• Title/Summary/Keyword: 도달시각

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Effects of 12-week balance training with visual feedback on balance and walking functions in patients with chronic stroke (12주 동안의 시각 되먹임 균형 훈련이 만성뇌졸중 환자의 균형 및 보행에 미치는 영향)

  • Jeong, Myeong-Kyun;Oh, Duck-Won
    • Journal of Digital Convergence
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    • v.11 no.11
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    • pp.537-544
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    • 2013
  • This study was to determine the effect of 12-week balance training with visual feedback on balance and walking functions in patients with post-stroke hemiparesis. Twenty individuals with chronic stroke volunteered to participate in this study. They were randomly allocated to either experimental group (EG) or control group (CG), with 10 subjects in each group. Subjects from the group 1 underwent 15-min balance training with visual feedback and 15-min routine-scheduled physical therapy, and subjects from the group 2 performed 30-min routine-scheduled physical therapy only, which comprised mat exercise, strengthening, postural correction, and functional practice. Assessment tools were made with the Functional Reach Test (FRT), Timed Up and Go Test (TUGT), and 6 Min Walk Test (6MWT). In within-group comparison, the EG showed significant differences in all parameters (p<0.05), while significant differences were not found for the CG (p>0.05). In between-group comparison, the change values of the FRT and 6MWT appeared to be significantly greater for the EG than those of the CG (p<0.05). These findings suggest that balance training with visual feedback may be favorably used to improve balance and walking functions in patients with chronic post-stroke hemiparesis. Further studies with larger sample and long-term follow-up period need to generalize the results of this study.

A Study on Methods for the Visualization of Stage Space through Stage Lighting (무대조명을 통한 무용 예술의 무대공간 시각화 방안 연구)

  • Lee, Jang-Weon;Yi, Chin-Woo
    • Journal of the Korean Institute of Illuminating and Electrical Installation Engineers
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    • v.23 no.4
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    • pp.16-28
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    • 2009
  • Stage art basically builds upon the essence of "seeing," and at the same time, possesses relativity in showing and seeing. Stage lighting uses artificial light to solve the essence of "seeing", which is the foundation of stage art, and coming into the modern age, its role has been enhanced to an important medium for visual expression in stage art, due to the lighting tools that developed at a rapid pace along with the discovery of electricity, as well as the development of optics. Therefore, not only does lighting use a medium known as light in a field of stage art that gives mental and emotional inspiration to the audience, and aesthetically expresses time and space. In other words, stage lighting is a complex function of light engineering (technology and science) and aesthetic sense (feeling and art). This study aims to do research on methods for the visualization of stage space through lighting, mainly focused on dancing. I have studied the basics of stage lighting, its relations with other fields of stage art, and the functions and characteristics of lighting. Results show that lighting could be used to maximize the visualization of dancing and emphasizing the artistic growth of lighting and its ability to aesthetically express and I came to the following conclusions. First, lighting uses the forms and directions of light that various tools are able to produce in order to visualize the space on stage, and can maximally express the image that the work seeks. Second, it is possible to use lighting, through the movement of light, as a visual representation of the configuration of space in dancing works. Third, through the expression of visual and spatial aspects created by light, the work's dramatic catharsis can bring out mental and emotional feelings form the audience. Fourth, lighting can be seen not as a supporting role, but as an original visual design. To conclude, in order for lighting to be freed form the simple function of "lighting up the stage," which a majority of people think is common knowledge, and grow as one area in art, lighting designers must understand the intentions of the choreographer and the work with creativity and artistry they must consider light and color as an aesthetic language in order to heighten the effects of the work and allow it to partake as one element of work creation, so that lighting will be treated as a form of art.

The Relationships among Mathematics Achievement, Spatial Ability, and Verbal Achievement for Engineering Freshmen and Gender Differences (공과대학 신입생들의 공간 시각화 능력, 수학 성취도와 언어 성취도 사이의 관계 및 성별 차이에 관한 연구)

  • Kim, Yon Mi
    • Communications of Mathematical Education
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    • v.29 no.3
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    • pp.553-571
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    • 2015
  • Mathematical, verbal, and spatial abilities are known as three important indicators for the success in the STEM disciplines. In this study, Purdue Spatial Visualization Test-Rotation, College Entrance Scholastic Aptitude Test- Math and Verbal score of engineering freshmen students have been used to find the relationships among these areas. In addition, gender differences in spatial visualization, verbal achievement and mathematical achievement have been investigated, too. In this research, I found that gender difference was highest in spatial visualization ability, followed by verbal achievement and smallest in mathematical achievement. Substantial number of male students possess high level of spatial abilities, but only half of female students were at the same level where their male colleagues were. The correlation between spatial ability and mathematical ability was negligible, contrary to former researches on elementary and middle school students. But the correlation was stronger for female students than male students. The correlation between mathematical achievement and verbal achievement was negative. It reflects the fact that when one section of SAT score is low, score of other sections should be higher to get admitted to college. Gender difference in mathematics was smallest for high achieving spatial ability group. For low spatial ability group gender difference in mathematics achievement has been observed, too. To find the combined contribution of spatial and verbal abilities to mathematics achievement, students were divided into 4 ability groups. Mathematics achievement decreased in the order of (1) high spatial -low verbal group, (2) low spatial - low verbal group, (3) high spatial - high verbal group, (4) low spatial - high verbal group.

