• Title/Summary/Keyword: serious contents

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A Study of Housing Environment Problems through the Daily newspapers ( II ) -Centering around a excretion and fixing process of lavatory- (일간지를 통해 본 주거환경문제의 연구 ( II ) - 분뇨에서 변소의 정착과정을 중심으로 -)

  • 신경주
    • Journal of the Korean housing association
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    • v.3 no.2
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    • pp.89-99
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    • 1992
  • We discussed the change of housing environmental problems from the early 1900s to the present in Study(I). This study(II) which secendly research of study(I) analyzed the fixing precess of a lavatory centering around a excretion which was a serious housing environmental problem in 1920 to 1940. The documentary research method was used for this study. Articles of content analysis(N=185) were published in 1920 to 1990 which were The Deng-A daily news article about a excretion and a lavatory. The main content of this study was examined the change, such as the number of whole article, the column number of article by time series. and the content of article by subject. 1. The number of whole article by time series was collected mainly in1920s-1930s. In 1940s-1960s, one-two column of article was appeared generally and three-four, five column of article was appeared in 1970-1980. 2. Contents of article was divided into two classes, excretion and lavatory. Contents of excretion was 1) a use of fertilizer 2) the method of transportation 3) a cost of gathering 4) a place of disposal 5) the problem of cleaning. Contents of lavatory was 1) a public lavatory 2) a flush toilet 3) a sanitary conditions 3. 1) A use of fertilizer was concentrated in 1920s-1930s, and problems of it was solved more or less by change of management method. Transportation of excretion developed such as \ulcornerGue\ulcorner->a coach of tank style->underground transportation->a dung car of absorption style. Disposal place of excretion was a cause of dissatisfaction in 1920s and it is serious problem Today. A duty of excretion gathering was transfered to a private worker in 1978. The accunulation problem of excretion was continued until 1940s-1950s. The management law of waste matters was proclaimed in 1986. 2) A public lavatory was planned in 1924 for the first time, and it is insufficient in these days, A settlement of public lavatory in building which has upward of 20pyung became obligation in 1973. The problem of water contamination which by poor septic tank was happened in 1970s-1980s.

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A Study on Convergence system of IT Technology and Exercise Rehabilitation (IT기술과 운동재활의 융복합 체계 연구)

  • Kang, Seungae
    • Convergence Security Journal
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    • v.13 no.3
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    • pp.3-8
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    • 2013
  • Recently, the technology and services make progress in IT sector to facilitate the rehabilitation, as well as the exercise that aims to promote the health. To provide the opportunity for new services, various challenges have to be fulfilled, including the blurring boundaries among industries, spread of new technologies, and various demands. Seizing on this opportunity, the fusion and convergence have been accelerated. The trends towards the fusion and convergence are inherent in content industry and spreading to other sectors, which makes the cultural desire of customers fulfilled in a more diverse manner. In particular, the research has been conducted, using the game, in the new technology cultural contents which have shown noticeable fusion and convergence between IT and exercise rehabilitation areas. Such games can be classified into the motion-based game, serious game, and virtual reality game. Those game contents are forming the market fast based on the contents for education, sports, exercise rehabilitation, healthcare, etc., and have very great potential for growth. This study is intended to analyze the fusion and convergence system of exercise rehabilitation through those games and present a direction for future development.

Implementation of Game Interface using Human Head Motion Recognition (사람의 머리 모션 인식을 이용한 게임 인터페이스 구현)

  • Lee, Samual;Lee, Chang Woo
    • Journal of Korea Society of Industrial Information Systems
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    • v.19 no.5
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    • pp.9-14
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    • 2014
  • Recently, various contents using human motion are developed in computer vision and game industries. If we try to apply human motion to application programs and contents, users can experience a sense of immersion getting into it so that the users feel a high level of satisfaction from the contents. In this research, we analyze human head motion using images captured from an webcam and then we apply the result of motion recognition to a game without special devices as an interface. The proposed method, first, segments human head region using an image composed of MHI(Motion History Image) and the result of skin color detection, and then we calculate the direction and distance by the MHI sequence. In experiments, the proposed method for human head motion recognition was tested for controlling a game player. From the experimental results we proved that the proposed method can make a gammer feel more immersed into the game. Furthermore, we expect the proposed method can be an interface of a serious game for medical or rehabilitation purposes.

