• Title/Summary/Keyword: Wearable band

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Design and development of fabric-type fitness band (직물형 피트니스 밴드 디자인 및 개발)

  • Jeong, Dawun;Lee, Sojung;Kwon, Chae-Ryung;Park, Ihwa;Heo, Seowon;Kim, Dong-Eun
    • The Research Journal of the Costume Culture
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    • v.26 no.4
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    • pp.632-648
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    • 2018
  • This study aims to contribute to the development of sports wearables. It was conducted by a convergence team of professionals in the fashion industry, kinesiology and sports studies, and computer science and engineering. The purpose of the current study was to design and develop a fabric-type fitness band for a sensor to measure acceleration during jump rope exercises. Computer science and engineering professionals developed the Arduino board and sensor, kinesiology and sports studies provided the necessary exercise protocol, and the fashion industry professionals developed the band. First, a fitness band preference survey was completed by men and women between the ages of 20 and 50. Typical uses of the band included tracking exercise amount as measured by the number of steps taken and calories burned. Strap watch closure, a single color and achromatic color, and soft and smooth touch materials were preferred as band design. Second, two fabric-type fitness bands were designed and developed. Design 1 had a 3-dimensional pocket for the sensor, bright blue color, and stretch binding around the edges and for a loop. Design 2 had a flat pocket for the sensor, achromatic color, mesh binding around the edges and two metal loops. Both designs had Velcro as a closure. Third, wear testing of both bands with the sensor were conducted of 15 women in their 20s. They wore the bands during jump rope exercises. Both bands generally satisfied the participants. The Design 2 band was slightly more satisfying than the Design 1 band.

The Development Model of a non-rechargeable wrist-type smart-band for the vulnerable group

  • YU, Kyoungsung;SHIN, Seung-Jung
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.1
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    • pp.170-181
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    • 2022
  • We live in a digital age. Smartphones are used by everyone from children to the elderly. And many smart devices are pouring out and changing our daily life a lot. However, even in the development of this digital age, there are some marginalized groups. There are also those who are reluctant to expose their information in the digital age. They have difficulty making reservations on their smartphones, using payment systems, logging into the site using various authentication and verification procedures, and entering and leaving buildings. We still carry most IDs, seals, certificates, etc. in physical form. Those who use smartphones are enjoying the convenience of the times. However, among the underprivileged, the desire to pass everything with only one device is growing. In this study, the most suitable smart band model was proposed by collecting the Delphi survey and the opinions of the general public. Future research is required to improve practical usability and utility by developing cheaper and more convenient models.

Simulation and measurement: Feasibility study of Tactile Internet applications for mmWave virtual reality

  • Na, Woongsoo;Dao, Nhu-Ngoc;Kim, Joongheon;Ryu, Eun-Seok;Cho, Sungrae
    • ETRI Journal
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    • v.42 no.2
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    • pp.163-174
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    • 2020
  • Numerous wearable technology companies have recently developed several headmounted display (HMD) products for virtual reality (VR) services. 5G wireless networks aim at providing high-quality 3D multimedia services such as VR, augmented reality, and mixed reality. In this study, we examine the application of millimeter-wave (mmWave) technology to realize low-latency wireless communication between an HMD and its content server. However, the propagation characteristics of mmWave present several challenges such as the deafness, blockage, and beam alignment problems, and interference among content servers. In this study, we focus on an environment that provides VR services in the mmWave band and introduce existing techniques for addressing such challenges. In addition, we employ a commercialized IEEE 802.11ad VR dongle to measure the actual data rate of an mmWave VR application and identify the degree to which the performance deteriorates when the above problems occur. Finally, we verify the feasibility of the proposed solutions through a simulation of several VR scenarios in the mmWave band.

