• Title/Summary/Keyword: 시각적 촉각성

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A Study on Perceptual Skill Training for Improving Performance - Focusing on sports cognitive aspects - (경기력 향상을 위한 지각기술훈련에 대한 고찰 - 스포츠 인지적 측면 중심으로-)

  • Song, Young-Hoon
    • Journal of the Korean Applied Science and Technology
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    • v.35 no.1
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    • pp.299-305
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    • 2018
  • Perception refers to the process of acquiring all the information about the environment through various sensory organs such as the visual, auditory, tactile, and olfactory senses and integrating and interpreting the information transmitted to the brain. The ability to use these perceptions efficiently is called perceptual skill, and perceptual skill is an important factor for improving performance in the field of sports. As a result, many researchers have developed various perceptual training programs to maximize these perceptual skills while they have also progressed on attempting to verify their effects. The perceptual skill training introduced in this study is a training method that focuses on visual perception and is a training method that is applied in the United States and Europe. to improve sports performance. As a result of carrying out the perceptual skills training based on the kicker's important clue (the kicker's hip - the angle of the body and foot before kicking) to the goalkeeper in the situation of a soccer penalty kick improved the ability of predicting the direction of the ball while even in tennis, carrying out the perceptual skills training based on the server's important clue (position, ball, racket) improved the accuracy of the ability to predict in the direction of serve. Recently, there have been numerous research studies that were carried out on such perceptual skills training, but the number of studies conducted are insufficient, especially in Korea where research studies on perceptual training seem to be in a relatively neglected state. In addition, extensive studies need to be carried out to investigate whether the improvement of perceptual skills in the laboratory situation can be transitioned to an actual performance situation. Therefore, in order to elevate sports performance, researchers need to examine the perceptual training program's extent of necessity as well as the research direction regarding its effects.

A Five-Senses Stimulation Program for preventing Senile Dementia Diseases (오감 자극 노인성 치매 예방 프로그램)

  • Chong, Min-Yeong;Park, Cheon-Gyu;Son, Myeong-Dong
    • Proceedings of the Korea Contents Association Conference
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    • 2010.05a
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    • pp.594-600
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    • 2010
  • As senile diseases increase with the aged increasing rapidly in an aging society, implementation of the aged long-term care insurance have an effect on the aged care and treatment. Though a decrease in prevalence rate can reduce social costs, the significance of that is overlooked. Especially, a program for a slight Alzheimer's disease and senile demetia in the spot of care facilities and welfare organs is nothing or a few programs which use only fragmentary techniques. So, In this paper, we propose a five-senses stimulation program for preventing senile dementia disease. It includes twenty processes stimulating five senses through proper harmony of senile dementia disease prevention techniques - hand exercises(sense of touch), remembrance therapy(sense of sight), cure recreation(sense of taste), music therapy(sense of hearing), gardening remedy(sense of smell).

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A Study on the Design of Children's Play Space for Coding Education - Focusing on preschoolers - (코딩교육을 위한 어린이 놀이 공간 디자인 연구 - 미취학 아동을 중심으로 -)

  • Kim, Seung-In;Lee, Kaha
    • Journal of Digital Convergence
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    • v.18 no.4
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    • pp.397-402
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    • 2020
  • The purpose of this study is to identify the current state of coding education for children and to propose a new 'play-oriented' educational content to keep up with the problems of education in line with the revision process of the 4th Industrial Revolution. As a research method, we investigated and analyzed the case of the Korean early childhood coding education program, and then suggested the direction of the future infant coding education and suggested a new play area for children. Case analysis shows that current coding education places many restrictions on children's activities. So we propose a coding education space as a 'playing space' where children can actively play. Because the space is used, emotional education is possible because it can stimulate senses such as vision, touch and smell. In addition, this study is expected to cultivate not only spatial comprehension, but also imagination, creativity and cooperation. In future research, we will study the characteristics and technical process of children in-depth to help develop early childhood education.

A Study on Interactive Information Service based on Augmented Reality (증강현실기반 양방향 정보서비스에 관한 연구)

  • Kim, Yong
    • Journal of Information Management
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    • v.41 no.4
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    • pp.41-67
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    • 2010
  • Augmented reality technology was invented for military purposes at the beginning. But the development of wireless and location based technology in 2000s makes AR services reach the age of innovation. Especially, it attracts attention as a media which enriches our perception. There is a potential that it can extend the virtual information in the real world from optical sense to auditory, tactile, and olfactory sense. This study proposed the interactive information service system and method based on AR. To do it, technical background on AR was analyzed and a method to apply the technology was examined. Especially, as a eco service, this study proposed new information service using 2D bar code in a library for user need and convenience in ubiquitous environment. The proposed service system can optimize practical utilization of information resources in virtual and real reality as consolidating analog and digital resources in a library.