Resolution Methods for Developer's Difficulties in the Serious Game Developing Process for Science Learning (과학 학습 기능성 게임 개발 과정에서 개발자가 겪는 어려움과 대처 방법)

  • Hwang, Hyunjung;Lee, Changhoon;Jhun, Youngseok
    • Journal of The Korean Association of Information Education
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    • v.18 no.1
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    • pp.121-132
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    • 2014
  • The main goal of this research is to invest the difficulties in the process of developing serious game for science learning to acquire the suggestion. We analysed the journals written by developers of game scenario on the procedure of the development and on the review of the accomplished game. Then we also interviewed the scenario developers as well as game developers. When interviewing the game developers, we passed them the thoughts and questions of scenario developers. The possible difficulties in developing serious game are form the difference of cognitions on the skills which can be embodied in the development process and interaction and communication problem between scenario developers and game developers. As a consequence of the research, we acquired some suggestions for developing serious game as follows; 1) Scenario developers and game developers must understand the concepts of serious game as well as learning theory; 2) Both scenario developers and game developers should be aware of secured technological capacity and allowed time period. 3) Scenario developer should take a part of game developer' role as using a learning contents authoring tool; 4) Scenario developers have to consistently interact with game developers in developing the games; 5) Scenario should be concretely described in detail; and 6) A Supervisor is essential to control both scenario developers and game developers.

A Study for Reducing of Cyber Sickness on Virtual Reality (가상현실 사이버멀미 완화에 관한 연구)

  • Song, Eun-Jee;Jung, A-Leum
    • Journal of Digital Contents Society
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    • v.18 no.3
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    • pp.429-434
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    • 2017
  • VR technology has been repidly developing thanks to development of a huge amount of new contents as well as new devices optimized for the virtual environment. Businesses in the IT sector have already started focusing on virtual reality, which might be considered as the center of industry in the future, and concentrated their efforts on development of VR, hardware and technology. Also, development of various VR device would lead to prosperity of media contents based on VR, Still, cyber sickness remain a serious problem waiting for an appropriate solution. In this paper we discuss causes for cyber sickness, analyze the relationship between cyber sickness and reflex eye movement and propose guidelines for the process of producing contents. In addition, we show experiments analyzing the effect of the proposed measures for alleviating cyber sickness.

Development of a Serious Game for Rehabilitation Training using 3D Depth Camera (3D depth 카메라를 이용한 재활훈련 기능성 게임 개발)

  • Kang, Sun-Kyung;Jung, Sung-Tae
    • Journal of Korea Game Society
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    • v.13 no.1
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    • pp.19-30
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    • 2013
  • This paper proposes a serious game for rehabilitation training targeting old persons and patients for rehabilitation. The serious game suggested for rehabilitation training provides the whole body movement recognition-based interface using the 3D depth camera. When the user stands before the camera, it distinguishes the user from the background and then recognizes the user's whole body with 15 joints. By analyzing the changes of location and direction of each joint, it recognizes gestures needed for the game. The game contents consist of the games for upper limb training, lower limb training, whole body training, and balance training, and it was realized in both 2D and 3D games. The system suggested in this article works robustly even with the environmental changes using the 3D depth camera. Even with no separate device, the game recognizes the gestures only using the whole body movement, and this enhances the effect of rehabilitation.

The Safety Guidelines for use of Ma-huang in Obesity Treatment (비만처방에서의 안전한 마황사용 지침)

  • Song, Mi-Young;Kim, Ho-Jun;Lee, Myeong-Jong
    • Journal of Korean Medicine for Obesity Research
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    • v.6 no.2
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    • pp.17-27
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    • 2006
  • Objectives : Ma-huang (Ephedra sinica) is frequently prescribed for obesity management in oriental medicine. The main component is ephedrine alkaloids which can have serious adverse side effects such as heart attack, stroke, sudden death. There are no scientific guidelines for Ma-huang usage in the safe treatment of obesity in oriental medicine. We reviewed published studies on its safety to make evidence based guidelines. Methods : We searched electronic databases up to May 2006. We limited evidence to controlled trials for efficacy or safety, case reports for safety, and studies for Ma-huang contents analysis. Results and Conclusions : In clinical trials for weight loss, Ma-huang and ephedrine promote modest short-term weight loss but have no serious adverse effects, have only a few adverse effects associated with increased risk of psychiatric, autonomic, gastrointestinal symptoms and heart palpitations. In case reports, there have been serious adverse effects including stroke, heart attack, and death using typical doses of ephedrine or no associated illness. There are factors related to serious adverse effects, such as overuse, lack of standardization, individual sensitivity, and interactions with other drugs. Studies relating to these factors should be analyzed for safe use of Ma-huang and ephedrine. After analyzing related studies, we suggest guidelines for Ma-huang usage. We propose that the dosage should be within 4.5-7.5g per day for up to 6 months for generally healthy individual. It's use is contraindicated in individuals with heart disease, thyroid disease, diabetes mellitus, hypertension, psychiatric disorders, glaucoma, urination disorders, enlarged prostate, persons using MAOIs, methyldopa and sympathomimetic agents.

