• Title/Summary/Keyword: 다중적 몸

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A Multi-band Wearable Device System supporting Low-Energy Protocol (CoAP 프로토콜을 이용한 다중대역 웨어러블 디바이스 제어 시스템)

  • Kang, Jeong-Yun;Jung, Chang-Su;Seo, Ji-Hun;Yoon, Yong-Tak;Han, Ki-Jun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2017.07a
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    • pp.109-112
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    • 2017
  • WBAN (Wearable Body Area Network)는 옷이나 몸에 이식된 디바이스들이 몸을 중심으로 결합이나 통신하는 네트워크를 뜻한다. 여기서 사람이 몸에 착용하는 장치인 웨어러블 디바이스는 가벼운 형태의 배터리를 요구한다. 그로 인해, 다른 기기들과는 달리 짧은 배터리 수명을 가질 뿐만 아니라 통신에 관한 제약을 발생시킨다. 따라서 본 논문에서는 저전력 프로토콜을 지원하는 다중대역 웨어러블 디바이스 제어 시스템을 제안한다. 이를 위해 BLE (Bluetooth Low Energy) 기반의 프로토콜 스택으로 BLE, 6LoWPAN (IPv6 over Low power WPAN), CoAP (Constrained Application Protocol)을 적용해 데이터 패킷 크기를 감소 시키고 BLE/Wi-Fi 선택 기능을 통해 통신 제약을 완화하고 전체적인 WBAN 에서의 소비 전력을 감소하고자한다.

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The Intercommunication Process of Interactive Media Art and Merleau-Ponty's corporeity phenomenology (인터랙티브 미디어 아트의 상호작용 과정과 메를로 퐁티의 몸 현상학)

  • Ha, Im-Sung
    • Cartoon and Animation Studies
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    • s.29
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    • pp.77-102
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    • 2012
  • Interactive Media Art has been developed a lot in digital age. Especially, the audience try to make interactions by accessing the world of art as one of main interacting figures, while they used to be totally separated from the art in traditional art. Also, it is one of exclusive features distinguished from the other art genres. In this thesis, the intercommunication process of interactive media art is classified and compared with Merleau-Ponty's corporeity phenomenology theories. Merleau-Ponty's corporeity phenomenology insists integrated perception through body against the western intelligence philosophy focusing on binomial reasons. Merleau-Ponty's corporeity phenomenology, which suggested the new perception way towards the art, is analyzed in this thesis by comparing it with detailed factors of Intercommunication process of Interactive Media Art. The Intercommunication process of Media Art is classified into , , , , . Additionally, they are studied and compared with the concept of , , , , out of Ponty's corporeity phenomenology theories. Therefore, it is concluded clearly that corporeity, synesthesia, poly sensation and spaciality drawn from Intercommunication process of Media Art have something in common with Ponty's corporeity phenomenology theories rather than the other art genre or minimalism art styles. Furthermore, a new direction of study upon modern Interactive Media Art is suggested.

A Study on The Electronic Potential Occurrance Principle and Measurement by Stimulation of Multi-Link Neuron (다중 링크된 뉴런에서의 자극에 의한 전위발생 원리와 측정에 관한 연구)

  • 김석환;허창우
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 1998.05a
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    • pp.300-307
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    • 1998
  • 인간의 몸에서 발생하는 여러 생체반응을 이해하고 계측한다는 것은 매우 힘든 일이다. 그러나 분명히 존재하고 있는 물리화학적 변수들간의 상호관계를 정성적으로 묘사함으로써 생체반응을 설명한다. 본 논문에서는 인체의 기능을 추론 및 공학적 이론을 토대로 생체변수간의 관계를 수학적으로 표현하고 컴퓨터 시뮬레이션을 수행해 수리적으로 해석함으로써 인체의 각종현상을 정량적으로 예측한다.

