• Title/Summary/Keyword: 이트레이닝

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A Study on the Improvement of Vocational Training Program in Digital New Technology of Government (정부의 디지털 신기술 분야 직업훈련 개선에 관한 연구)

  • Lee, Woo Young;Lee, Moon-Su;Kim, Kug Weon
    • Journal of Practical Engineering Education
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    • v.14 no.2
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    • pp.405-411
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    • 2022
  • In this study, K-Digital Training program, which is a representative government project of vocational training for new digital technologies in response to the 4th industrial revolution, is analyzed and an improvement model is suggested. The K-Digital training project is rapidly expanding, with the number of training operators increasing by 7.1 times and training course programs by 8.5 times within three years of implementation, but there is a severe problem in that education and training programs are concentrated in the metropolitan. To solve this problem, a shared training model is proposed. This model is a plan to maximize the use of local human and material resources, to respond to new digital technologies through systematic composition and operation, and to enhance the stability and reliability of education and training. In each region, a sharing and cooperation model in the form of a consortium is established that jointly utilizes resources scattered by various training institutions such as instructors, training contents, and training infrastructure related to digital new technology. In addition, a training certification evaluation system is introduced to increase the credibility of the rapidly developing digital new technology training.

Development of a SRP(Stress Relaxation Program) Game using HRV(Heart Rate Variability) (심장박동수 변이성을 이용한 스트레스 이완용 게임개발)

  • Choi, Sam-Ha;Joe, Young-Sin;Kim, Kyung-Sik
    • Journal of Korea Game Society
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    • v.2 no.1
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    • pp.77-83
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    • 2002
  • Cases of applying game in the medical area are increasing thesedays. This game has been developed to prevent disease in self-nervous system through the control of respiration after monitoring the mental stress and physical stress from the heart rate variability (HRV) of the game user. The game is a kind of a stress relaxation program (SRP) designed not to avoid boring or rejecting mind of users by traditional simple training of continuous repetition, but to increase interaction which is a unique feature of games.

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Self-Exercise Correction Program Using Kinect Sensor (키넥트 센서를 활용한 셀프 운동 교정 프로그램)

  • Shin, Hyeon-Ji;Kim, Kang-Il;Kim, Kwang-Hoon;Park, Su-Jin;Lee, Yeon-Hee;Ko, Byung-Cheol
    • Proceedings of the Korea Information Processing Society Conference
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    • 2017.04a
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    • pp.1083-1085
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    • 2017
  • 개인별 건강관리에 대한 관심이 증가함에 따라 다양한 형태의 운동관리 프로그램이 개발되고 있다. 본 연구에서는 개인별 맞춤 트레이닝 관리를 위해 키넥트 센서를 활용한 셀프 운동 교정 프로그램을 개발하였다. 셀프 운동 교정 프로그램의 동작 과정은 다음과 같이 구성된다. 1)키넥트 센서를 활용하여 사용자의 운동 모습을 촬영 2) USB 어댑터를 이용하여 PC와 연동한 후 실시간으로 골격분석 및 좌표를 추출 및 각도를 계산 3)표준 자세의 데이터와 비교, 분석하여 잘못된 동작을 인식 4)잘못된 동작이 인식되면 음성지원을 통해 실시간 알림, 운동이 끝난 후 수집되는 운동 기록(횟수, 영상) 데이터를 데이터베이스에 저장하고 열람 및 관리할 수 있도록 함으로써 효율적으로 개인 운동교정이 가능하다.

Channel Estimation and Compensation in the Frequency Domain-based BPM-UWB System (주파수 영역 기반 BPM-UWB 시스템에서의 채널 추정 및 보상)

  • Choi, Ho-Seon;Jang, Dong-Heon;An, Dong-Hun;Yang, Hoon-Gee;Yang, Seong-Hyeon
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.33 no.9A
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    • pp.882-890
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    • 2008
  • To overcome the limit of the time-domain based channel estimation caused by the ADC speed, this paper present a new BPM-UWB receiver where the channel estimations and the compensations are digitally performed in the frequency domain. We theoretically show that the channel estimation can be accomplished by exploiting the periodicity of a training sequence consisting of finite number of pulses. We also present the digital receiver structure to implement the proposed system and derive its BER performances. Through computer simulations, we show the proposed receiver can dramatically improve the BER performances due to the incorporation of the estimated channel frequency response.

Efficient Emotional Relaxation Framework with Anisotropic Features Based Dijkstra Algorithm

  • Kim, Jong-Hyun
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.4
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    • pp.79-86
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    • 2020
  • In this paper, we propose an efficient emotional relaxation framework using Dijkstra algorithm based on anisotropic features. Emotional relaxation is as important as emotional analysis. This is a framework that can automatically alleviate the person's depression or loneliness. This is very important for HCI (Human-Computer Interaction). In this paper, 1) Emotion value changing from facial expression is calculated using Microsoft's Emotion API, 2) Using these differences in emotion values, we recognize abnormal feelings such as depression or loneliness. 3) Finally, emotional mesh based matching process considering the emotional histogram and anisotropic characteristics is proposed, which suggests emotional relaxation to the user. In this paper, we propose a system which can recognize the change of emotion easily by using face image and train personal emotion by emotion relaxation.

