The purpose of this study is to analyze the trend of exercise intervention applying various devices to increase the physical activity of the disabled, and to suggest the exercise intervention using converged devices that meet the needs of the times due to the increase of elderly people with disabilities. Exercise intervention using converged devices applicable to the disabled is divided into two types: first, exercise intervention using virtual reality-based gamification, and second, exercise intervention based on wearable devices of wearable or body-attached such as bands and watches. For exercise intervention using converged devices that can be enjoyed by the elderly with disability, minimize of environmental limitations, and easy to personalize, there is a need for configuration requirements such as easy operation and simple rules of operation, easy device installation and wearing, a trainer who can complement immature device utilization. In order to maintain and improve the daily living performance of the elderly with disabilities who experience a significant decrease in their cognitive and physical functions, it is necessary to use a physical activity game that can be experienced and can be interested in everyday life or a variety of devices to increase the amount of physical activity.
In Korea, since the mid 1990s, the subtitles are largely employed on television programs especially on diverting programs like talk shows and game shows. The functions of these subtitles are different from those of the traditional subtitles. The traditional subtitles are used to give credits, explain an action, or represent dialogue, to be brief they are used to give informations. But the new type of subtitles are used to amuse the public. Not only the new subtitles represent words of the guests but also they present opinions or judgements of the program producer. They show also what to give attention to, what the guest feels and finally what to laugh at. These subtitles are very well received by the public. So they are employed more and more frequently by lots of programs. These subtitles will be ratted comic subtitles because their principal function Is to raise a laughter and to make fun. The purpose of this study is to attempt to find some particularities concerning the uses of the comic subtitles on Korean television. The study suggests that the comic subtitles call for the very known social codes because they should be understood clearly by the public. The forms and styles of the codes employed in the comic subtitles are very similar to those used in the comics. Some graphic codes especially developed in the comics are employed with success in the comic subtitles. The comic subtitles are aiming to amuse and provoke a laughter by written text and visual codes usually employed in the comics. But why does the program producer use the comic titles for make the public laugh? Laugh is not a emotional reaction but a act caused by the intellectual judgement. Written text and visual codes employed in the comic subtitles permit to judge the situation intellectually because they give to the public a moment for think about what they treat. They permit the public to see more clearly the situational relations which can provoke a laughter. The comic subtitles constitute now one of the main elements on Korean television. It means that the insertion of writing in the audiovisual media is popular in Korea. The study suggests that there is something in Korean culture which can favours this insertion : in Korea, writing has never been separated from painting. It seems that in Korea, there has been no clear separation between written culture and visual culture. But this point must be approached more carefully and needs profound researches.
Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
/
v.25
no.5
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pp.475-482
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2007
Most golfers believe that knowing yardages will improve their score. Certainly it helps with club selection. But, simple "Graphic" yardage guides being notorious for error and inaccuracies, which a serious golfer will pick immediately, only serve to erode the players enjoyment and ultimately, golf course satisfaction. Someone believes with low-level aerial photographic images, golfer will be impressed with the accuracy of the depiction, helping them play a more confident game. But, there are no mapping products in true 3-D available in the world that allows a golfer to determine shot distances in yards or meters. So, we suggest an lenticular technology for real 3-D display as a viable alternative to conventional image map solution. This technology is an image display method for the generation of multi-image effects like 3D visualization or animation. This methodology is cutting edge stereoscopic image which overcomes the limitation of conventional photo tech by recomposing and producing 3 dimensional images. A significant strength of this methods its versatility concerning display effects. The main use of the hardcopy 3-D lenticular displays is in the fields of science, education, planning, and representation. This paper gives a concise overview of the lenticular foil technology and describes the production of the true 3-D yardage book of golf courses. For this study, 3-D effects are achieved and evaluated with the lenticular display by incorporation multiple synthetic images based on digital topographic terrain model and by using the two images of the actual stereopair.
