• Title/Summary/Keyword: human movement

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Infrared LED Pointer for Interactions in Collaborative Environments (협업 환경에서의 인터랙션을 위한 적외선 LED 포인터)

  • Jin, Yoon-Suk;Lee, Kyu-Hwa;Park, Jun
    • Journal of the HCI Society of Korea
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    • v.2 no.1
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    • pp.57-63
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    • 2007
  • Our research was performed in order to implement a new pointing device for human-computer interactions in a collaborative environments based on Tiled Display system. We mainly focused on tracking the position of an infrared light source and applying our system to various areas. More than simple functionality of mouse clicking and pointing, we developed a device that could be used to help people communicate better with the computer. The strong point of our system is that it could be implemented in any place where a camera can be installed. Due to the fact that this system processes only infrared light, computational overhead for LED recognition was very low. Furthermore, by analyzing user's movement, various actions are expected to be performed with more convenience. This system was tested for presentation and game control.

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Design of Korean eye-typing interfaces based on multilevel input system (단계식 입력 체계를 이용한 시선 추적 기반의 한글 입력 인터페이스 설계)

  • Kim, Hojoong;Woo, Sung-kyung;Lee, Kunwoo
    • Journal of the HCI Society of Korea
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    • v.12 no.4
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    • pp.37-44
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    • 2017
  • Eye-typing is one kind of human-computer interactive input system which is implemented by location data of gaze. It is widely used as an input system for paralytics because it does not require physical motions other than the eye movement. However, eye-typing interface based on Korean character has not been suggested yet. Thus, this research aims to implement the eye-typing interface optimized for Korean. To begin with, design objectives were established based on the features of eye-typing: significant noise and Midas touch problem. Multilevel input system was introduced to deal with noise, and an area free from input button was applied to solve Midas touch problem. Then, two types of eye-typing interfaces were suggested on phonological consideration of Korean where each syllable is generated from combination of several phonemes. Named as consonant-vowel integrated interface and separated interface, the two interfaces are designed to input Korean in phases through grouped phonemes. Finally, evaluation procedures composed of comparative experiments against the conventional Double-Korean keyboard interface, and analysis on flow of gaze were conducted. As a result, newly designed interfaces showed potential to be applied as practical tools for eye-typing.

Effect of Visual and Somatosensory Information Inputs on Postural Sway in Patients With Stroke Using Tri-Axial Accelerometer Measurement

  • Chung, Jae-yeop
    • Physical Therapy Korea
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    • v.23 no.1
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    • pp.87-93
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    • 2016
  • Background: Posture balance control is the ability to maintain the body's center of gravity in the minimal postural sway state on a supportive surface. This ability is obtained through a complicated process of sensing the movements of the human body through sensory organs and then integrating the information into the central nervous system and reacting to the musculoskeletal system and the support action of the musculoskeletal system. Motor function, including coordination, motor, and vision, vestibular sense, and sensory function, including proprioception, should act in an integrated way. However, more than half of stroke patients have motor, sensory, cognitive, and emotional disorders for a long time. Motor and sensory disorders cause the greatest difficulty in postural control among stroke patients. Objects: The purpose of this study is to determine the effect of visual and somatosensory information on postural sway in stroke patients and carrying out a kinematic analysis using a tri-axial accelerometer and a quantitative assessment. Methods: Thirty-four subjects posed four stance condition was accepted various sensory information for counterbalance. This experiment referred to the computerized dynamic posturography assessments and was redesigned four condition blocking visual and somatosensory information. To measure the postural sway of the subjects' trunk, a wireless tri-axial accelerometer was used by signal vector magnitude value. Ony-way measure analysis of variance was performed among four condition. Results: There were significant differences when somatosensory information input blocked (p<.05). Conclusion: The sensory significantly affecting the balance ability of stroke patients is somatosensory, and the amount of actual movement of the trunk could be objectively compared and analyzed through quantitative figures using a tri-axial accelerometer for balance ability.

Representation of the Body in Fashion -Focusing on the Representation of Physicality- (복식에 표현된 몸의 재현성[I] -몸의 사실성 재현을 중심으로-)