A Design and Implementation of Yoga Exercise Program Using Azure Kinect

  • Park, Jong Hoon;Sim, Dae Han;Jun, Young Pyo;Lee, Hongrae
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.6
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    • pp.37-46
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    • 2021
  • In this paper, we designed and implemented a program to measure and to judge the accuracy of yoga postures using Azure Kinect. The program measures all joint positions of the user through Azure Kinect Camera and sensors. The measured values of joints are used as data to determine accuracy in two ways. The measured joint data are determined by trigonometry and Pythagoras theorem to determine the angle of the joint. In addition, the measured joint value is changed to relative position value. The calculated and obtained values are compared to the joint values and relative position values of the desired posture to determine the accuracy. Azure Kinect Camera organizes the screen so that users can check their posture and gives feedback on the user's posture accuracy to improve their posture.

An Improved LBP-based Facial Expression Recognition through Optimization of Block Weights (블록가중치의 최적화를 통해 개선된 LBP기반의 표정인식)

  • Park, Seong-Chun;Koo, Ja-Young
    • Journal of the Korea Society of Computer and Information
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    • v.14 no.11
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    • pp.73-79
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    • 2009
  • In this paper, a method is proposed that enhances the performance of the facial expression recognition using template matching of Local Binary Pattern(LBP) histogram. In this method, the face image is segmented into blocks, and the LBP histogram is constructed to be used as the feature of the block. Block dissimilarity is calculated between a block of input image and the corresponding block of the model image. Image dissimilarity is defined as the weighted sum of the block dissimilarities. In conventional methods, the block weights are assigned by intuition. In this paper a new method is proposed that optimizes the weights from training samples. An experiment shows the recognition rate is enhanced by the proposed method.

Path Setting Running App for Beginners, 'OnTheRiver' (초보자를 위한 경로 설정형 러닝 앱, 'OnTheRiver')

  • Yu, Dae-Sang;Kim, Gyu-Ho;Jeong, Bo-Ram;Park, Ji-Woo;Jeon, Yoo-Jin;Ahn, You Jung
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.01a
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    • pp.239-240
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    • 2022
  • 코로나로 인해 비대면 생활이 지속되면서, 사람들은 실외 운동 및 만남 장소로 한강과 같이 탁 트인 야외를 찾고 있다. 이는 MZ 세대들의 건강과 몸매 가꾸기 등 자기관리에 대한 관심이 증가하는 트렌드와 시너지 효과를 내고 있다. 이러한 현상은 등산, 바디프로필, 필라테스, 헬스, 홈 트레이닝 등 운동에 대한 활동의 비약적 증가로 이어진다. 본 연구에서는 위의 두 가지 트렌드 흐름을 기반으로, 러닝을 시작하고 싶은 초보자들이 한강 공원에서 가볍게 시작할 수 있도록 하는 모바일 운동 앱인 'OnTheRiver'를 설계 및 구현하게 되었다.

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Study of Rural Workwear Practices and Preferences (농촌 작업복 착용실태 및 선호도 연구)

  • Seung-Jong Na;Ha-Eun Kang;Eun-Woo Kim;Yoon-Jae Kim;Se-Ra Moon;Su-Joung Cha
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.07a
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    • pp.349-350
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    • 2023
  • 본 연구는 농업 작업능률 향상에 적합한 작업복 개발을 위해 농업 종사자를 대상으로 작업복 착용실태 및 선호도, 필요 기능 등을 조사하고자 한다. 이를 통해 농촌의 작업능률을 향상시킬 수 있는 농촌 작업복 개발에 필요한 기초자료를 추출하고자 한다. 작업복을 착용하는 경우가 많았고 작업복 미착용 시는 트레이닝복이나 아웃도어를 착용하였다. 작업복 색상은 검정과 남색 등 어두운 색을 주로 착용하였다. 동작 시는 엉덩이, 무릎 등이 당기고 상의가 올라가 허리가 나오거나 바지 뒤가 당겨 내려가는 경우가 많았다. 작업복은 통기성, 흡습성, 신축성에 대한 불만이 가장 많았고 기능성, 활동성, 디자인, 작업효율성, 쾌적성 등의 기능을 중요하게 생각하였다. 향후 연구에서는 동작 분석을 통한 작업복 패턴을 개발할 필요가 있을 것으로 생각된다.

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Design of a User Location Prediction Algorithm Using the Flexible Window Scheme (Flexible Window 기법을 이용한 위치 예측 알고리즘 설계)

  • Son, Byoung-Hee;Kim, Yong-Hoon;Nahm, Eui-Seok;Kim, Hag-Bae
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.32 no.6A
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    • pp.550-557
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    • 2007
  • We predict a context of various structures by using Bayesian Networks Algorithms, Three-Dimensional Structures Algorithms and Genetic Algorithms. However, these algorithms have unavoidable problems when providing a context-aware service in reality due to a lack of practicality and the delay of process time in real-time environment. As far as context-aware system for specific purpose is concerned, it is very hard to be sure about the accuracy and reliability of prediction. This paper focuses on reasoning and prediction technology which provides a stochastic mechanism for context information by incorporating various context information data. The objective of this paper is to provide optimum services to users by suggesting an intellectual reasoning and prediction based on hierarchical context information. Thus, we propose a design of user location prediction algorithm using sequential matching with n-size flexible window scheme by taking user's habit or behavior into consideration. This algorithm improves average 5.10% than traditional algorithms in the accuracy and reliability of prediction using the Flexible Window Scheme.