Design of a Miniaturized High-Isolation Diversity Antenna for Wearable WBAN Applications

  • Kim, Seongjin;Kwon, Kyeol;Choi, Jaehoon
    • Journal of electromagnetic engineering and science
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    • v.13 no.1
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    • pp.28-33
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    • 2013
  • This paper proposes a miniaturized high-isolation diversity antenna for wearable wireless body area network (WBAN) applications. An inverted-F type radiating element is used to reduce the overall dimension of the proposed antenna to $30mm{\times}30mm{\times}2.5mm$. The antenna performance on the human body phantom is analyzed through simulation and the performance of the fabricated antenna is verified by comparing the measured data with that of the simulation when the antenna is placed on a semi-solid flat phantom with equivalent electrical properties of a human body. The fabricated antenna has a 10 dB return loss bandwidth over the Industrial Scientific Medical (ISM) band from 2.35 GHz to 2.71 GHz and isolation is higher than 28 dB at 2.45 GHz. The measured peak gain of antenna elements # 1 and # 2 is -0.43 dBi and -0.54 dBi, respectively. Performance parameters are analyzed, including envelope correlation coefficient (ECC), mean effective gain (MEG), and the MEG ratio. In addition, the specific absorption ratio (SAR) distributions of the proposed antenna are measured for consideration in use.

Automatic Detection and Analysis of Desktop Bus'(D-Bus) Privilege Bypass in Tizen (타이젠 용 데스크톱 버스 (D-Bus) 권한 우회 취약점 분석 및 자동 탐지)

  • Kim, Dongsung;Choi, Hyoung-Kee
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.30 no.6
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    • pp.1023-1030
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    • 2020
  • Wearable devices, such as a smart watch and a wrist band, store owner's private information in the devices so that security in a high level is required. Applications developed by third parties in Tizen request for an access to designated services through the desktop bus (D-Bus). The D-Bus verifies application's privileges to grant the request for an access. We developed a fuzzing tool, so-called DAN (the D-bus ANalyzer), to detect errors in implementations for privilege verifications and access controls within Tizen's system services. The DAN has found a number of vulnerable services which granted accesses to unauthorized applications. We built a proof-of-concept application based on those findings to demonstrate a bypass in the privilege examination.

A Study on Wearable GPS Antenna Integrated into Garment (의복에 실장되는 웨어러블 GPS 안테나에 대한 연구)

  • Park, Dong-Kook
    • Journal of Navigation and Port Research
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    • v.38 no.6
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    • pp.623-627
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    • 2014
  • In recent years, wireless communication technologies in human body have received an increasing attention and the research on an antenna that can be worn also has been actively conducted. In this paper, an wearable antenna that can receive GPS signal frequency is proposed. The antenna was manufactured by using a copper polyester fabric with thickness of 0.08mm as a radiator and a ground plate, and a goatskin with thickness of 0.7mm as dielectric substrate. Cutting edges placed in diagonal direction of square patch in order to obtain a circular polarization characteristic, and the conductive cloth and leather was laminated by using a conductive epoxy. First, goatskin dielectric constant was obtained through the simulation and measurement of resonance frequency of the three square patch antennas with different size. On the basis of the results, an antenna operating in the GPS band was designed and the performance of the antenna was validated by making the experiment. The change of the characteristic of the antenna that is located on the shoulder parts of the clothing and wearing person were measured. And it was confirmed that the reception sensitivity has a similar level as compared to the commercially produced ceramic GPS antenna.

An Investigation of human body influence on Embroidered Textile Dipole Antenna (자수된 직물 다이폴안테나에 미치는 인체영향에 대한 분석)

  • Ki, Hyeon-Cheol
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.21 no.5
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    • pp.155-160
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    • 2021
  • In this paper, we investigated the aptness of embroidered textile dipole antenna as a wearable antenna. We designed an 2.45GHz ISM band embroidered textile dipole antenna on polyester textile. We investigated its characteristics depends on 3 variables, thickness of textile(ttextile), distance between textile and surface of body(gbody) and conductance of surface of body(𝜎body). Thickness of textile(ttextile) was affecting on the antenna resonance frequency(fo). As the conductance of surface of body(𝜎body) was increased the antenna resonance frequency(fo) and the antenna gain were increased slightly. The increment of the distance between textile and surface of body(gbody) caused relatively large increment of the antenna resonance frequency(fo) and the antenna gain. From the results, in the case of designing an embroidered textile dipole antenna as a wearable antenna we should consider carefully the two variables, distance between textile and surface of body(gbody) and thickness of textile(ttextile). Due to its large variation, the distance between textile and surface of body(gbody) may be a technical barrier in designing embroidered textile dipole antenna.

