• Title/Summary/Keyword: bodily sensation

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The Optimal Aiming Point that is Available in Shooting Game based a Bodily Sensation Type Arcade : Focused on Interactive Ride Gun (체감형 아케이드 기반 슈팅 게임에서 적용가능한 최적의 조준점 : 인터렉티브 라이드 건(Interactive Ride Gun)을 중심으로)

  • Choi, Yong-seok;Joo, Woo-seok
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.05a
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    • pp.531-532
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    • 2014
  • The visibility of the aiming point used in shooting game based on the present interactive gun ride is too low. This research tries to improve the visibility to apply the aiming point used in FPS(Fisrt Person Shooting) game to interactive gun shooting game in order to overcome the problem of an existing bodily sensation type arcade game. This research try to investigate the effective visibility through the experiment that 20's college students took part in. We identify the optimal aiming point from the results of this experiment. We will determine the compatability to use in the real commercial game to apply it to the ride based shooting game.

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The System of Motion Recognition using Augmented Reality (증강현실을 이용한 모션 인식 시스템)

  • Nam, Il-Ho;Ryu, Young-Kee
    • Proceedings of the KIEE Conference
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    • 2008.10b
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    • pp.505-506
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    • 2008
  • Motion capture system that is used in movies and games today requires large equipments and expensive that it is still not common as a reasonable family game. Therefore, this research project focused on solving these problems mentioned above and move on to develop a new type of approach and by using reasonable family use USB camera and augmented reality to develop a bodily sensation motion capture system which can be used in making a video game. In order to develop this, I used a pair of Marker which can be placed on both hands and one USB camera and the image that was extracted in real time goes through the AR toolkit and ed the 3D coordinates of data and developed a motion capture system.

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Development of Riding Robot System and Body State Index for Healthcare Service (승마용 헬스 케어 로봇 시스템과 신체 상태 지수 관리기술)

  • Lim, Mee-Seub;Lim, Joon-Hong
    • The Journal of Korea Robotics Society
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    • v.4 no.4
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    • pp.327-333
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    • 2009
  • This paper describe the riding robot system named by "RideBot" which is a riding robot like as a horse. In order to simulate the riding motions, we develope the saddle mechanism which can generate 3 DOF motions including pitch, roll, and bounce movement, and also we controlled the riding motions and the intention of horseman. To generate the riding motions with the bodily sensation, we developed Novel Washout Filter and the algorithms for motion control. And also, we developed some health care service for the health care of horseman. A body state index was proposed that evaluates the personal health state from both the measured physiological variables and the surveyed questions. The physiological variables such as weight, blood pressure, heart rate variability (HRV), accelerated state photoplethysmograph(APG), body fat, and happiness index were measured by the specially designed bio-handle system and survey questions. The efficiency of the proposed ride robot is evaluated in the experiments.

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Control of Wind Velocity Using Temperature of Bodily Sensation and Fuzzy Logic (체감 온도와 퍼지 논리를 이용한 풍속 제어)

  • Kim, Jae-Yong;Ha, Yan;Kim, Seong-Hoon;Kim, Kwang-Beak
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2009.10a
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    • pp.320-322
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    • 2009
  • 본 논문에서는 에너지 소비를 효율적으로 절약하기 위한 방법으로 평면도 상의 색상 분포 영상, 벽색상 분포 영상, 습도를 퍼지 추론 규칙에 적용하여 풍향 및 풍속을 제어하는 방법을 제안한다. 기존 제어 방법의 시뮬레이터는 소비 전력을 풍속에 관계없이 8.3KW로 설정하여 계산하기 때문에 풍속이 강하거나 약하더라도 시간 당 소비되는 전력이 같다는 문제점이 있었다. 그러나 본 논문에서 제안된 시뮬레이터에서는 풍속이 강할 수 록 소비되는 전력을 크게 설정하고, 풍속이 약할 수 록 소비되는 전력을 적게 설정한다. 제안된 풍속 제어 방법을 $400{\times}300$ 크기의 평명도 색상 영상 50장과 $400{\times}200$ 크기의 벽 색상 분포 영상 50장을 대상으로 기존의 풍속 제어 방법과의 전력량 차이를 시뮬레이션 한 결과, 기존의 방법보다 에너지 절약이 개선된 것을 확인하였다.