There have been many studies to improve the efficiency of the CG production process, but it was not easy to overcome the problem that it was difficult to check the result in the middle of work and it took a lot of time for rendering. However, as the possibility of using Unreal Live Link, which can check the result in real-time, is increasing, expectations for improving the efficiency of the production process are rising. This study analyzed the efficiency of the 3D animation production process using Unreal Live Link. To this end, modeling, rigging, animation, and layout work were done in Maya, and the final output image sequence was rendered in Unreal Engine through Unreal Live Link. And the difference between this production process and the existing production process in which the final output image sequence is rendered in the 3D software itself was compared and analyzed. As a result of the analysis, unlike the traditional 3D animation production process, it was possible to check the final work result in real-time by proceeding with the work through a high-quality viewport screen, and it was found that the efficiency of work was maximized by deriving the final result through real-time screen capture. Recently, the use of game engines in the 3D animation and film industry is gradually increasing, and the efficiency of work is expected to be maximized if Unreal Live Link is used.
Although air, water, and noise pollutions have been widely recognized, electromagnetic forces (EMF) hazard has been rarely recognized as a pollution and very little studies has been done in this country. Thus, in this study electromagnetic forces radiated by various home appliances, office machines, and communication equipments were measured and so were several places radiating strong EMF such as subway stations and electric substations. Among the home appliances microwave oven radiates lots of magnetic field and microwaves, and electric mattress does strong magnetic field. In video game room strong magnetic and considerable electric fields were measured. It was observed strong magnetic field inside of electric powered train and very strong magnetic and electric fields on some platforms. Hand-phone and car-phone radiate very hazardous level of microwaves to brain and that they rapidly come into wide use. In this study data base for various electric machines and places radiating strong EMFs were constructed and could be used for future epidemiological studies.
Kim, Sunwook;Kim, Seongwoon;Kim, Hakyoung;Chung, Seongkwon;Lee, Sookyoung
KIISE Transactions on Computing Practices
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v.21
no.7
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pp.506-511
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2015
IOV is a technology that supports one or more virtual desktops, and can share a single physical device. In general, the virtual desktop uses the virtual IO devices which are provided by virtualization SW, using SW emulation technology. Virtual desktops that use the IO devices based on SW emulation have a problem in which service quality and performance are declining. Also, they cannot support the high-end application operations such as 3D-based CAD and game applications. In this paper, we propose a physical network separation system using Virtual Desktop Service based on HW direct assignments to overcome these problems. The proposed system provides independent desktops that are used to access the intranet or internet using server virtualization technology in a physical desktop computer for the user. In addition, this system can also support a network separation without network performance degradation caused by inspection of the network packet for logical network separations and additional installations of the desktop for physical network separations.
As the Android smart phones become more popular, applications that handle users' personal data such as IDs or passwords and those that handle data directly related to companies' income such as in-game items are also increasing. Despite the need for such information to be protected, it can be modified by malicious users or leaked by attackers on the Android. The reason that this happens is because debugging functions of the Linux, base of the Android, are abused. If an application uses debugging functions, it can access the virtual memory of other applications. To prevent such abuse, access controls should be reinforced. However, these functions have been incorporated into Android O.S from its Linux base in unmodified form. In this paper, based on an analysis of both existing memory access functions and the Android environment, we proposes a function that verifies thread group ID and then protects against illegal use to reinforce access control. We conducted experiments to verify that the proposed method effectively reinforces access control. To do that, we made a simple application and modified data of the experimental application by using well-established memory editing applications. Under the existing Android environment, the memory editor applications could modify our application's data, but, after incorporating our changes on the same Android Operating System, it could not.