A Study of Inter-Korean Cooperation in Science and Technology (남북한 과학기술협력에 대한 연구: 통합적 시각에서)

  • Kwon Ki-Seok
    • Journal of Science and Technology Studies
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    • v.3 no.2 s.6
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    • pp.29-60
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    • 2003
  • Inter-Korean Cooperation in Science and Technology will contribute to building the trust between S.K and N.K as a leading factor and cut down the cost of unification by diminishing the technology lag and the gap of economic level. This study has shown that we can increase the productivity of unified Korea Innovation system if we systematically analyse the present condition of the Inter-Korean Cooperation and promote Inter-Korean Cooperation. In this study, the author analyses the present condition of the Inter-Korean Cooperation with integrated framework of three aspects to clear up the policy of Inter-Korean Cooperation. First, in the national aspect, we make use of the notion of international cooperation and multilateral mechanism of an international organization. Thereafter, we make out the alternatives in the aspects of international relationship and legal and institutional view Second, in the unification aspect, we consider the Inter-Korean Cooperation by the notion of national innovation system. Thereafter, we make out the alternative in the aspect of a phase-dependent approach. Finally, in technology aspect, we consider the Inter-Korean Cooperation by the notion of technology gap, the framework of technology transfer, and technology dependency theory. As a conclusion, through this study, the author have tried to integrate the various theoretical backgrounds. As a result, the author could analyse the present condition of ter-Korean Cooperation in Science and Technology and team a good lesson from it; Therefore, we can use it as a means of evaluation on a cooperation program and prediction for the future status of cooperation.

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A Study on Visual Attention Factors for Advertising Photographs (광고 사진을 위한 시각적 주의 기초요인 연구)

  • Kim, Dae-Wook
    • Journal of Digital Convergence
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    • v.17 no.3
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    • pp.413-425
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    • 2019
  • We see many images every day, some of these images are stored in memory, and the majority are immersed in the unconscious world. Visual elements are seen by personal attention or by visual or biological attention factors. Specific and clear discovery of this visual attention has not yet been made. However, there is an interesting discussion of this visual attention in the fields of interior, design, visual perception, advertising, and psychology. Advertising photographers are expected to produce what their work will have on viewers and consumers. However, the adjustment of subject, exposure, color, or post-production, which could have a visual effect on the consumer, was determined only by the photographer's senses rather than the experimental verification. The advertisement photographs provide a specific image related to the object to be advertised and deliver a certain message. Therefore, it is necessary to understand the effect of the image in a certain visual way. According to previous studies, there are two major factors that affect the visual impression of the viewer. One is the factor depending on the type and content of the subject and the other is the factor about the density and color of the subject. The purpose of this study is to investigate the meaningful changes in the visual perception depending on the shape, content, color and tone of the subject, which can be called the main subject, And to analyze the effects of I will study some implications of visual elements through various analyzes.

Application of the Concept of Reincarnation in the Visual Arts Education (시각디자인교육에서 Reincarnation적 발상에 관한 교재개발 연구)

  • Oh, Chi-Gyu
    • The Journal of the Korea Contents Association
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    • v.10 no.5
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    • pp.220-228
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    • 2010
  • Reincarnation, literally means "to be made flesh again". It is a mystical belief that the soul lives again in a new body after death. In this study, both material and spiritual elements are reincarnated in the form of the formative art in our life. This is similar to the notion of transmigration of the souls in Buddhism and Taoism. The concept "reincarnation"has a functional values as it provides a new tool in the education in the field. Especially in the digital design, the concept has become an essential contents as a text. The education employed the concept has a feature of edutainment which has been considered as an innovative method of education. The edutainment stimulates students' inner motivation and interests. This eventually leads them to use their own creativity in their study and achieve their goals. The education adopting the concept of reincarnation is more than the recycling of the used materials. It presupposes the understanding of the essence as well as the philosophical value of the materials. The creativity in the Visual Arts can be achieved with these educational foundations.

van Hiele 모델에 의한 기하학적 사고력 개발에 관한 연구(0 수준과 1 수준의 조작활동 중심으로)