Study in the Development of Motion Recognition Tap-water using Ultrasonic Sensors (초음파 센서를 이용한 모션 인식 수도꼭지 개발 및 연구)

  • Kim, Dong-Hyun;Ryu, Jae-Hoo;Ju, Jong-Soo;Ahn, Jong-Pil;Kim, Jae-Wook
    • The Journal of the Korea institute of electronic communication sciences
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    • v.17 no.2
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    • pp.309-316
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    • 2022
  • Advances in technology have improved people's lives comfortably and have developed more easily, safely and simply. We usually turn on hot water to set the temperature of the water in the bathroom and gradually adjust the temperature to find the temperature we want with our skin. In this situation, I thought, "What if there is a device that can see the temperature of water with my eyes and help with the interior of the bathroom while including a safe system," and tried to create a system that values stability. For example, if a child accidentally changes the temperature of the water to high temperature while washing, he or she can get burned. And the biggest purpose is to secure better safety by adding LCDs and LEDs so that we can visually know the temperature before feeling it tactilely. As a result of the experiment, there was no error between the temperature detected by the water temperature sensor and the temperature displayed on the LCD, and no error occurred up to 27 cm in the distance measurement experiment using the ultrasonic sensor. There has been an error of about 2% since 28cm or older, but there is no significant inconvenience in using it within the category of faucets.

Evaluation of Car Prototype using CAVE-like Systems (케이브 기반 자동차 시제품 평가)

  • 고희동;안희갑;김진욱;김종국;송재복;어홍준;윤명환;우인수;박연동
    • Science of Emotion and Sensibility
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    • v.5 no.4
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    • pp.77-84
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    • 2002
  • In this paper, we propose the NAVER, a general framework for multipurpose virtual environments, and introduce the case study of evaluating car prototypes using cave-like systems. As a framework to implement variant applications in virtual environment, NAVER is extensible, reconfigurable and scalable. NAVER consists of several external modules (Render Server, Control Server and Device Server), which communicate each other to share states and user-provided data and to perform their own functions. NAVER supports its own scripting language based on XML which allows a user to define variant interactions between objects in virtual environments as well as describe the scenario of an application. We used NAVER to implement the system for evaluating car prototyes in a CAVE-like virtual environment system. The CAVE-like virtual environment system at KIST consists three side screens and a floor screen (each of them is a square with side of 2.2m), four CRT projectors displays stereoscopic images to the screens, a haptic armmaster, and a 5.1 channel sound system. The system can provide a sense of reality by displaying auditory and tactile senses as well as visual images at the same time. We evaluate car prototypes in a CAVE-like system in which a user can observe, touch and manipulate the virtual installation of car interior.

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A Comparative Study of Diverging Citation Patterns in the Disciplines of Physics and Sociology in Korea Differential Preferences according to Employment Status and Ph. D. Diploma Area (한국의 물리학과 사회학의 인용패턴 비교연구 - 전임 여부와 박사학위 취득지역을 중심으로)

  • Kang Min-Gu
    • Journal of Science and Technology Studies
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    • v.4 no.2 s.8
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    • pp.67-101
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    • 2004
  • Although the study of citation patterns is an important theme within the sociology of science, due to the fact that it is intimately related to the production, reproduction, and evaluation of knowledge, only sustained theoretical research outlining the differences of citation patterns between the hard and soft sciences has been conducted, and empirical studies nevertheless remain few and far between. The perspectives of institutionalism and constructivism have to attempted to explain different citation patterns between the hard and soft sciences as a contrast between 'what one says' and 'who one is'. Therefore, against this background this study examines the 'theoretical' controversy empirically by comparing the contrasting citation patterns of physics, as a representative of hard science, and sociology, as a representative of soft science. The results, in brief, are as follows: the citaton patterns in physics, as in sociology, vary according to the author's status within the hierarchical employment structure, i. e. whether s/he is a full-time lecturer or not, but diversity of citation patterns according to Ph. D. diploma area is unique to sociology. These results would suggest that the explanation of constructivism is more relevant in explaining variance according to the author's status in the employment hierarchy, but the approach of institutionalism is more appropriate to understanding variance due to Ph. D. diploma area. Furthermore, this implies the complex diversity of the citation patterns between the hard and soft sciences, pointing us to the more qualified conclusion that rather than having to choose between institutionalism and constructivism according to a mutually exclusive either/or logic, these two approaches can in fact be mutually complementary, and these approaches should also be applied piecemeal to different levels of phenomena. In conclusion, this comparative research enables us to assert the following two claims: firstly that physics, as a 'science in society', produces knowledge dependent on social context, and secondly that it also possesses a characteristic that transcends locality from the view of a sociology of knowledge.

