• Title/Summary/Keyword: 신체동작 인식

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Visual Feedback System for Manipulating Objects Using Hand Motions in Virtual Reality Environment (가상 환경에서의 손동작을 사용한 물체 조작에 대한 시각적 피드백 시스템)

  • Seo, Woong;Kwon, Sangmo;Ihm, Insung
    • Journal of the Korea Computer Graphics Society
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    • v.26 no.3
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    • pp.9-19
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    • 2020
  • With the recent development of various kinds of virtual reality devices, there has been an active research effort to increase the sense of reality by recognizing the physical behavior of users rather than by classical user input methods. Among such devices, the Leap Motion controller recognizes the user's hand gestures and can realistically trace the user's hand in a virtual reality environment. However, manipulating an object in virtual reality using a recognized user's hand often causes the hand to pass through the object, which should not occur in the real world. This study presents a way to build a visual feedback system for enhancing the user's sense of interaction between hands and objects in virtual reality. In virtual reality, the user's hands are examined precisely by using a ray tracing method to see if the virtual object collides with the user's hand, and when any collision occurs, visual feedback is given through the process of reconstructing the user's hand by moving the position of the end of the user's fingers that enter the object through sign distance field and reverse mechanics. This enables realistic interaction in virtual reality in real time.

Development of 'Paldokangsan4', a Walking Game for the Elerly Using 'Kinect2' ('키넥트2'를 이용한 노인용 걷기게임 '팔도강산4'의 개발)

  • Kim, KyungSik;Lee, SeungSeob;Kim, TaeHyung
    • Journal of Korea Game Society
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    • v.16 no.5
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    • pp.149-158
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    • 2016
  • This research is about development and usability test of 'Paldokangsan4' which is a serious game for the elderly to improve their physical and mental health. This game is the next version of last 'Paldokangsan3' developed in 2013. Its motion capture interface 'Kinect' has been stopped for production that we have to develop the next version with 'Kinect2'. We added a personal ID system to accumulate palyers' game histories, and let the player know the the current score comparing to the personal average score every time. Also we added real mart background to the traditional old market background of the game as well as a tutorial level to learn how to play the game personally. In 2016 Play Expo, we have installed and demonstrated it and gathered opinions of 40 volunteers in questionnaire. The result of their analysis showed that we could find the possibility of beneficial effects for the elderly following the last version.

SEVERE-EARLY CHILDHOOD CARIES IN CHILDREN WITH GRADE 1 NEUROLOGICAL DISORDER (뇌병변장애 1급 아동에서 발생한 중증유아기우식증)

  • Lee, Hyo-Seol;Baek, Seung-Ho
    • The Journal of Korea Assosiation for Disability and Oral Health
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    • v.7 no.1
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    • pp.15-20
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    • 2011
  • A person with neurological disorder is defined as a person with limitation of ambulation or basic life activity due to the cerebral palsy or traumatic brain damage, stroke. Recently, the DMFT of the children with neurological disorders is similar or lower than the DMFT of the children with no disability. But, this article is about the severe-early childhood caries in children with grade 1 neurological disorder. It is supposed that the primary motor impairment and secondary physical weakness, frequent hospitalization, sugar- rich food and drugs, lack of oral care, delayed dental visit made high caries susceptibility. In case of treatment of the children with severe neurological disorders, dentists should make a thorough caries preventive plan based on individualized caries risk assessment. Also parents and medical doctors should recognize the importance of oral care and do the early dental visit and home care.

