• Title/Summary/Keyword: 전신의 상호작용

Search Result 24, Processing Time 0.029 seconds

A Full Body Gumdo Game with an Intelligent Cyber Fencer using Multi-modal(3D Vision and Speech) Interface (멀티모달 인터페이스(3차원 시각과 음성 )를 이용한 지능적 가상검객과의 전신 검도게임)

  • 윤정원;김세환;류제하;우운택
    • Journal of KIISE:Computing Practices and Letters
    • /
    • v.9 no.4
    • /
    • pp.420-430
    • /
    • 2003
  • This paper presents an immersive multimodal Gumdo simulation game that allows a user to experience the whole body interaction with an intelligent cyber fencer. The proposed system consists of three modules: (i) a nondistracting multimodal interface with 3D vision and speech (ii) an intelligent cyber fencer and (iii) an immersive feedback by a big screen and sound. First, the multimodal Interface with 3D vision and speech allows a user to move around and to shout without distracting the user. Second, an intelligent cyber fencer provides the user with intelligent interactions by perception and reaction modules that are created by the analysis of real Gumdo game. Finally, an immersive audio-visual feedback by a big screen and sound effects helps a user experience an immersive interaction. The proposed system thus provides the user with an immersive Gumdo experience with the whole body movement. The suggested system can be applied to various applications such as education, exercise, art performance, etc.

Heterogeneous Sensor Coordinate System Calibration Technique for AR Whole Body Interaction (AR 전신 상호작용을 위한 이종 센서 간 좌표계 보정 기법)

  • Hangkee Kim;Daehwan Kim;Dongchun Lee;Kisuk Lee;Nakhoon Baek
    • KIPS Transactions on Software and Data Engineering
    • /
    • v.12 no.7
    • /
    • pp.315-324
    • /
    • 2023
  • A simple and accurate whole body rehabilitation interaction technology using immersive digital content is needed for elderly patients with steadily increasing age-related diseases. In this study, we introduce whole-body interaction technology using HoloLens and Kinect for this purpose. To achieve this, we propose three coordinate transformation methods: mesh feature point-based transformation, AR marker-based transformation, and body recognition-based transformation. The mesh feature point-based transformation aligns the coordinate system by designating three feature points on the spatial mesh and using a transform matrix. This method requires manual work and has lower usability, but has relatively high accuracy of 8.5mm. The AR marker-based method uses AR and QR markers recognized by HoloLens and Kinect simultaneously to achieve a compliant accuracy of 11.2mm. The body recognition-based transformation aligns the coordinate system by using the position of the head or HMD recognized by both devices and the position of both hands or controllers. This method has lower accuracy, but does not require additional tools or manual work, making it more user-friendly. Additionally, we reduced the error by more than 10% using RANSAC as a post-processing technique. These three methods can be selectively applied depending on the usability and accuracy required for the content. In this study, we validated this technology by applying it to the "Thunder Punch" and rehabilitation therapy content.

The Effect of 30Hz Whole Body Vibration Exercise on the Thickness and Mechanical Properties of the Erector Spinae (30Hz 전신 진동운동이 척추세움근의 두께와 기계적 속성에 미치는 영향)

  • Park, Jae-Cheol;Kim, Yong-Nam
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.22 no.1
    • /
    • pp.45-51
    • /
    • 2021
  • The purpose of this study was to investigate the effect of applying whole body vibration exercise at 30 Hz on the thickness and mechanical properties of the erector spinae. The study population included 24 adults (11 male and 13 female) in the N region. The subjects were divided into two groups, a 30Hz whole body vibration exercise(WG, n=12) and an LSG(12 subjects). Changes in the thickness and mechanical properties of the erector spinae were analyzed before the exercises and after four and eight weeks of exercises using a two-way repeated analysis of variance with a statistical significance level of α=0.05. When there was an interaction between the groups and measurement times, post hoc analyses were conducted at a statistical significance level of α=0.01. The thickness, frequency, stiffness and strain of the erector spinae muscles were significantly different in each time period and in the interaction between time period and the group (P<0.05), and recovery was significantly different only in each time period (P<0.05). Thus, 30Hz whole body vibration exercise had a positive effect on the thickness and mechanical properties of the erector spinae. The results of this preliminary study suggest that whole body vibration exercise may find a place as a lumbar stabilization exercise in clinical practice in the future.

Full-body Skeleton-based Motion Game System with Interactive Gesture Registration (상호작용적 제스처 등록이 가능한 전신 스켈레톤 기반 동작 게임 시스템)

  • Kim, Daehwan
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2022.05a
    • /
    • pp.419-420
    • /
    • 2022
  • This paper presents a method that allows users to interactively register their own gestures for a motion-based game system. Existing motion-based game systems create recognizers by collecting predefined gesture data. However, this sometimes requires difficult expertise or rather difficult courses. To alleviate these complex situations, we propose a full-body skeleton-based game system that can interactively register gestures.

  • PDF

Integrative Review of Nursing Intervention Studies on Mother-Infant Interactions (모아상호작용 중재에 관한 국내 연구논문의 통합적 고찰)

  • Park, Sun-Jung;Kim, Shin-Jeong;Kang, Kyung-Ah
    • Child Health Nursing Research
    • /
    • v.20 no.2
    • /
    • pp.75-86
    • /
    • 2014
  • Purpose: The purpose of this study was to describe the components and content of nursing intervention studies on mother-infant interactions and to present strategies for future studies. Methods: Four electronic databases in the Korean language were searched to identify studies done between January 1998 and December 2011. The search yielded 145 articles. From these articles, 19 studies met the inclusion criteria. Results: Mother-infant interactions in these studies were found to include verbal and non-verbal communication basic for optimal growth and development of the child. Six kinds of interventions for mother-infant interactions were identified as follows: sensory stimulation, education program, whole body massage, kangaroo care, visiting support, and music therapy. Conclusion: Further studies with well designed clinical trials need to be done in the area of child nursing to provide evidence based data for the development of strategies to promote positive mother-infant interactions.