The purpose of this study is to investigate the lifestyle factors influencing behavioral problems such as Inattention, hyperactivity/impulsivity, and internet overuse in elementary and middle school students. Data from 889 elementary school students and 676 middle school students were used and teacher reporting on students' attention deficit and hyperactivity and impulsivity symptoms was also included in the analysis. Lifestyle included opportunities for family interaction, sleep, watching TV, playing Video games, eating breakfast, eating junk food, and private education. As a result of stepwise regression analysis, Video games, junk foods, and family interactions significantly predicted the inattention of elementary and middle school students. Video games, TV, junk foods, and family interactions significantly predicted elementary school students' hyperactivity and impulsivity, but the lifestyle variables hardly accounted for the hyperactivity/impulsivity of middle school students. Video game, and family interactions significantly predicted Internet overuse for both elementary and middle school students. Current study suggest that family interaction opportunities and the use of video games, TV and junk food should be considered to intervene in behavior problems.
This article will analyze and forecast important variables and dynamics in global power politics after the war in Ukraine. It tries to use several perspectives to analyze international relations, particularly liberal internationalism and structural realism. In short, core variables are as follows; First, how is the US-led liberal international order and globalization being adjusted? Second, how will the U.S.-China strategic competition, which is the biggest and structural variable, cause changes in the international order in the future? The third variable, how stable are Sino-Russia relations in the context of a structuring U.S.-China-Russia strategic new triangle? Fourth, to what extent will third middle hedging states outside the U.S. and China be able to exercise strategic autonomy in the face of multipolarization? To summarize, the first of these four variables is the largest basic variable at the global political and economic level in terms of its impact on the international community, and it has been led by the United States. The second variable, in terms of actors, seems to be the most influential structural variable in global competition, and the US-China strategic competition is likely to be a long game. Thus the world will not be able to escape the influence of the competition between the two global powers. For South Korea, this second variable is probably the biggest external variable and dilemma. The third variable, the stability of Sino-Russia relations, determines balance of global power in the 21st century. The U.S.-China-Russia strategic new triangle, as seen in the current war in Ukraine, will operate as the greatest power variable in not only global power competition but also changes in the international order. Just as the U.S. is eager for a Sino-Russia fragmentation strategy, such as a Tito-style wedge policy to manage balance of power in the early years of the Cold War, it needs a reverse Kissinger strategy to reset the U.S.-Russia relationship, in order to push for a Sino-Russia splitting in the 21st century. But with the war in Ukraine, it seems that this fragmentation strategy has already been broken. In the context of Northeast Asia, whether or not the stability of Sino-Russia relations depends not only on the United States, but also on the Korean Peninsula. Finally, the fourth variable is a dependent variable that emerged as a result of the interaction of the above three variables, but simultaneously it remains to be seen that this variable is likely to act as the most dynamic and independent variable that can promote multilateralism, multipolarization, and pan-regionalism of the global international community in the future. Taking into account these four variables together, we can make an outlook on the change in the international order.
The aim of this study was to explore the association between daily toothbrushing frequency and health risk behaviors of school-going adolescents in poor urban areas of Peru. A cross-sectional survey was conducted among 959 school-going adolescents 11~19 years of age in poor urban areas of Peru in 2014. Health risk behaviors we assessed in the study were smoking; drinking; consuming sugar-sweetened soft drinks (more than one cup); leisure time activities including watching television, playing games, and using the Internet; and never or rarely handwashing with soap. Daily toothbrushing frequency was divided into two groups (once and twice daily). For statistical analyses, the chi-square test and hierarchical logistic regression were used at 5% level of significance. Of the total respondents, 63 (14.3%) were boys and 53 (10.3%) were girls and 116 (12.1%) engaged in toothbrushing (${\leq}1$ times daily). According to the adjusted logistic regression analysis for socio-demographic characteristics, two behaviors (leisure time use activities, including watching television, playing games, and using the Internet (odds ratio [OR], 2.29; 95% confidence interval [CI], 1.20~4.35), and never or rarely hand washing with soap (OR, 4.09; CI, 2.48~6.75) were statistically associated with toothbrushing frequency (${\leq}1$ times daily). We found two health risk behaviors (leisure time activities, including watching television, playing games, and using the Internet, and never or rarely handwashing with soap) associated with toothbrushing frequency among adolescents in the study area. Thus, oral health promotion programs should consider these health risk behaviors associated with toothbrushing frequency.
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