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Development of Program for Discretionary Activity Focused on Multiple Activity with Everyday-Life Materials to Enhance Scientific Creativity for Grade 6-7 Students and Exploring the Influence (과학창의력 신장을 위한 ‘일상생활 소재 다중활동’ 중심의 6~7학년 ‘재량활동’)

  • 김형석;정용재;곽성일;하은선;이선양;이현정
    • Journal of Korean Elementary Science Education
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    • v.23 no.4
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    • pp.344-356
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    • 2004
  • In this study, we developed the program for 'Discretionary Activity' focusing on the multiple activities with everyday-life materials to enhance scientific creativity (MAEM-SC), which was specifically for students in the 6-7th grade according to the 7th curriculum in Korea. As important factors for scientific creativity, we selected the ability to find out the context relevant to scientific problems, the ability to connect the problem context to scientific knowledge, the ability to invent the ways to solve the problem scientifically, and ability to concentrate on the scientific problem solving activity. The topics of the program were drawn from common and familiar things in our everyday contexts, such as human body, everyday tools, food, play and toys, and everyday episodes. The multiple activities here mean the activities which are systematically constructed with the various types of activities with a specific intention. The multiple activities were designed in three types, that is, series type, parallel type, and combination type. Each of them consists of the several activities as follows: estimating and measuring, carrying out an experiment using body, inventing implement (tools), thinking statistically, writing creatively with scientific themes, and connecting one concept to another concept etc. Through a trial of the program, we found that this program has some positive influence on the enhancement both of the ability to find out the context relevant to scientific problems and the ability to connect it to the students' existing scientific knowledge.

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Doing Science, Technology, and Women Studies : "With the Body" in-between New Material Feminism and STS (과학기술과 여성 연구하기: 신유물론 페미니즘과 과학기술학의 안-사이에서 "몸과 함께")

  • Leem, So Yeon
    • Journal of Science and Technology Studies
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    • v.19 no.3
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    • pp.167-200
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    • 2019
  • In recent years, the material has mattered to the humanities and social sciences in the West and feminism is no exception. It is a notable change that feminist analyses, which had previously shown critiques against science and technology, attempted to build new engagements with matter. STS (science and technology studies) has also accumulated scholarships and developed conceptual tools on the thing or the existence itself through "the ontological turn." The objective of this paper is not to introduce new materialism or new material feminism in full, but to reveal the possibility and potential of doing science, technology and women studies by selectively relying on the achievement of new materialism feminism. This article shows a way to study women's practice of science and technology by analyzing the case of plastic surgery practices through the ontological concepts of STS, particularly those of Annemarie Mol, Karen Barad, and Charis Thompson, and proposes a new engagement among new materialism, feminism, and STS. This article is organized as follows. First of all, after briefly discussing main issues in new material feminism, I will show the limitations of previous feminist studies of plastic surgery under the light of new material feminism. The rest of the article introduces the conceptual tools of ontological STS, describes plastic surgery practices with those tools, and finally provides their feminist implications.

Avatar's Lip Synchronization in Talking Involved Virtual Reality (대화형 가상 현실에서 아바타의 립싱크)

  • Lee, Jae Hyun;Park, Kyoungju
    • Journal of the Korea Computer Graphics Society
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    • v.26 no.4
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    • pp.9-15
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    • 2020
  • Having a virtual talking face along with a virtual body increases immersion in VR applications. As virtual reality (VR) techniques develop, various applications are increasing including multi-user social networking and education applications that involve talking avatars. Due to a lack of sensory information for full face and body motion capture in consumer-grade VR, most VR applications do not show a synced talking face and body. We propose a novel method, targeted for VR applications, for talking face synced with audio with an upper-body inverse kinematics. Our system presents a mirrored avatar of a user himself in single-user applications. We implement the mirroring in a single user environment and by visualizing a synced conversational partner in multi-user environment. We found that a realistic talking face avatar is more influential than an un-synced talking avatar or an invisible avatar.

