• Title/Summary/Keyword: 신체활동 공간

Search Result 70, Processing Time 0.025 seconds

The Influence of Digital Animation on the choreography of K-pop idol (K-pop아이돌 무대 퍼포먼스 디자인에 반영된 디지털 애니메이션의 영향)

  • Park, Yoo Shin
    • Cartoon and Animation Studies
    • /
    • s.34
    • /
    • pp.129-165
    • /
    • 2014
  • K-pop performances are in the center of the contemporary popular arts and cultural industry, and implicitly reveal the way that our society views the body and the time-space. This paper explores the motif of automaton in the K-pop idol group ShiNee's stage performance of 'Everybody' and the song's music video. At the same time, the paper relates the motif with the automaton of the digital era-that is, the sense of time-space in digital animations. The motif of the automaton has its origins in the mythical forms related to the animation, and is related to the human desire to create humanlike forms. Also, this motif is closely linked to the aesthetical meaning of the animation, being played in different variations since the beginning of the animation. This paper explores the tradition of automaton motif in culture and the arts, and look into the cases in which the history of the relationship between the media and body performance harboring the automaton motif has been displayed in 19th century ballet or modern body expressional arts. In addition, this paper will compare and analyze representative contemporary works that reveal digital viewpoint and the choreography of 'Everybody', and compare other works that stand in similar aesthetic tradition, investigating the influence of digital animation reflected in the K-pop idol and its aesthetic and social undertones.

A Rehabilitation Method for Unilateral Neglect Patient using a Pressure Sensor (압력센서를 활용한 편측무시환자 재활치료방법)

  • Lee, Hyeon-Gi;Hyun, Hun-Beom;Hong, Ji-Heon;Lee, Hyun
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2015.04a
    • /
    • pp.259-262
    • /
    • 2015
  • 편측무시란 뇌졸중 환자에게서 나타나는 지각 손상의 한 종류로 말초 운동 및 감각 신경의 손상과 상관없이 손상된 대뇌반구 반대변의 공간과 신체의 지각이 감소된 증상이다. 현재 편측무시환자에 대한 치료는 환자가 책상에 앉아 팔과 손가락만으로 치료를 하는 소운동적인 방법으로 한 가지 치료효과만 기대할 수 있고, 환자들 또한 지루함과 피곤함을 쉽게 느끼게 된다. 또한, 서서 활동하기 힘든 편측무시환자들은 적당한 재활/치료방법이 없고, 안전성 측면에서도 여러 가지 문제가 발생할 수 있다. 따라서 본 논문에서는 편측무시환자들이 앉아서 안전하게 재활/치료할 수 있는 재활도구를 개발하고자 한다. 특히, 지루한 재활프로그램에 게임요소들로 동기 및 흥미 유발하여 지속적으로 재활/치료를 하며 압력센서 기반의 시각재활과 신체재활의 복합적인 재활을 연구하고자 한다.

The Effect of Urban Open Space on Outdoor Leisure Activities - Focusing on Whole Residents and the Elderly - (도시 오픈스페이스가 옥외 여가활동에 미치는 영향 - 전체 주민과 노인을 대상으로 -)

  • Youn, Jeong-Mi;Choi, Mack Joong
    • Journal of the Korean Institute of Landscape Architecture
    • /
    • v.42 no.4
    • /
    • pp.21-29
    • /
    • 2014
  • In terms of quality of life, leisure and health have become important issues with increasing incomes and decreasing working hours in Korea. This study empirically investigates the effects of urban open space on outdoor leisure activities, emphasizing that parks, river banks, and physical activity sites can provide opportunities such as walking, jogging, stretching, and cycling, free of charge to all residents. Based on 2010 sample survey data on leisure activities, multiple regression model as well as hierarchical linear model are estimated, taking account of both individual characteristics on demand and environmental/areal factors on supply side, including open space. Major findings include: first, urban open space significantly increases residents' outdoor leisure activities, second, the effect is more significant for the elderly and third, the effect is more valid for those with relatively low incomes and less education. These results imply that urban open space could be available as a local public good to cope with population aging and to realize health city and social welfare, since this space is not only a leisure place but also public health and welfare facilities.

