• Title/Summary/Keyword: body pose

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Possible Health Risk Over Talc (탈크노출과 건강상의 위험)

  • Park, Dong-Uk
    • Journal of Environmental Health Sciences
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    • v.35 no.3
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    • pp.235-238
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    • 2009
  • In Korea, talc that has been widely used for a lot of consumer products as well as industrial usage until recently was found to be contaminated with asbestos. It becomes a major social issue. Critical health risk about both talc and talc contaminated with asbestos was summarized through literature review. It has been confirmed that talc can pose ovarian cancer when talc powder is used in the genital area. International Agency for Research on Cancer (IARC) already concluded that the perineal use of cosmetic talc can cause possibly carcinogenic to humane(Group 2B), although there was study reporting the lack of a consistent an established correlation between perineal dusting frequency and ovarian tissue talc concentrations and the lack of a consistent dose-response relationship with ovarian cancer risk. The association between talc exposure and ovarian cancer is as strong as in recent studies. The epidemiological studies to date provided inadequate evidence for the carcinogenicity of either inhaled or ingested talc that does not contain asbestos or asbestosiform fibers. Future studies should focus on seeking evidence in talc-exposed populations, collecting reliable information on age at initial used of body powder, exposure assessments related to talc use and dose response relationship in order to identify possible risk of talc ingested or inhaled.

Interactive Experience Room Using Infrared Sensors and User's Poses

  • Bang, Green;Yang, Jinsuk;Oh, Kyoungsu;Ko, Ilju
    • Journal of Information Processing Systems
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    • v.13 no.4
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    • pp.876-892
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    • 2017
  • A virtual reality is a virtual space constructed by a computer that provides users the opportunity to indirectly experience a situation they have not experienced in real life through the realization of information for virtual environments. Various studies have been conducted to realize virtual reality, in which the user interface is a major factor in maximizing the sense of immersion and usability. However, most existing methods have disadvantages, such as costliness or being limited to the physical activity of the user due to the use of special devices attached to the user's body. This paper proposes a new type of interface that enables the user to apply their intentions and actions to the virtual space directly without special devices, and test content is introduced using the new system. Users can interact with the virtual space by throwing an object in the space; to do this, moving object detectors are produced using infrared sensors. In addition, the users can control the virtual space with their own postures. The method can heighten interest and concentration, increasing the sense of reality and immersion and maximizing user's physical experiences.

An Evaluation Method for the Musculoskeletal Hazards in Wood Manufacturing Workers Using MediaPipe (MediaPipe를 이용한 목재 제조업 작업자의 근골격계 유해요인 평가 방법)

  • Jung, Sungoh;Kook, Joongjin
    • Journal of the Semiconductor & Display Technology
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    • v.21 no.2
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    • pp.117-122
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    • 2022
  • This paper proposes a method for evaluating the work of manufacturing workers using MediaPipe as a risk factor for musculoskeletal diseases. Recently, musculoskeletal disorders (MSDs) caused by repeated working attitudes in industrial sites have emerged as one of the biggest problems in the industrial health field while increasing public interest. The Korea Occupational Safety and Health Agency presents tools such as NIOSH Lifting Equations (NIOSH), OWAS (Ovako Working-posture Analysis System), Rapid Upper Limb Assessment (RULA), and Rapid Entertainment Assessment (REBA) as ways to quantitatively calculate the risk of musculoskeletal diseases that can occur due to workers' repeated working attitudes. To compensate for these shortcomings, the system proposed in this study obtains the position of the joint by estimating the posture of the worker using the posture estimation learning model of MediaPipe. The position of the joint is calculated using inverse kinetics to obtain an angle and substitute it into the REBA equation to calculate the load level of the working posture. The calculated result was compared to the expert's image-based REBA evaluation result, and if there was a result with a large error, feedback was conducted with the expert again.

Design of Personalized Exercise Data Collection System based on Edge Computing

  • Jung, Hyon-Chel;Choi, Duk-Kyu;Park, Myeong-Chul
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.5
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    • pp.61-68
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    • 2021
  • In this paper, we propose an edge computing-based exercise data collection device that can be provided for exercise rehabilitation services. In the existing cloud computing method, when the number of users increases, the throughput of the data center increases, causing a lot of delay. In this paper, we design and implement a device that measures and estimates the position of keypoints of body joints for movement information collected by a 3D camera from the user's side using edge computing and transmits them to the server. This can build a seamless information collection environment without load on the cloud system. The results of this study can be utilized in a personalized rehabilitation exercise coaching system through IoT and edge computing technologies for various users who want exercise rehabilitation.