The Interface between Wearable Devices and Metaverse: A Study on Soccer Game Character Ability Mapping using Mi Band (웨어러블 디바이스와 메타버스의 접점: 미밴드를 이용한 축구 게임 캐릭터 능력치 매핑 연구)

  • Hyun-Su Kim;Mi-Kyeong Moon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.18 no.6
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    • pp.1345-1352
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    • 2023
  • With the development of virtual reality (VR) and blockchain technology, Metaverse is being used in various fields such as games, education, and social networking. At the same time, shipments of wearable devices such as smartwatches are growing every year, becoming more and more integrated into people's daily lives. This study presents a new possibility of reflecting the user's body signals measured through the combination of the two phenomena in the metaverse character. Various biometric information such as the user's heart rate and amount of exercise collected through the smartwatch are reflected on the character in the metaverse, allowing the user's physical condition to be reflected in the virtual world. Through this, Metaverse is expected to provide a new experience that can be called 'extended reality' beyond simple virtual reality, improve user's satisfaction with Metaverse, and suggest a direction for the development of smartwatches.

Use of an Electric Muscle Stimulation Thigh Band and High-intensity Circuit Training to Activate the Thigh Muscle (무릎 밴드를 이용한 EMS와 High-intensity Circuit Training의 대퇴근육 활성화 효과)

  • Hanna Park;Jinhee Park;Jooyong Kim
    • Journal of Fashion Business
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    • v.27 no.2
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    • pp.39-51
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    • 2023
  • The purpose of this study was to effectively improve the thigh muscles of adult women working from home due to COVID-19. In this study, ten adult women working from home performed 1) an electromyography test, 2) a static balance test on a balance board, and a 3) dynamic balance test by squatting on a Bosu ball four times: before electric muscle stimulation (EMS), after EMS, after high-intensity circuit training (HICT), and after EMS plus HICT. For this test, EMS was attached to a medical knee support to manufacture an EMS knee band that could be easily worn regardless of the location. For the experiment, EMS(electric muscle stimulation) was attached to the medical knee protector to manufacture an EMS knee band that can be easily worn regardless of location, and was measured based on the right foot. The study results confirmed that in all tests (electromyography test, static balance test on the balance board, and dynamic balance test by squatting on a Bosu ball), thigh strength improved in the order of treatment before EMS, after EMS, after HICT, and after EMS plus HICT. The study showed that people working from home or with activity restrictions due to COVID-19 had better exercise effects when wearing the EMS knee band and performing HICT, even in a small space.

Development of a Mobile Game and Wearable Device for Upper Limb Rehabilitation after Brain Injury (뇌손상 환자의 상지 재활을 위한 웨어러블 장치와 모바일 게임 개발)

  • Lim, Hong Joon;Kang, Youn Joo;Song, Je young;Lee, minbong;Oh, Ji Eun;Ku, Jeonghun
    • Journal of rehabilitation welfare engineering & assistive technology
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    • v.11 no.3
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    • pp.253-259
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    • 2017
  • Conventional upper extremity rehabilitation paradigm after brain injury has several shortcomings that is monotonous, simple, and repetitive in exercises over a long period of time, thereby causing training efficiency to decline as a consequence of low interest and participation. To resolve this issue, this paper proposes a new rehabilitative program integrating a wearable device integrated with EMG and motion sensor and a mobile game for the upper limbs' rehabilitative training. The developed wearable device is manufactured in the form of band, making it easy to wear. The mobile game is designed to enable rehabilitative training through games reflective of flexion, extension, abduction, and adduction identified by motion sensors along with grasp motion recognized by EMG signals measured from the wearable device. It also provides a tailored rehabilitative environment suitable for individual patients based on difficulty adjustments. As a consequence of applying the developed program to 14 brain injury in need of the upper limb rehabilitation and taking surveys on the utility of the developed rehabilitative program, the responses indicated that the developed rehabilitative program is far much more interesting and fun than the conventional rehabilitative program, further to the desire of those surveyed to reuse the developed program in the future.