  • Yim, Eun-Hyuk;Kim, Min-Ja
    • Journal of the Korean Society of Costume
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    • v.56 no.7 s.107
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    • pp.126-141
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    • 2006
  • Clothes and human body are inseparably related. Aesthetic consciousness of the body determines the form of clothing, reflecting the time and culture as well as the individual and society. Clothes can even reorganize the meaning of the body, while transcending their instrumental functions of protecting, expanding and deforming the body. Using 'body' to analyze the clothing farm, my study develops a framework by which to classify the representation of the body in fashion focusing on the representation of physicality. In order to inquire the formative style and aesthetic values expressed in representing body in fashion, my study examines subjects from the 14th century European costumes to fashion collections of the 20th century. In fashion, representation of the body is visually analogous to the ideal body shape and structure, including a realistic presentation of the body as well as reflection of aesthetic ideals. Representation of physicality refers to structural designs and elastic fabrication. Structural designs appeared in tailoring and bias-cut draping, as well as in stretchy clothes such as Lycra body suit and knit garments that highlights the body structure and movements of the body joints. In representing physicality in fashion, clothing forms reflect body silhouette and each body parts. Therefore, the shape of clothes (signifiant) corresponds to the anatomy and movement of the body ($signifi\'{e}$) in pursuit of aptness. Aesthetic ideal of the body is visualized in the form of a dress. Some clothes prioritize the body, particularly the feminine bodily curves, while others focus on the clothing itself as abstract and sculptural forms. Fashion continues to explore forms and images that transcend the traditional representations of the clothed body. As a type of intimate architecture, fashion always mediates the dialogue between clothes and body, or fashion and figure. My study suggests a framework to analyze bodily representation in fashion, focusing on the relationship between the clothes and body.

Development of Ergonomic Leg Guard for Baseball Catchers through 3D Modeling and Printing

  • Lee, Hyojeong;Eom, Ran-i;Lee, Yejin
    • Journal of Fashion Business
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    • v.20 no.3
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    • pp.17-29
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    • 2016
  • To develop baseball catcher leg guards, 3-dimensional (3D) methodologies, which are 3D human body data, reverse engineering, modeling, and printing, optimized guard design for representative positions. Optimization was based on analysis of 3D body surface data and subjective evaluation using 3D printing products. Reverse engineering was used for analysis and modeling based on data in three postures: standing, $90^{\circ}$ knee flexion, and $120^{\circ}$ knee flexion. During knee flexion, vertical skin length increased, with the thigh and knee larger in anterior area compared to the horizontal dimension. Moreover, $120^{\circ}$ knee flexion posture had a high radius of curvature in knee movement. Therefore, guard designs were based on increasing rates of skin deformation and numerical values of radius of curvature. Guards were designed with 3-part zoning at the thigh, knee, and shin. Guards 1 and 2 had thigh and knee boundaries allowing vertical skin length deformation because the shape of thigh and knee significantly affects to its performance. Guard 2 was designed with a narrower thigh and wider knee area than guard 1. The guards were manufactured as full-scale products on a 3D printer. Both guards fit better in sitting than standing position, and guard 2 received better evaluations than guard 1. Additional modifications were made and an optimized version (guard 3) was tested. Guard 3 showed the best fit. A design approach based on 3D data effectively determines best fitting leg guards, and 3D printing technology can customize guard design through immediate feedback from a customer.

Longevity and Stress Resistant Property of 6-Gingerol from Zingiber officinale Roscoe in Caenorhabditis elegans

  • Lee, Eun Byeol;Kim, Jun Hyeong;An, Chang Wan;Kim, Yeong Jee;Noh, Yun Jeong;Kim, Su Jin;Kim, Ju-Eun;Shrestha, Abinash Chandra;Ham, Ha-Neul;Leem, Jae-Yoon;Jo, Hyung-Kwon;Kim, Dae-Sung;Moon, Kwang Hyun;Lee, Jeong Ho;Jeong, Kyung Ok;Kim, Dae Keun
    • Biomolecules & Therapeutics
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    • v.26 no.6
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    • pp.568-575
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    • 2018
  • In order to discover lifespan-extending compounds made from natural resources, activity-guided fractionation of Zingiber officinale Roscoe (Zingiberaceae) ethanol extract was performed using the Caenorhabditis elegans (C. elegans) model system. The compound 6-gingerol was isolated from the most active ethyl acetate soluble fraction, and showed potent longevity-promoting activity. It also elevated the survival rate of worms against stressful environment including thermal, osmotic, and oxidative conditions. Additionally, 6-gingerol elevated the antioxidant enzyme activities of C. elegans, and showed a dose-depend reduction of intracellular reactive oxygen species (ROS) accumulation in worms. Further studies demonstrated that the increased stress tolerance of 6-gingerol-mediated worms could result from the promotion of stress resistance proteins such as heat shock protein (HSP-16.2) and superoxide dismutase (SOD-3). The lipofuscin levels in 6-gingerol treated intestinal worms were decreased in comparison to the control group. No significant 6-gingerol-related changes, including growth, food intake, reproduction, and movement were noted. These results suggest that 6-gingerol exerted longevity-promoting activities independently of these factors and could extend the human lifespan.

