• Title/Summary/Keyword: 운동의 기술

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The Other 90%, Warm Technology, and the Best Solution: A Critique of the Appropriate Technology Movement in South Korea (소외된 90%, 따뜻한 기술, 최고의 솔루션: 한국 적정기술 운동의 문제의식 비판)

  • Jeon, Chihyung
    • Journal of Science and Technology Studies
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    • v.14 no.2
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    • pp.127-164
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    • 2014
  • This essay examines the motivations, goals, and assumptions of those who are participating in the appropriate technology movement in contemporary South Korea. In addition to analyzing books, articles, presentation materials, and media reports written by or about the "appropriate technologists," I have interviewed a few of them to hear their thoughts on appropriate technologies as well as inappropriate technologies. They choose to work on appropriate technology out of their good will for people in need, their Christian faith, and their pride in Korea's rapid and successful development. As a result, the appropriate technology movement in Korea does not engage in a critical evaluation of current sociotechnical systems, but instead takes an ethical and paternalistic stance in accepting and improving the given situation. Its apolitical character is effective in drawing a large number of participants, but it also limits their imagination and the movement's potential influence. Moreover, the movement's focus on "the other 90%" leads the participants to frame appropriate technology as something for "them" or "locals" rather than as something for "all of us." This essay concludes by suggesting that the appropriate technology movement in Korea should expand its scope from an ethical pursuit of technology to a political engagement with technology.

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Occupational Therapy Strategies for Visual Motor Skills of Children: A Systematic Review (시운동기술에 관한 아동 작업치료의 체계적 고찰)

  • Hong, Eun-Kyoung;Kim, Kyeong-Mi
    • The Journal of Korean Academy of Sensory Integration
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    • v.8 no.1
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    • pp.61-72
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    • 2010
  • Objective : This study tried to identify evaluation tools and intervention approaches that have been used regarding visual motor skills of children, in order to suggest the best evaluation method and intervention strategy. Methods : This study employed a systemic review. Papers researched for the review were selected from the PubMed which is a web engine to search academic articles. For search, time period of publication was limited from January 2001 to Jun 2010, and key words used were "visual motor and occupational therapy", "visuomotor and occupational therapy", and "perception and motor and occupational therapy". 13 papers among total 161 findings were selected for data analysis. Results : Through literature review, followings were founded. For population targeted in studies, children with developmental disorder are majority(20.00%) and those with handwriting problems are another major group(13.33%). DTVP(33.33%) and VMI(26.67%) are most common tools used to evaluate visual motor skills. Most frequently used intervention method is developmental skill based program(58.82) and the second common method is sensory integration therapy and sensory-based intervention(23.53%). Regarding the effectiveness of occupational therapy for visual motor skill, positive evidences with statistical power take 72.73%. Conclusion : The results imply that occupational therapy is effective for visual motor skill in children. It is suggested that further studies are needed to encompass effectiveness of occupational therapy in terms of children's occupational performance.

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A Study of IT Convergence Technology For Health Exercise (건강운동을 위한 IT 융합기술의 접근 동향)

  • Kang, Seungae
    • Convergence Security Journal
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    • v.15 no.3_2
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    • pp.77-82
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    • 2015
  • IT convergence has been approached from national strategic dimension with an aim to drive forward technology development and industrial advancement in other fields by taking the IT to the next advanced level, and has been the focus of intensive investment of research resources. Against this backdrop, IT convergence has emerged as a cutting-edge convergence industry that helps spur development of new growth engine being pushed forward at inter-ministerial level, as well as help turn the mainstay industries into high value-added industries and create new IT industry. Health-related convergence services have shifted its focus towards the exercise/sports and rehabilitation-oriented entertainment experiential industry away from conventional disease prevention and control-centric treatment/therapy technology industry. Thus, this study was intended to examine the trends of IT convergence technological development related to health exercise and present recommendation on the future course for development of major technologies and advancement of convergence industry, given the importance assigned to IT convergence.