Dietary factors related to body weight in adult Vietnamese in the rural area of Haiphong, Vietnam: the Korean Genome and Epidemiology Study (KoGES)

  • Kim, Sun-Hye;Hwang, Ji-Yun;Kim, Mi-Kyung;Chung, Hye-Won;Nguyet, Tran Thi Phuc;Kim, Wha-Young
    • Nutrition Research and Practice
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    • v.4 no.3
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    • pp.235-242
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    • 2010
  • The objectives of this study were to examine the association between dietary factors and underweight and overweight adult Vietnamese living in the rural areas of Vietnam. A cross-sectional study of 497 Vietnamese aged 19 to 60 years (204 males, 293 females) was conducted in rural areas of Haiphong, Vietnam. The subjects were classified as underweight, normal weight, and overweight based on BMI. General characteristics, anthropometric parameters, blood profiles, and eating habits were obtained and dietary intake was assessed using 24-hour recalls for 2 consecutive days. A high prevalence of both underweight (BMI < 18.5 kg/$m^2$) and overweight (BMI ${\geq}$ 23 kg/$m^2$) individuals was observed (14.2% and 21.6% for males and 18.9% and 20.6% for females, respectively). For both genders, the overweight group were older than the under- and normal weight groups (P = 0.0118 for males and P = 0.0002 for females). In female subjects, the overweight group consumed significantly less cereals (P=0.0033), energy (P = 0.0046), protein (P = 0.0222), and carbohydrate (P = 0.0017) and more fruits (P = 0.0026) than the underweight group; however, no such differences existed in males. The overweight subjects overate more frequently (P = 0.0295) and consumed fish (P=0.0096) and fruits (P=0.0083) more often. The prevalence of both underweight and overweight individuals pose serious public health problems in the rural areas of Vietnamese and the overweight group was related to overeating and high fish and fruit consumption. These findings may provide basic data for policymakers and dieticians in order to develop future nutrition and health programs for rural populations in Vietnam.

Searching Human Motion Data by Sketching 3D Trajectories (3차원 이동 궤적 묘사를 통한 인간 동작 데이터 검색)

  • Lee, Kang Hoon
    • Journal of the Korea Computer Graphics Society
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    • v.19 no.2
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    • pp.1-8
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    • 2013
  • Captured human motion data has been widely utilized for understanding the mechanism of human motion and synthesizing the animation of virtual characters. Searching for desired motions from given motion data is an important prerequisite of analyzing and editing those selected motions. This paper presents a new method of content-based motion retrieval without the need of additional metadata such as keywords. While existing search methods have focused on skeletal configurations of body pose or planar trajectories of locomotion, our method receives a three-dimensional trajectory as its input query and retrieves a set of motion intervals in which the trajectories of body parts such as hands, foods, and pelvis are similar to the input trajectory. In order to allow the user to intuitively sketch spatial trajectories, we used the Leap Motion controller that can precisely trace finger movements as the input device for our experiments. We have evaluated the effectiveness of our approach by conducting a user study in which the users search for dozens of pre-selected motions from baseketball motion data including a variety of moves such as dribbling and shooting.

Model-based Body Motion Tracking of a Walking Human (모델 기반의 보행자 신체 추적 기법)

  • Lee, Woo-Ram;Ko, Han-Seok
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.44 no.6
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    • pp.75-83
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    • 2007
  • A model based approach of tracking the limbs of a walking human subject is proposed in this paper. The tracking process begins by building a data base composed of conditional probabilities of motions between the limbs of a walking subject. With a suitable amount of video footage from various human subjects included in the database, a probabilistic model characterizing the relationships between motions of limbs is developed. The motion tracking of a test subject begins with identifying and tracking limbs from the surveillance video image using the edge and silhouette detection methods. When occlusion occurs in any of the limbs being tracked, the approach uses the probabilistic motion model in conjunction with the minimum cost based edge and silhouette tracking model to determine the motion of the limb occluded in the image. The method has shown promising results of tracking occluded limbs in the validation tests.

