Chang
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.16 no.5
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    • pp.272-278
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    • 2023
  • Attention, an important element of human cognitive function, is an important cognitive function that focuses only on necessary stimuli from various stimuli through sensory systems. Although various studies have shown that environmental conditions may affect the level of attention, the effect on attention by applying cooling directly to the skin has not been studied much. Differences in attention depending on when and whether cryotherapy was applied during learning and relaxation activities were examined among 36 subjects. The FAIR attention test, a visual attention evaluation tool, was used, and statistical analysis was conducted on the results of the sub-index of FAIR: Performance index, Quality index, and Continuity index. Among participants who performed rest activities, the application of cryotherapy appeared to have no effect on any subindex. Among the participants who performed learning activities, the group that applied pre-cryotherapy (P=469.0, C=435.4)) and the group that applied post-cryotherapy (P=457.4, C=425.4) showed higher Performance index and Continuity index than the group that did not apply cryotherapy (P=335.8, C=301.7). From these results, it can be concluded that cryotherapy maintains the level of alertness and awakens attention, albeit to a limited extent.

Analysis of Video Advertisement Production Direction based on Generation Z Lifestyle and SNS Status (Z세대 라이프스타일과 SNS 현황을 바탕으로 한 영상광고 제작 방향 분석)

  • Cho, Hyun Kyung
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.6
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    • pp.539-544
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    • 2023
  • In this study, several important aspects were studied in producing video advertisements based on the lifestyle and SNS status of Generation Z. Generation Z highly values participation and interaction due to the nature of SNS, so SNS advertisements should be produced in a way that induces active interaction with viewers and accepts feedback. Here's a summary of the main parts. It prefers various content formats of Generation Z that consume information. Advertisements should be produced in various formats such as text, images, and videos, and should have flexibility suitable for various platforms. Because each SNS platform has its own characteristics due to platform specialization, this study suggests that advertisements analyze the characteristics of the platform and use the appropriate content strategy for the optimized platform. As an emphasis on value proposition, we propose an advertising format setting to focus on what value the product or brand provides. It is important to clearly emphasize the advantages and intrinsic value of a product or service in video advertising, and in conclusion, we propose to focus on the case of increasing interest by adopting modern and trendy design of storytelling as an attractive and unique design method of aesthetic design and visual effects. Considering these factors comprehensively, the research value of this paper will be able to establish an effective SNS marketing strategy by producing video advertisements that match the lifestyle and SNS usage characteristics of Generation Z.