A Study on the development of cycling machines based on the Virtual Reality (가상현실 기반 사이클링 머신 개발 연구)

  • Song, Hyeon-woo;Ryu, Hyun-kyung;Seo, Chang-woo;Yoon, Dae-woo;Choi, Eun-su;An, Donghyeok
    • Proceedings of the Korea Information Processing Society Conference
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    • 2017.04a
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    • pp.1103-1104
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    • 2017
  • 본 연구는 가상현실 기술을 사이클링 머신에 접목시키는 운동기구 개발에 관한 것이다. 우리 제품은 기존 사이클링 머신과 비교하여 두 가지 개선점이 있다. 첫 번째로 실내 사이클링 머신은 장소의 변화가 없기 때문에 사용자가 포기하기 쉽다. 본 연구는 Unity를 활용해 다양한 맵을 생성했다. 이를 통해 사용자가 운동을 하는 동안 역동성을 느낄 수 있으며 공간 제약 없이 지속 가능한 운동 체계를 만들 수 있도록 도와준다. 두 번째로 운동 주기, 운동량 변화, 본인 최단 기록 등을 사용자에게 제공하여 체계적인 운동을 유도할 수 있다. 사용자들은 다른 사용자와 비교를 통해 운동량을 조절할 수 있다. 이는 운동을 장기적으로 할 수 있도록 도움을 준다. 본 연구에서는 제안하는 가상현실 기반 사이클링 머신을 직접 구현하였고 기능을 검증하였다.

A study on verification of exercise intensity and efficiency in Nurida-ball exercise equipment (누리다 볼 운동기구의 운동 강도와 운동 효율성 검증연구)

  • Koo, Jung-Hoon;Cho, We-Hyun;Cho, Joon-Yong
    • Journal of the Korean Applied Science and Technology
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    • v.36 no.2
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    • pp.371-382
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    • 2019
  • The aim of this study was to evaluate the physiological responses following acute and chronic Nurida-ball exercise to measure the relative exercise intensity and health-related fitness in middle-aged men. In study 1, eight middle-aged men carried out acute Nurida-ball exercise for 30 min. The physiological responses were normalized and compared with a graded treadmill exercise test (GXT) to evaluate the relative exercise intensity. In study 2, twelve middle-aged men were divided into two groups: Nurida-ball exercise group (NB, n=6) and control group (CON, n=6). NB group performed the Nurida-ball exercise for 8 weeks (30min/day, 3 days/week). And then, we measured the body composition, cardiovascular factors, blood lipid factors, and muscle damage markers to confirm the exercise efficiency. In study 1, the related exercise intensity of acute Nurida-ball is the range of GXT-HRpeak (55~85%) and $GXT-VO_2peak$(23~61%). The change in body fat-related factors was significantly lower in the NB compared to the CON group. Moreover, TC and LDL were decreased whereas BMC was increased in the NB group after Nurida-ball exercise. The change in VEpeak and performance time of GXT were significantly greater in the NB compared to the CON group. The performance time of GXT was increased in the NB group after Nurida-ball exercise. Our results indicated that Nurida-ball exercise would be effective equipment for the improvement of health-related fitness. Especially, Nurida-ball exercise can affect body composition and cardiovascular function, which might alleviate metabolic syndrome-related diseases in middle-aged men.

연구개발계획과 경영전략에 관하여

  • Mun, Seong-Gyun
    • Journal of the Korean Society for Precision Engineering
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    • v.1 no.2
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    • pp.6-9
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    • 1984
  • 우리나라 기계공업분야의 선구자가 되겠다는 일념으로 온갖 어려움과 역경을 이기고 새로운 제품과 공정개발을 위하여 혼연의 힘을 다한 20년동안의 기나긴 시간속에서 기계 공업의 발판을 다지기 시작하면서 우리기업은 비교적 순탄하게 성장할 수 있었던 데는 몇 가지 이유가 있었다. 그 첫째는 지난 60 년대와 70 년대에 우리 기업이 진출한 분야에는 선진국에서는 이미 기술이 발전을 거듭하여 성장가도에 있는 기술을 도입하기 시작하였으며, 둘째는 선진국에서는 고도의 기술과 고급기술 인력을 양성하며, 발전하는 반면 우리나라 기업은 도입된 기술을 습득하고 활용할 고급기술인력이 부족하여 상당한 기간동안 인력을 확보하기에는 많은 어려움이 있었으나 그 동안 각분야에 필요한 적정고급인력 양성에 주력함으로써 기술이 축적되었고, 셋째는 비교적 기술의 전문성 때문에 품질관리운동과 원가절감운동으로 생산성을 향상하여 경제적 어려움을 배척하는데 총력을 경주하여 왔던 결과로 본다.