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Analysis for the Correlations between health Problems and Computer Game Needs in the Elderly (노인들의 건강문제와 컴퓨터 게임 요구도의 상관성 분석)

  • Lim, Kyung-Choon;Lee, Yoon-Jung;Ahn, Joon-Hee
    • The Journal of the Korea Contents Association
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    • v.9 no.11
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    • pp.475-486
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    • 2009
  • Regular activity program is needed for managing chronic disease and obesity and preventing falls as a nursing intervention. It seems that serious game will be very important for older people to keep them active with fun to improve their health. This study was conducted to explore the correlations between health problems and computer game needs in the elderly. This was a cross-sectional study. A questionnaire was developed and administered to a convenience sample of adults who are older than 55 years, recruited from several places through trained research assistants and research center that has online pools in Korea. 778 subjects (mean age: $61.4\;{\pm}\;5.6$) were participated in this study. The majority of subjects was male (68.6%). We found that there was higher needs for exercise or serious game in the group of ma1e(55.4%), below undergraduate(66.2%), under two family members(32.5%), over 350,000 won of pocket money/month (40.1%), mild depressive symptom (51.7%), and online responser(68%). Especially, they wanted to overcome physical limitations through games. Higher education, more experiences and skills of using computer/internet was statistically and positively significant to the needs for exercise or serious game. In conclusion, there exists a potential market within this demographic group for the use of serious games. Thus, we need to develop senior games in Korean to improve quality of life and health promotion.

HSE System Safety Management Using Wearable Based on Accident Scenario of High Place Work (고소작업 사고 시나리오 기반 웨어러블 응용 HSE 시스템 안전관리 방안)

  • Cho, Yun-Jeong;Im, Ki-Chang;Lim, Dong-Sun;Park, Jeong-Ho;Kim, Jong-Myon
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.8 no.5
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    • pp.417-425
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    • 2018
  • This paper proposes a safety management method that extracts ETA (event tree analysis) based scenario and combines ICT technology to reduce serious disasters occurring workplace for shipbuilding and offshore plant. The statistics of Safety and Health Agency and (previous)Ministry of Public Safety and Security show that the most frequent accident among the serious disasters related to shipbuilding and offshore plant is falling. The main cause of accidents is absence of a safety belt and safety belt ring. To solve these problems, we create ETA based scenarios to derive results based on safety considerations. Based on these results, we propose a solution by applying ICT technology for accident prevention. Deriving ETA based scenarios and ICT technology, the proposed solutions include a system for detecting the wearing of safety belts and safety helmets, a system for detecting whether or not the safety belts are connected, and a hook system for measuring safety distances. These safety related systems can reduce the probability of death of workers. By preventing accidents using the proposed method, we can reduce serious disasters in shipbuilding and offshore plant and establish systematic safety management.

A Logo Transition Detection Method for Opaque and Semi-Transparent TV Logo Recognition in Video (비디오에서 불투명 및 반투명 TV 로고 인식을 위한 로고 전이 검출 방법)

  • Roh, Myung-Cheol;Kang, Seung-Yeon;Lee, Seong-Whan
    • Journal of KIISE:Software and Applications
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    • v.35 no.12
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    • pp.753-763
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    • 2008
  • The amount of UCCs (User Created Contents) has been increasing rapidly and is associated with a serious copyright problem. Automatic logo detection in videos is an efficient means of overcoming the copyright problem. However, logos have varying characteristics, which make logo detection and recognition very difficult. Especially, there are frequent logo transitions in a video, comprising several video contents. This disrupts accurate video segmentation based on logos. Therefore, this paper proposes an accurate logo transition detection method for recognizing logos in digital video contents. The proposed method accurately segments a video according to logo and efficiently recognizes various types of logos. The experimental results demonstrate the effectiveness of the proposed method for logo detection and video segmentation according to logo.