Design of Constellation Content for Children Applied to Car Glass Roof (승용차 글라스루프를 활용한 어린이용 별자리 콘텐츠 디자인)

  • Choe, Jong-Hoon;Jung, Su-Young;Choi, Yu-Mi;Kwon, Min-Jeong
    • The Journal of the Korea Contents Association
    • /
    • v.13 no.7
    • /
    • pp.141-149
    • /
    • 2013
  • Recently, the time in which children moves by car become frequent, they stay longer in the car because leisure life including camping and etc. increased. Children whose physical activities are active were subject to restriction because of the limited car boarding visual space and on security. Because of limited space in cars, domestic and foreign automotive companies show the different glass roof applied in cars that exhibited wide clear view in order to remove tedious and stuffy of children while they stay for a long time inside the car. In addition, the potential probability in which the Smart Car that the IT technology is grafted research and research that it utilizes the door window glass as the display is progressed and which the glass roof can be used as the screen can be sufficient. In this study, the in-vehicle display application case and Smart Devices constellation application were benchmarked. The car glass roof application method of the constellation studying content which performed the user survey for the child by the car with the parents whose movement is frequent and considers the child and fundamental interaction way tried to be drawn and we try to propose.

The effects of Nintendo games in the face of COVID-19 pandemic. (코로나19 팬데믹시대, 닌텐도 게임의 영향력에 대한 연구)

  • Kim, Mi Kyoung;Kang, Hyosoon
    • Journal of Korea Game Society
    • /
    • v.21 no.2
    • /
    • pp.33-42
    • /
    • 2021
  • Despite people's expectation, COVID-19 has turned out to be a burden people have to carry for a while. The age of "Untact" has come. While many outdoor activites have been restricted, it is crucial to find other ways to maintain physical/mental health ideally indoors. As a mediative gesture, people are now taking notice of 'Console games', through which they can party, travel, and exercise in virtual reality even harder than in real life. In thesis, we will examine Nintendo Switch Consoles in relation to direction Korean game industry has to take to maintain people's physical/mental health.

3D Avatar Gesture Representation for Collaborative Virtual Environment Design (CVE 디자인을 위한 3D 아바타의 동작 표현 연구)

  • Lee Kyung-Won;Jang Sun-Hee
    • The Journal of the Korea Contents Association
    • /
    • v.5 no.4
    • /
    • pp.122-132
    • /
    • 2005
  • CVE(Collaborative Virtual Environment) is the virtually shared area where people cannot come together physically, but wish to discuss, collaborate on, or even dispute certain matters. In CVEs, in habitants are usually represented by humanoid embodiments, generally referred to as avatars. But most current graphical CVE systems fail to reflect the natural relationship between the avatar's gesture and the conversation that is taking place. More than 65% of the information exchanged during a person to person conversation is carried on the nonverbal band. Therefore, it is expected to be beneficial to provide such communication channels in CVEs in some way. To address this issue, this study proposes a scheme to represent avatar's gestures that can support the CVE users' communication. In the first level, this study classifies the non-verbal communication forms that can be applicable to avatar gesture design. In the second level, this study categorizes the body language according to the types of interaction with verbal language. And in the third level, this study examines gestures with relevant verbal expressions according to the body parts-from head to feet. One bodily gesture can be analyzed in the description of gesture representation, the meaning of gesture and the possible expressions, which can be used in gestural situation.

  • PDF

Development of a Gesture Recognition-Based 3D Serious Game for Silver Generation (실버세대를위한 제스처인식 기반 3D 기능성 게임 개발)

  • Gang, Seon-Gyeong;Jeong, Seong-Tae
    • Proceedings of the Korea Multimedia Society Conference
    • /
    • 2012.05a
    • /
    • pp.378-381
    • /
    • 2012
  • 본 논문은 실버세대의 치매예방을 위한 제스처 인식 기반 3D기능성 게임을 제안한다. 제안된 기능성 게임은 전신 제스처 인식을 이용함으로써 사용자의 두뇌 사용능력과 신체활동성을 증가시켜 치매예방 효과를 향상시킬 수 있도록 구성하였다. 기존에 개발된 제스처 인식 기술에 사용된 카메라들은 인식률과 가동영역이 한계적이다. 보다 안정적인 전신 제스처 인식을 위해 3D depth 카메라로부터 사용자를 인식하고 사용자의 관절 정보를 획득하였으며 관절의 움직임을 분석하여 전신 제스처를 인식하였다. 게임 콘텐츠로는 치매의 대표적인 원인인 뇌세포의 퇴화에 초점을 맞춰 기억력, 논리력, 산술능력, 공간인지능력 등을 훈련할 수 있도록 구성하였다.