Penetrating Injuries by Foreign Body in the Head and Neck Region (두경부의 이물질 삽입에 의한 관통성 외상)

  • Hong, Soon-Xae;Baek, Ji-Young;Cha, In-Ho
    • Maxillofacial Plastic and Reconstructive Surgery
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    • v.22 no.3
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    • pp.351-355
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    • 2000
  • Penetrating injuries in the head and neck region are not common but can pose difficult situations to manage properly. In small cross-sectional area, the neck housed many vital structures, such as carotid artery, internal jugular vein, cervical spines, esophagus, laryngotracheal complex and nerves. Because each vital structure is located within the fascial compartments, bleeding into these closed spaces can give rise to compression of surrounding structures, which may result in compromised airway. Therefore, management of the penetrating injuries should be based on the fully understanding of anatomical relationships, accurate clinical examinations, a careful history taking and the proper treatment planning. We present two cases of penetrating injuries in the head and neck region and discuss on the clinical considerations for the proper management with the literature review.

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Penetrating chest trauma from a "less lethal" bean bag in the United States: a case report

  • Gloria Sanin;Gabriel Cambronero;Megan E. Lundy;William T. Terzian;Martin D. Avery;Samuel P. Carmichael II;Maggie Bosley
    • Journal of Trauma and Injury
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    • v.36 no.4
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    • pp.421-424
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    • 2023
  • This case report presents the case of a 49-year-old man who presented to our level I trauma center after sustaining injuries in an altercation with local law enforcement in which he was shot with a less lethal bean bag and tased. In a primary survey, a penetrating left supraclavicular wound was noted in addition to a taser dart lodged in his flank. No other traumatic findings were noted in a secondary survey. Given hemodynamic stability, completion imaging was obtained, revealing a foreign body in the left lung, a left open clavicle fracture, a C5 tubercle fracture, a possible grade I left vertebral injury, and a left first rib fracture. Soft tissue gas was seen around the left subclavian and axillary arteries, although no definitive arterial injury was identified. The bean bag projectile was embedded in the parenchyma of the left lung on cross-sectional imaging. The patient underwent thoracotomy for removal of the projectile and hemostasis. A thoracotomy was chosen as the operative approach due to concerns about significant bleeding upon foreign body removal. A chest tube was placed and subsequently removed on postoperative day 5. The patient was discharged on postoperative day 7. At a 2-week outpatient follow-up visit, the patient was doing well. This case report is the first to describe this outcome for a drag-stabilized bean bag. Although law enforcement officers utilize bean bag projectiles as a "less lethal" means of crowd control and protection, these ballistics pose significant risk and can result in serious injury.

High-Quality Depth Map Generation of Humans in Monocular Videos (단안 영상에서 인간 오브젝트의 고품질 깊이 정보 생성 방법)

  • Lee, Jungjin;Lee, Sangwoo;Park, Jongjin;Noh, Junyong
    • Journal of the Korea Computer Graphics Society
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    • v.20 no.2
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    • pp.1-11
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    • 2014
  • The quality of 2D-to-3D conversion depends on the accuracy of the assigned depth to scene objects. Manual depth painting for given objects is labor intensive as each frame is painted. Specifically, a human is one of the most challenging objects for a high-quality conversion, as a human body is an articulated figure and has many degrees of freedom (DOF). In addition, various styles of clothes, accessories, and hair create a very complex silhouette around the 2D human object. We propose an efficient method to estimate visually pleasing depths of a human at every frame in a monocular video. First, a 3D template model is matched to a person in a monocular video with a small number of specified user correspondences. Our pose estimation with sequential joint angular constraints reproduces a various range of human motions (i.e., spine bending) by allowing the utilization of a fully skinned 3D model with a large number of joints and DOFs. The initial depth of the 2D object in the video is assigned from the matched results, and then propagated toward areas where the depth is missing to produce a complete depth map. For the effective handling of the complex silhouettes and appearances, we introduce a partial depth propagation method based on color segmentation to ensure the detail of the results. We compared the result and depth maps painted by experienced artists. The comparison shows that our method produces viable depth maps of humans in monocular videos efficiently.