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Vibration Tactile Foreign Language Learning: The Possibility of Embodied Instructional Media

  • JEONG, Yoon Cheol
    • Educational Technology International
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    • v.14 no.1
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    • pp.41-53
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    • 2013
  • On the basis of two premises and embodied cognition theory, the vibration tactile learning is proposed as an effective method for foreign language learning. The premises are: the real nature of language is sound and the source of sound is vibration. According to embodied cognition theory, cognition is inherently connected to bodily sensation rather than metaphysical and independent. As a result, the vibration tactile learning is: people are able to learn foreign language better by listening to sound and experiencing its vibration through touch rather than solely listening to sound. The effectiveness of vibration tactile learning is tested with two instructional media theories: media comparison and media attribute. For the comparison, an experiment is conducted with control and experimental groups. The attributes of vibration tactile media are investigated in points of relationships with the learning process. The experiment results indicate a small effect on the increased mean score. Three kinds of relationships are found between the media attribute and learning process: enforced stimulus, facilitated pronunciation, and assimilation of resonance to sound patterns through touch. Finally, this paper proposes a new theoretical development for instructional media research: an embodied cognition based media research and development.

Predicting Factors of Discontinuation of Medication after Cognitive Behavioral Therapy for Panic Disorder (인지행동치료 후 약물 중단 예측 요인에 관한 연구)

  • Choi, Young Hee;Park, Kee Hwan;Kim, Han Seok;Ha, Oh Ryeong
    • Korean Journal of Biological Psychiatry
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    • v.7 no.2
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    • pp.186-190
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    • 2000
  • Objective : The authors experienced that cognitive behavioral therapy(CBT) could replace medication for controlling panic attacks and anticipatory anxiety symptoms. The objective of this study was finding out predicting factors of discontinuation of medication after CBT for patients with panic disorder. Method : A hundred forty-eight patients who met DSM-IV criteria for panic disorder with or without agoraphobia for at least 3 months had completed 12 weekly sessions of Panic Control Therapy(PCT ; Barlow et al). Eighty-one patients who could discontinue medication and sixty-seven patients who could not discontinue medication were measured with several scales as the pre- and post-treatment aassessment. The scales were Beck Depression Inventory(BDI), Clinical Global Impression(CGI), Spielberger State Anxiety Inventory(STAI-state), Anxiety Sensitivity Index(ASI), Body Sensation Questionnaire (BSQ), Panic Belief Questionnaire(PBQ), Agoraphobic Cognition Questionnaire(ACQ), Fear Questionnaire(FQ), Toronto Alexithymia Scale(TAS). Results : At the pre-treatment assessment, the scores of BDI, CGI, STAI-state, ACQ, BSQ were higher in the patients who could discontinue medication than in the patients who could not discontinue medication(t=-2.68, t=-4.88, t=-3.07, t=-3.68, t=-3.35, p<0.01). Conclusion : Patients with panic disorder who were less depressed, less anxious, less agoraphobic and who had less negative cognitions for the bodily sensation and who had higher scores in the therapist's assessment could discontinue their medications.

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Exploratory Research into the Role of early childhood teacher based on Relationship -Centering on the case in Korea and Japan (관계성에 기초한 유아교사의 역할 탐색 연구 -한국과 일본의 사례를 중심으로-)

  • Kweon, Mee-Ryang
    • Korean Journal of Childcare and Education
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    • v.7 no.1
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    • pp.93-120
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    • 2011
  • This study was aimed at inquiring into the role characteristics of a early childhood teacher, who can put an act of tending & examining into practice, and organizing a role by analyzing the concrete reality based on the relationship with a early childhood teacher's role in Korea and Japan. As a result, this study could take a look at the characteristics, such as relation with conversation, relation through sensation and body, relation with familiarity, and relation by living through the cases in Korea. As for the cases in Japan, there appear the characteristics, such as relation through natural things, relation as an equal participant, relation with bodily movement, and relation with daily life. Based on the result of the analysis, this study organized a early childhood teacher's role as relationship through object-oriented language, relationship based on sensation, relationship based on fellowship, and ecological relationship.