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A Study on Effectiveness and Preference of Tangible Fitness Game (체감형 운동게임의 효과와 선호도에 대한 연구)

  • Kim, Eui-Young;Park, Chang-Hoon;Kim, Dae-Geun
    • Journal of Korea Game Society
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    • v.12 no.1
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    • pp.67-77
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    • 2012
  • With the development of tangible interface in recent years, the interest in interactive exercise games to improve health-related physical fitness has been increased. We believe that this kind of serious game should provide not only motion sensing of the action required to play sports but also a specific effectiveness of exercise. This paper will show how a serious exercise game affects theirs heart rate and preference. For the experiments, we used an exercise game named GalaxyBike for aerobics exercise which is developed by the Interaction Media Research Center of Hoseo University. In the experiments, players' heart rate was measured during the warming-up, exercise and cooling-down periods by a wireless heart-rate measuring instrument. After they played the exercise game, a survey was conducted to see how they like this serious exercise game. The findings of the study suggest that the serious exercise game providing both video game and exercise would make a contribution to the improvement of health-related physical fitness since it serves to increase the heart rate and motivation.

An Analysis of Relation between Exercise Addiction and Affect to Sociodemographic Characteristics (사회인구학적특성에 따른 운동중독과 정서의 관계)

  • Hyun, Sung-Kwon
    • Journal of the Korea Society of Computer and Information
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    • v.15 no.6
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    • pp.129-138
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    • 2010
  • The purpose of this study was to analyze the difference between Exercise addiction and Affect, and addiction-related potential was investigated. In addition, exercise addiction prevention and positive exercise was to identify. The participants of the study included 312 tennis club member who were more than 20 years old and lived in seoul city. The survey was analyzed by SPSS PC+ for window (version 12.0) which is a statistical analysis program to produce the computational results of this study. Based on the survey, this study could draw such results as follows: First, exercise addiction, gender and age on partial variables were statistically significant differences. A male positive addictions, exercise desire were higher than in female. 50s in the withdrawal symptoms of the variables that showed statistically significant difference participation, and period, frequency, time of exercise addiction showed that in withdrawal symptoms, positive addictions domain in a statistically meaningful differences. Second, social demographic domain in the presence of gender showed significant correlation exercise desire were and exercise participation time in the positive addictions showed significant correlation. Participation frequency and the time involved in retaining all the positive affect and negative affect have found a high correlation. Third, the influence of relation between exercise addiction and affect of tennis participants, exercise desire, positive addiction, showed in a statistically positive affect and negative affect meaningful influence on it.

The Effects of Virtual Reality-based Exercise on Energy Expenditure during Gait in Chronic Stroke Patients (가상현실을 이용한 재활운동이 뇌졸중 환자의 보행시 에너지 소모에 미치는 효과)

  • Lee, Dong-Yeop;Shin, Won-Seob
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.11 no.10
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    • pp.3826-3832
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    • 2010
  • This study was aimed at determining the effect of virtual reality(VR) based exercise programs on energy expenditure during gait in chronic stroke patients. Thirty-two stroke patients were participated for this study. They underwent stroke for more than 6 months and were assigned to a VR-exercise group (n=16) or a control group (n=16). The VR-exercise group executed a rehabilitation exercise three times a week during 6 weeks. The VR-exercise was performed by PS2 for one hour. Control group maintained their usual life without application of exercise. Energy expenditure index(EEI) during gait was calculated from heart rate and gait velocity. After the completion of the VR-exercise, the EEI was decreased significantly (p<0.05). These results showed that the rehabilitation exercise using a virtual reality is effective in the improvement of energy efficiency during gait in chronic stroke patients.

The Relationship between Participation Motivation, Fun factor, Leisure satisfaction and continued exercise of elderly sports (노인 스포츠 참여동기와 재미요인, 여가만족 및 운동지속의 관계)

  • Kim, Hwa-Ryong;Seong, Moon-Jung
    • Journal of the Korean Applied Science and Technology
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    • v.37 no.4
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    • pp.807-819
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    • 2020
  • The purpose of this study is to investigate the relationship between the motivation to participate in sports for elderly, the factors for fun, leisure satisfaction, and exercise persistence. In order to analyze the data, a total of 200 questionnaires were distributed to senior citizens participating in sports programs at the Senior Citizen Welfare Center in Seoul, and a total of 183 copies (91.5%) of data were used as valid samples excluding 17 unfaithful responses. For data processing, frequency analysis, confirmatory factor analysis, Cronbach's α, concentration validity, discriminant validity, concept reliability, correlation analysis, and structural equation model verification were performed using IBM AMOS 21.First, the motivation to participate in sports for the elderly influenced the fun factor. Second, the motivation to participate in sports for the elderly influenced leisure satisfaction. Third, the motivation to participate in sports for the elderly influenced the exercise continuation. Fourth, the fun factor of sports for the elderly influenced leisure satisfaction. Fifth, the fun factor of elderly sports influenced the exercise continuation. Sixth, the satisfaction of sports for the elderly affected the exercise continuation.