  • PDF

스마트워크 서비스 확산을 위한 정책 추진방향

  • Lee, Seung-Taek;O, Seong-Tak
    • Information and Communications Magazine
    • /
    • v.29 no.12
    • /
    • pp.39-42
    • /
    • 2012
  • 스마트워크란 시간과 장소에 얽매이지 않고 언제 어디서나 편리하고 똑똑하게 근무하는 미래지향적인 업무환경을 의미한다. 스마트워크의 성공적인 도입은 업무효율성 향상을 통해 기업의 경쟁력을 강화하고 창의성과 생산성을 제고할 수 있는 혁신의 틀을 제공한다. 특히, 업무에 대한 시간 공간 신체적 조건을 완화시킴으로써 육아여성, 고령층, 장애인 등 근로소외계층의 경제활동 참여를 제고시켜 저출산 고령화 등의 사회문제를 해소하는 등 국가 사회적 측면에서도 스마트워크의 도입은 그 중요성이 날로 증대되고 있다. 향후, 스마트워크 서비스의 조기 활성화를 위해서는 정부 민간 공동의 선도 시범사업 추진, 제도적 기반 마련, 스마트워크 문화 확산 및 여건 조성 등의 정책과제를 발굴하여 추진하여야 한다.

Dementia Care System Using Virtual Reality with Non-wearable Sensing Technology (비착용형 센싱기술을 융합한 가상현실을 활용한 치매 케어 시스템 개발)

  • Yoo, Jaewhan;Ahn, DoHyun;Choun, SeungHo;Heo, Sung-Phil
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2019.01a
    • /
    • pp.79-82
    • /
    • 2019
  • 본 논문은 VR을 기반으로 하여 별도의 장갑이나 핸드헬드 디바이스 없이 치매 예방과 재활치료를 위한 VR을 이용함으로써 사용자의 두뇌 사용능력과 신체 활동성을 증가시켜 치매예방과 재활치료 효과를 향상시킬 수 있도록 하였다. 치매 예방 콘텐츠로는 치매의 대표적인 원인인 뇌세포의 퇴화에 초점을 맞춰 기억력, 논리력, 산술능력, 공간인지능력 등을 훈련할 수 있도록 구성하고, 노인을 위한 재활치료 콘텐츠로는 상지훈련, 하지훈련, 정신훈련, 밸런스훈련 등에 효과적이도록 구성하였다. 1:N 방식의 그룹훈련으로 고도화하여 다수의 사용자 또는 그룹이 작업치료사 한 명의 통제를 받아 치매예방 및 인지훈련이 가능한 시스템 개발하고 공공보건의료시설, 요양원, 재활의학과 보유병원 등에서 이용할 수 있다.

  • PDF

An Analysis of the Current Status on the Interior Lighting Design of Dining Tables in Apartment (공동주택 식탁공간의 조명 현황 분석)

  • Jeong, Keun-Young;Hong, Seong-Kwan;Choi, An-Seop
    • Journal of the Korean Institute of Illuminating and Electrical Installation Engineers
    • /
    • v.22 no.2
    • /
    • pp.1-9
    • /
    • 2008
  • Light is a critical element for people to live and do creative activities in residential buildings. Especially, light in the dim)ing room is the most important factor for psychological and emotional effects but people are living under the poor light environment. Most people even are not well aware of good lighting environment. Also, the domestic lighting designers just follow the Korean Standards illuminance but it isn't appropriated for our cultural and social sides. This study investigated illuminance and color temperature of dining tables, and also analyzed the results of those in actual residential buildings.