Inference of Multiple Cameras Network Topology by Tracking Human Movement (사람의 움직임 추적에 의한 다중 카메라의 네트워크 위상 추론)

  • Nam, Yun-Young;Ryu, Jung-Hun;Cho, Yong-Won;Choi, Yoo-Joo;Cho, We-Duke
    • Proceedings of the Korean Information Science Society Conference
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    • 2007.06c
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    • pp.466-470
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    • 2007
  • 보안첨단화의 필요성 증대로 인하여 복합적이고 고기능의 보안 감시 시스템의 수요가 급속도로 확대되면서 보안은 안전하고 행복한 생활을 만드는데 없어서는 안될 중요한 역할을 하게 되었다. 최근, 디지털 영상기술의 급속한 발달과 보급은 이러한 보안 감시 시스템을 가능하도록 하였다. 본 논문은 다수의 카메라로부터 사람들의 움직임을 연속적으로 식별하고 추적할 수 있는 향상된 지능화 방법을 제안한다. 이 방법을 통해 카메라들 간의 위상이 자동으로 구성되고 객체의 움직임을 기반으로 학습하여 카메라들간의 거리, 객체와 카메라와의 거리, 카메라의 각도를 자동적으로 연산할 수 있도록 하였다. 이러한 자가 구성 단계 이후에 사람의 움직임을 추적하게 된다. 추적에서 사람들을 식별하는 단계가 선행되어야 하며, 이를 위해 머리, 몸, 손, 다리로 분리하여 각각의 정보들을 식별자로 사용하였다. 이러한 외형 식별자와 객체의 출몰간의 시간차를 이용해 다수의 카메라들로부터 객체를 연속적으로 추적하였다.

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Gesture Recognition using Global and Partial Feature Information (전역 및 부분 특징 정보를 이용한 제스처 인식)

  • Lee, Yong-Jae;Lee, Chil-Woo
    • Journal of KIISE:Software and Applications
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    • v.32 no.8
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    • pp.759-768
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    • 2005
  • This paper describes an algorithm that can recognize gestures constructing subspace gesture symbols with hybrid feature information. The previous popular methods based on geometric feature and appearance have resulted in ambiguous output in case of recognizing between similar gesture because they use just the Position information of the hands, feet or bodily shape features. However, our proposed method can classify not only recognition of motion but also similar gestures by the partial feature information presenting which parts of body move and the global feature information including 2-dimensional bodily motion. And this method which is a simple and robust recognition algorithm can be applied in various application such surveillance system and intelligent interface systems.

Robotic String Musical Instrument as an Interactive Game Prototype (체감형 게임 원형으로서의 로봇 현악기 설치미술)

  • Kim, Tae-Hee
    • Journal of Korea Game Society
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    • v.12 no.1
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    • pp.57-65
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    • 2012
  • Interactive games allow users to obtain embodied experience using the bodies as controllers. The same is true in interactive media arts where users engage in active participation. In contrast to video games, physical body feedback is desired and such practice can be found in robotic arts. I suggest that interactive media arts and interactive games should share common foundations. In this context, I introduce and explain an interactive robotic art work implemented. This work is a musical instrument that employs a robot which travels sitting on two strings in response to audience positions. In results, the robot modulates the vibrations of the strings by causing the effective lengths of the strings changed. The robot uses an economic multi-cell proximity sensor in order to track the audience. In the interaction, phenomenological tension could take place in the performative narrative space. In this paper, I discuss this interactive robotic work in the context of interactive games with a few examples.

The Influence of Self-Management of Dance Major High School Students on Eating Attitudes and Eating Disorders (무용전공 고등학생의 자기관리가 섭식태도와 섭식장애에 미치는 영향)

  • Ku, Mi-Na;Oh, Eun-Gyeoung
    • Journal of Digital Convergence
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    • v.19 no.2
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    • pp.531-538
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    • 2021
  • The purpose of this study is to investigate the effect of self-management of dance major high school students on eating attitudes and eating disorders. The subjects of this study were 239 dance major students at art high schools located in Seoul, Gyeonggi-do and Chungcheong-do, and a questionnaire was used as a survey tool. For data analysis, multiple regression analysis and hierarchical regression analysis were performed to derive the following results. First, interpersonal management of dance major high school students affects restrained eating, and body management affects external and emotional eating. Second, self-management of dance major high school students has a significant effect on anorexia. Third, the eating attitude of dance major high school students strongly mediates self-management and eating disorders. The above results indicate that the management of excessive body of dance major high school students has a high influence on eating attitude and anorexia. Accordingly, it is considered that leaders need careful guidance on correct eating behavior of students.