BEHAVIOR MANAGEMENT TECHNIQUE FOR AUTISTIC CHILDREN (자폐의 심도에 따른 치과치료시 행동 조절법)

  • Chang, Che-Rry;Kim, Ji-Hun
    • Journal of the korean academy of Pediatric Dentistry
    • /
    • v.38 no.2
    • /
    • pp.181-186
    • /
    • 2011
  • Autism is characterized by pervasive impairments in social interaction, verbal and non-verbal communication and restricted and stereotyped behavior. It is difficult for autism patients to receive dental treatment as lack of cooperation, so various behavior management method have been tried for dental treatment in clinic. The patients with mild autism can be managed by conventional behavior modification method and phamaco-logical conscious sedation. But the patients with severe autism and multiple dental caries can be treated by deep sedation or general anesthesia. The benefits of children's dental care in general anesthesia are full-mouth rehabilitation in one single appointment. We reported three cases of autism patients who were treated by various behavior management method as to severity of autism.

An Implementation of Web Image Collector using Drag&Drop Mechanism (Drag&Drop 메커니즘을 이용한 웹 이미지 수집기의 구현)

  • Lee, Seon-Ung;Moon, Il-Young
    • The Journal of Korean Institute for Practical Engineering Education
    • /
    • v.1 no.1
    • /
    • pp.55-60
    • /
    • 2009
  • Drag&Drop mechanism was formerly the clipboard of Microsoft Windows. Drag&Drop means that copy and paste functions using the clipboard are processed by a mouse event. The touch interface come info the spotlight not to speak of PCs, laptops and mobile phones. Mouse and touch interfaces make an environment to work easier and intuitive through visible interactions. In this paper, we implemented a web image collector to utilize Drag&Drop. And we proposed the how to apply and a utilizable plan from it.

  • PDF

Telepathy Yut Game Using EEG (EEG를 이용한 텔레파시 윷놀이 게임)

  • Jeong, Jae-Heon;Joo, Chang-Yong;Moon, Mikyeong
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2020.07a
    • /
    • pp.467-468
    • /
    • 2020
  • 현재 많은 곳에서 생체신호를 이용하여 보다 쾌적한 삶의 환경을 구축하려는 연구가 활발하게 진행되고 있으며 뇌-컴퓨터 인터페이스(Brain-Computer Interface, BCI)기술은 미래 손꼽히는 기술 중 하나로 보고 있다. 본 논문에서는 기존에 웹사이트나 애플리케이션으로 나와 있는 윷놀이 게임을 뇌전도(Electroencephologram, EEG)를 이용한 상호작용을 바탕으로 한 윷놀이 게임의 개발에 대해 기술하고 있다. 이 게임을 통해 마비 환자나 부득이하게 손을 사용하지 못하는 경우에도 게임을 진행할 수 있으며, 뇌신경 운동에도 도움이 될 것으로 기대하고 있다.

  • PDF

Trophic Factors of Gastrointestinal Tract (위장관의 영양인자)

  • Kim, Yong Joo
    • Clinical and Experimental Pediatrics
    • /
    • v.46 no.1
    • /
    • pp.6-10
    • /
    • 2003
  • 동물과 사람의 연구에서 위장관 영양 인자는 위장관 점막이 점막손상으로부터의 회복에 중요하고 출생 후 경구 영양에 적응할 수 있게 하는 데에 중요하다. 경구적으로든 전신적으로 투여된 성장 인자들은 위장관의 성장과 발달을 촉진시킨다. 신생아 혈중의 영양인자들이 장관 세포의 수용체를 통해 작용하여 위장관의 성장을 조율한다. 위장관 영양인자들은 체내에서 합성될 수도 있고 모유를 통해 공급된다. 사람에서 출생 후 위장관이 장관영양에 신속히 적응할 수 있도록 위장관 영양 인자들이 중요한 작용을 한다. 모유 내의 성장 인자들이 신생아 생존에 필수적인 것들은 않아도 모유를 먹은 영아들이 조제분유를 먹은 영아들에 비하여 급성 설사, 괴사성 장염, 크론씨 병과 같은 위장관 질환의 위험율이 낮다. 위장관 영양 인자들의 대부분이 시판 조제분유에는 존재하지 않고 주로 모유에 존재함을 앎으로써 모유의 장점을 설명하는 데에 적용할 수 있을 것이다. 그리고 위장관 영양인자는 위장관 점막 손상된 경우 치료 목적으로 사용될 수 있는 여지가 높다. 이러한 임상적 이용은 특히 미숙아, 수술 후의 영아 등에서 적용될 수 있다. 그러나 향후 더욱 연구되어야 할 항목들로는 작용기전, 경구 및 정맥 투여 방법에 의한 효과의 차이, 체내 성장 인자들과의 상호 작용, 외부적 투여가 체내 인자에 대한 영향, 위장관 이외의 타 기관에 대한 영향, 그리고 안전성과 약물 역동학적인 특성 등이다.