Application of karatedo Kate Techniques as a Security Guard Martial Arts (경호무도로서 공수도 형(形) 기술의 활용)

  • Jeong, Il-hong
    • Convergence Security Journal
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    • v.14 no.3_2
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    • pp.37-43
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    • 2014
  • In this study, it is intended to investigate the suitability of the use of Karate Kata martial arts as a guard. It is possible to carry out the mission to protect the subject guard it with the type technology. So, it is possible to be aware of the importance of karate training. And placing the purpose in raising the value of karate. Approach is a literature study. Collect and materials related books, papers karate, martial arts guards, such as martial arts, was helpful. First, karate kata use all the parts of a body. Thus, it is possible to form physical strength security staff. Second, Karate Kata has techniques are included. Thus it is possible to provide for a variety of attacks from the reservoir's. Thus, karate is capable of use as a security guard martial arts. Third, understand karate kata learn manners. And it can be a good learning mentality. Therefore Karate is in accordance various social changes such as the need to guard. Karate is security guard martial arts as a guard be considered in the development.

Development of an Edutainment Contents using Wiimote Controller for Children with Visual Perception Disabilities (위모트를 활용한 시지각 장애아동 교육 콘텐츠개발)

  • Yoo, Sang-Jo;Han, Kyeong-Im;Kim, Bong-Seok;Park, Dong-Gyu
    • Journal of Korea Multimedia Society
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    • v.13 no.10
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    • pp.1547-1556
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    • 2010
  • Until now, many Computer Aided Education(CAE) contents are developed for kids and children with disabilities The contents cover various types of training, including visual perception training, intelligence development training, and literature education areas. Major problems on those contents are those contents requires long training time on desktop machine, which deteriorates human activities. These problems also cause inaction syndrome for young kids and children with disabilities. Solving this problem, we require a human motion sensing contents on touch screen or touch board, which interacts with a trainees and enhancing activity, collaboration and immersiveness. We implement and develope an education contents interacts with a trainee using beam projector or screen and IR(Infra-Red) pens using wiimote controller sensing technology.

A Study on the Windows Application Control Model Based on Leap Motion (립모션 기반의 윈도우즈 애플리케이션 제어 모델에 관한 연구)

  • Kim, Won
    • Journal of the Korea Convergence Society
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    • v.10 no.11
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    • pp.111-116
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    • 2019
  • With recent rapid development of computer capabilities, various technologies that can facilitate the interaction between humans and computers are being studied. The paradigm tends to change to NUI using the body such as 3D motion, haptics, and multi-touch with GUI using traditional input devices. Various studies have been conducted on transferring human movements to computers using sensors. In addition to the development of optical sensors that can acquire 3D objects, the range of applications in the industrial, medical, and user interface fields has been expanded. In this paper, I provide a model that can execute other programs through gestures instead of the mouse, which is the default input device, and control Windows based on the lip motion. To propose a model which converges with an Android application and can be controlled by various media and voice instruction functions using voice recognition and buttons through connection with a main client. It is expected that Internet media such as video and music can be controlled not only by a client computer but also by an application at a long distance and that convenient media viewing can be performed through the proposal model.

A Case of study on Children's Responses to Audie Music Activity ('오디' 음악활동에서 나타난 유아의 반응에 관한 사례 연구)

  • Yun, Eun Mi;No, Ju-Hui
    • Journal of Music and Human Behavior
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    • v.4 no.2
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    • pp.41-65
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    • 2007
  • This study examines children's responses on Audie music activity based on Gordon's Music Learning Method. Subjects of study were 3 five year old children(2 boys, 1 girl) in kindergarten. Data collection drew from participatory observation, researcher journal, the classroom teacher interview. Where more specific data were necessary, video and digital camera recorded. The data were described, analyzed, and interpreted. The main findings in this study are as follows : The children who participated in Audie music activity showed desirable changes in many ways. Their music listening attitude was the one that changed most remarkably. At the beginning activity application, the children were not naturally and could not listen attentively while researcher was singing song without words. Gradually children could listen attentively to the researcher's singing without words. Through the Audie music activity, the children began to think carefully the tone and rhythm of music and to express themselves freely and creatively. At the beginning activity application, the children who showed negative responses and blocked up activity became gradually able to show positive aptitude and to amuse. Also the children who showed passive attitude and no responses became gradually able to react spontaneously.

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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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