A Review on the Mechanism of Human Postural Control (인간의 자세조절 메커니즘에 대한 연구)

  • Lee, Dong-Woo
    • Korean Journal of Applied Biomechanics
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    • v.15 no.1
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    • pp.45-61
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    • 2005
  • Stance is defined as any state in which the total mass of the body is supported by the feet. In order to maintain stance, the sum of gravito-inertial forces acting on the body must be registered by equal and opposite forces at the region of contact between the organism and the support surface. Balance is controlled by applying forces to the surface of support so as to maintain the body's center of mass vertically above the feet. for a muIti-segment organism, there can be a variety of ways in which balance can be controlled, since movements of different body segments can have similar effects on the control of balance. In general, the organism tends to have a body configuration that is aligned with gravito-inertial force when there are no external forces acting on it. If any segments of the body are not aligned with gravito-inertial force vector, a torque on that segment would tend to move the body's center of mass. The maintenance of postural stability is accomplished in humans by a complex neural control system. This requires organizing integrating and acting upon visual, vestibular, and somatosensory input, providing orientation information to the postural control system. The information necessary to control and coordinate movement is provided by the visual sense of eye position with respect to the surrounding surface layout, the vestibular sense of head orientation in the gravito-inertial space, and the somatic sense of body segment position relative to one another and to the support surface. In this study, perception and action capability was examined from various points of view. The underlying assumption of the study was that the change of postural configuration could be effected by organism, environment and task goal.

Comparative Evaluation of River Management in South Korea and the United States (한국과 미국의 유역관리 비교평가 연구)

  • Park, Sung-Je
    • Proceedings of the Korea Water Resources Association Conference
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    • 2005.05b
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    • pp.492-496
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    • 2005
  • River is characterized by its transboundary flow not recognizing human political, administrative, and social boundaries. Water management is also strongly connected to land management. Those features reflect emerging difficulties in managing contemporary water resources. This study consists of three parts to identify theoretical concept of river management and to show how river management has differently practiced in South Korea and the United States. In part one, the Korean case shows the water quality oriented river basin management in the 1990s. The second part reveals the disappearing pattern of river basin management and the spreading watershed movement in the United States. The final part compares basin-scale river management practices of the two countries and evaluates the differences between them. The United States concentrates more on watershed management rather than river basin management while South Korea understands that both river basin and watershed are important. Therefore, the Korean case is recognized as more complicated than the American case.

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A Study on Effective Facial Expression of 3D Character through Variation of Emotions (Model using Facial Anatomy) (감정변화에 따른 3D캐릭터의 표정연출에 관한 연구 (해부학적 구조 중심으로))

  • Kim, Ji-Ae
    • Journal of Korea Multimedia Society
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    • v.9 no.7
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    • pp.894-903
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    • 2006
  • Rapid technology growth of hardware have brought about development and expansion of various digital motion pictured information including 3-Dimension. 3D digital techniques can be used to be diversity in Animation, Virtual-Reality, Movie, Advertisement, Game and so on. 3D characters in digital motion picture take charge of the core as to communicate emotions and information to users through sounds, facial expression and characteristic motions. Concerns about 3D motion and facial expression is getting higher with extension of frequency in use and range about 3D character design. In this study, the facial expression can be used as a effective method about implicit emotions will be studied and research 3D character's facial expressions and muscles movement which are based on human anatomy and then try to find effective method of facial expression. Finally, also, study the difference and distinguishing between 2D and 3D character through the preceding study what I have researched before.

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A Study on the Character and Walking Velocity of Crowd Going up Stairs (계단에서 올라가는 군집보행의 속도에 관한 조사 및 특성에 관한 연구)

  • Park, Jae-Sung
    • Fire Science and Engineering
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    • v.25 no.1
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    • pp.72-77
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    • 2011
  • The effort of transferring some parts of urban functions to the underground space is growing trend among modem cities because of the limit of horizontal land use, the rise of land value, the diversification of human desire, etc. Thus, the basement of building and the subway station have deepened. It calls our attention to safety about evacuation from the underground space to the ground. Until now, the study about crowding walk in stairs has been progressed, focusing on the crowding walk that is going down the stairs, and there is no study about crowding walk that is going up the stairs. This study measured walking pace by crowd density that is going up the stairs in the subway station stairs making one-way movement of crowd. The actual survey showed that the mathematical relation 'V=0.638-0.0949p' determines going up walking velocity at a gradient of $23^{\circ}$, and the mathematical relation will be 'V=0.597-0.1067p' at a gradient of $30^{\circ}$, when it is converted, based on the average walking velocity of crowd by the slope of the stairs which is recommended by Architectural Institute of Japan.