  • 최창우
    • Education of Primary School Mathematics
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    • v.1 no.1
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    • pp.59-71
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    • 1997
  • 기하학적 사고력 개발이라는 우리의 목표는 궁극적으로 보다 낮은 수준의 학생들에게 보다 높은 수준으로 나아가게 하는 경험을 주는 것이다. 학생들이 보다 높은 수준에서 추론할 수 있도록 하기 위하여 그들이 보다 낮은 수준에서 충분하고 효율적인 학습 경험을 가져야 한다는 것이다. 예를 들면 분수에서 이루어지는 것처럼 기계적인 암기식으로 사물을 학습함으로써 수준(단계)을 뛰어 넘으려고 노력하면은 그들이 학습한 것에 관한 많은 것을 기억할 수 없을 것이다. 조작에 관한 보다 풍부한 경험과 시각적으로 입체감을 주는 설명을 들은 어린이들이 보다 훌륭한 공간 추론을 할 수 있을 것이라 믿는다. 본 고에서는 기하학적인 사고의 개발에 관한 van Hiele 모델이 초등학교에서 기하 수업의 토론을 위한 기초로서 사용되어졌다. 그 모델의 수준들이 묘사되었고 일반적으로 초등학교 아동들의 사고는 0수준과 1수준이라 는 것이 밝혀졌다. 단지 극소수의 아동들이 2수준의 사고에 도달해 있을 것이다. 그러나 만약 초등학교에서의 수업이 기하학적인 개념을 구성하는데 주안점을 둔다면 보다 많은 어린이들이 2 수준의 사고를 보여줄 수 있을 것으로 생각된다. 0 수준의 어린이들은 도형의 형태에 초점이 맞추어져있고 1 수준의 어린이들은 도형의 성질을 이해하는데 에 있다. 2 수준의 사고자는 도형의 포함관계를 이해하고 비공식적으로 추론 할 수 있다. 처음 세 수준에서의 활동들에 대한 지침이 주어져 있으며 0 수준과 1수준에 연관되는 다수의 활동들을 묘사했다. 0수준의 어린이들을 위해 묘사된 활동들은 그들이 2차원 및 3차원의 도형 둘 다를 시각화하는데 도움을 주는 것이다. 1 수준에서 사고하는 학습자들을 위해 묘사된 활동들은 2차원 및 3차원 도형의 성질들을 강조했다. 아울러 본 고에서 언급한 활동들은 상호교수에의 접근을 반영했다. 그러한 접근방식은 학습자들로 하여금 그들의 활동과 의견으로부터 개념을 구성하게 해주며 그들의 활동 결과에 대해 다른 사람들과 의사소통 함으로서 개념을 명확하게 다듬어지게 해줄 수 있을 것이다. 아울러 평가 활동들이 본고의 마지막 부분에 주어져있다. 그러한 활동들은 교사들에게 어린이들의 기하학적인 사고수준을 결정하게 해주며 학습자들로 하여금 수업시간 이외에 보다 높은 사고수준으로 나아가게 해줄 수 있을 것으로 기대된다.

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Augmented Reality-based Billiards Training System (AR을 이용한 당구 학습 시스템)

  • Kang, Seung-Woo;Choi, Kang-Sun
    • Journal of Practical Engineering Education
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    • v.12 no.2
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    • pp.309-319
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    • 2020
  • Billiards is a fun and popular sport, but both route planning and cueing prevent beginners from becoming skillful. A beginner in billiards requires constant concentration and training to reach the right level, but without the right motivating factor, it is easy to lose interests. This study aims to induce interest in billiards and accelerate learning by utilizing billiard path prediction and visualization on a highly immersive augmented reality platform that combines a stereo camera and a VR headset. For implementation, the placement of billiard balls is recognized through the OpenCV image processing program, and physics simulation, path search, and visualization are performed in Unity Engine. As a result, accurate path prediction can be achieved. This made it possible for beginners to reduce the psychological burden of planning the path, focus only on accurate cueing, and gradually increase their billiard proficiency by getting used to the path suggested by the algorithm for a long time. We confirm that the proposed AR billiards is remarkably effective as a learning assistant tool.

A Study on the Elements of Interface Design of Audio-based Social Networking Service (오디오 기반 SNS의 인터페이스 디자인 요소 연구)

  • Kim, Yeon-Soo;Choe, Jong-Hoon
    • Journal of the Korea Convergence Society
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    • v.13 no.2
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    • pp.143-150
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    • 2022
  • Audio-based SNS also needs a visual guide to reach the contents desired by the users. Therefore, this study investigates visual interface design elements that influence the experience of using audio contents in audio-based SNS. Prior researches have identified that the generally acknowledged interface design elements are important for the usability of audio contents. Through the analysis of the currently launched audio-based SNS, the influence of general interface elements were again confirmed, and via the analysis of other audio content services, a new interface evaluation element was explored. Accordingly, with five general interface evaluation elements-layout, color, icon, typography, graphic image, multimedia elements are newly defined and proposed as crucial factors in evaluating the UI of audio-based SNS.

A Media Archaeological Analysis on the Origins of Korean Broadcasting

  • Yoon, Sangkil
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.8
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    • pp.91-101
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    • 2022
  • This study started with the awareness that the review of the historical origins of Korean broadcasting will be of great significance in exploring the future of Korean broadcasting, and examined the various "origins" of Korean broadcasting - colonial, Cold War, totalitarian, neoliberal. Based on the theoretical background of "media archaeology", the historical 'origin' of Korean broadcasting was applied to track the origin of Hallyu(the Korean Wave) in the 21st century by comprehensively examining the political and economic motives of the time, the state's situational awareness of problems, major broadcasting policies and broadcasting realities. As a result of the study, it came to the tentative conclusion that the historical origin of the Hallyu, which began to be formed in the 1980s, originated from the three origins of Korean broadcasting and the "synthetic mixture" in the subsequent development process.