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A Design Suggestion of Fairy Tales for the Silver Applying to the Service Design (서비스디자인을 적용한 실버대상 동화책의 디자인적 제안)

  • Li, Shu;Oh, Chi-Guy
    • The Journal of the Korea Contents Association
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    • v.16 no.9
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    • pp.491-501
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    • 2016
  • As the population of silver generation is increased, there are emerged the aging society and the silver industry as social issues. Previous studies in the fields of library & information science, education, the industrial art science suggested the need for fairy tale books for the silver generation, and from the design perspective, the characteristics of fairy tale books for the silver generation were analyzed. A fairy tale book is not only a medium delivering some information, but also a platform that a writer provides services to readers. Therefore, the purpose of this study aimed to suggest the importance of sensual experience on the design of fairy book for the silver generation, and to analyze such kind of fairy book's format, grid, typography, type, edition structure, image, layout, cover, paper, printing and production on the basis of five senses. According to the findings of this study, it was found that fairy tale books for the silver generation had different characteristics(type, picture, color, paper, etc.) from those for children, and it would be desirable to make designs for fairy tale books for the silver generation under the silver generation's esthetics standards with considering the silver generation's physiological, psychological factors. It is expected that this study would become a good foundation for more intensive researches for fairy tale books for the silver generation in future and would also be theoretically helpful in developing fairy tale books for the silver generation in future.

Desigining a Feedback for Exercises Using a Wearable Device (웨어러블 디바이스를 활용한 운동 중 피드백 방식 연구 - 근력 운동에 대한 멀티 모달 피드백 적용을 중심으로 -)

  • Yoo, Hyunjin;Maeng, Wookjae;Lee, Joongseek
    • Journal of the HCI Society of Korea
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    • v.11 no.3
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    • pp.23-30
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    • 2016
  • The landscape of the current fitness trackers is not only limited to the aerobic exercises but also the weight training is comparatively excluded. Recently, a few weight training fitness tracker was released, human-computer interaction was not well designed due to the lack of considering the context. Because body movement would be intense while doing exercises, having exercise performers hold or operate a device makes a negative experience. As the wearable device is always inseparable to body, it could provide effective feedback because holding or operating a device is not necessary. Therefore, this study aims to make the exercise performers feel a natural feedback through the wearable device to do effective exercises. As a result, this study identified three findings. First, the information which exercise performers most needed was 'during exercise.' and the most necessary information for exercise performers through wearable device's sensory feedback was about 'pace control' with counting and motivation. Second, the order of the most preferred presentation type of sensory feedback was auditory feedback, haptic feedback and visual feedback. Third, the satisfaction, utility, usefulness score of sensory feedback as same as the personal trainer's feedback. In conclusion, this study illustrated the feedback design implications using a wearable device while doing weight training and the possibilities that wearable device could be substitute for personal trainer.

Characteristics of Light-evoked Retinal Ganglion Cell Activity with Postnatal Maturation in SD Rat (SD rat 망막신경절세포의 생후 성숙기간에 따른 빛 자극 반응 특성)

  • Ye, Jang-Hee;Goo, Yong-Sook
    • Progress in Medical Physics
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    • v.16 no.4
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    • pp.214-219
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    • 2005
  • As part of Korean retinal prosthesis project, we have provided preliminary experimental results regarding voltage parameters for the stimulation of chemically degenerated rabbit retina. Since our APB-treated chemically degenerated retina is only ON-pathway blocked, now we switch our experiments to more appropriate retinal degeneration model, genetically degenerated retina model (RD mouse: rd/rd (C3H/HeJ)). Before studying with RD mouse, we started control experiments with normal SD rat to understand characteristics of retinal ganglion ceil activity with postnatal maturation in rodents. Ganglion cell activities were recorded with 8${\times}$8 multi-electrode array. Moving spontaneous bursts appeared until postnatal day of 15. During pre-eye opening period, no light evoked response appeared. After postnatal day of 2 weeks (post-eye opening period), ON-, OFF- and ON/OFF response appeared. The fractional distributions of ON, OFF, and ON/OFF ganglion cell is about $40\%,\;50\%$, and $5\%$. The percentage ($\%$) of light evoked response in each dorso-temporal, ventral, and dorso-nasal area of eye is about $50\%,\;37.5\%$ and $12.5\%$, respectively. We concluded that the optimal period for experiment in rodent is about postnatal day of 2${\~}$3 weeks.

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