Humanitarian Documentary: A Comparison Study between VR and Non-VR Productions

  • Nunes, Thatiany Andrade;Lee, Hyunseok
    • Journal of Multimedia Information System
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    • v.6 no.4
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    • pp.309-316
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    • 2019
  • Virtual Reality is broadly recognized as an "empathy machine". This reputation is due to the feeling of 'presence' that it provides to users, which is the sensation of being bodily present in a space, even when that space is virtual. The possibility of complete immersion attracts many creators looking to induce empathy and awareness about the most diverse subjects. One of the first types of VR non-fiction productions to be released was in the morally sensitive humanitarian documentary genre. This research aims to explore how VR productions differ from non-VR productions with a focus on humanitarian communication. Rather than targeting mechanical aspects of VR technology, this article compares the visual and narrative storytelling characteristics in VR and non-VR media. First, humanitarian communication and its nuances are explained. Then, 360° video filming characteristics are analyzed, followed by a comparison table contrasting VR and non-VR non-fiction. After evaluating VR non-fiction empirical studies, a discussion is initiated over the betterment of VR non-fiction storytelling in a way that could help it generate more empathy, since many productions seem to purely rely on the technology as a production novelty, and end up lacking emotional depth and audience engagement through story.

Suggestions for the Study of Acupoint Indications in the Era of Artificial Intelligence (인공지능시대의 경혈 주치 연구를 위한 제언)

  • Chae, Youn Byoung
    • Journal of Physiology & Pathology in Korean Medicine
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    • v.35 no.5
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    • pp.132-138
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    • 2021
  • Artificial intelligence technology sheds light on new ways of innovating acupuncture research. As acupoint selection is specific to target diseases, each acupoint is generally believed to have a specific indication. However, the specificity of acupoint selection may be not always same with the specificity of acupoint indication. In this review, we propose that the specificity of acupoint indication can be inferred from clinical data using reverse inference. Using forward inference, the prescribed acupoints for each disease can be quantified for the specificity of acupoint selection. Using reverse inference, targeted diseases for each acupoint can be quantified for the specificity of acupoint indication. It is noteworthy that the selection of an acupoint for a particular disease does not imply the acupoint has specific indications for that disease. Electronic medical record includes various symptoms and chosen acupoint combinations. Data mining approach can be useful to reveal the complex relationships between diseases and acupoints from clinical data. Combining the clinical information and the bodily sensation map, the spatial patterns of acupoint indication can be further estimated. Interoperable medical data should be collected for medical knowledge discovery and clinical decision support system. In the era of artificial intelligence, machine learning can reveal the associations between diseases and prescribed acupoints from large scale clinical data warehouse.

Analysis of the Impact of Motion Recognition Sensor on Mobile Game by Compare Valuation Experiment (비교평가 실험으로 동작인식센서가 모바일게임에 미치는 영향분석)

  • Lee, Dae-Young;Sung, Jung-Hawn
    • Journal of Korea Game Society
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    • v.9 no.5
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    • pp.63-72
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    • 2009
  • I-phone presented a new mobile control type by the introducing motion recognition sensor and that influenced on game application development so that led a lot of games using kinds of sensors. In this paper, we divided the game enjoyment into 5 factors for the embodiment of the sensor's influence direction on the enjoyment. We experimented two game, which have same content, different devices in using motion recognition sensor or not for clarifying the distinction between devices. As a experiment source game, we used Cooking Mama, as a experimental device, we used I-pod touch and NDS. This experiment shows a motion recognition sensor control's enjoyment is far superior to touch sensor. This sensor got high marks on every fun factors, stimulus, absorption, empathy, accomplishment and variation. Especially, stimulus and empathy showed great differences. In this case, we found the fact that extended communication between the gamer and the device can be fun.

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