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The Aspectual Theory of the Cybercharacter (사이버캐릭터의 위상론)

  • 이선교
    • Archives of design research
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    • v.12 no.4
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    • pp.182-190
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    • 1999
  • There has been the rapid change of paradigm with the overflow of terms related to computers such as information, digital, cyber, virtual world and the change of time concept on the ground that it is common to change the world into virtual time. This study is about cybercharacters working in air-broadcasting with rapidly-developing internet, The cybercharacters including 3D animation developed from 2D animation are know to be manufactured with use of electronic mediun and computers and to exist in electronics. Though the emergence of the cybercharacters has a lot of gflnetic roots according to their objectives, they have in common that they are made by 3D graphics and they work in the virtual space, The great traits of the cybercharaters lie in the extension of interfacial function and ecological growth. In the cyberspace the interface, the meeting point between a computer and its users is the most important, The cybercharacters as medium providing new ruman interface become effective with growing interest in virtual reality, The cybercharacters also keep the ecological traits, They can also bring about added value with infusion of image and development of the network, These cybercharacters can also play the important parts in the continually developing cyberspace, The successful birth of the cybercharacter are based on, the technological power. assistance of fund and the ctrltural background, The information-entertainment of the cybercharacters functions well with the accompinimene of these three things, The cybercharacters can make a subject which keeps single issue as a central point of the virtual realty, The cybercharacters can also be connected with equity of "Korean knowledge information society" in the cultural rule of the internet and sociocul tural identity, identity.

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Influence of 3D Characteristics Perception on Presence, and Presence on Visual Fatigue and Perceived Eye Movement (3D 영상 특성 인식이 프레즌스, 그리고 프레즌스가 시각 피로도와 인지된 안구운동에 미치는 영향)

  • Yang, Ho-Cheol;Chung, Dong-Hun
    • Journal of Broadcast Engineering
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    • v.17 no.1
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    • pp.60-72
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    • 2012
  • After the movie "AVATAR" became a good model of cash-cow in 3D movie, the profit of 3D-movie significantly reduced. One of the reasons why it happens comes from rare understanding of human factors for instance how viewers get immersed, but sometimes tired. Although 3D images should be more considered human visual system including eye, unfortunately most communication research ignored human factors. For those reasons this study observed the effect of 3D video on viewers' psychological response, especially for perceived eye movement, perceived characteristics, visual fatigue, and presence. With 90 participants, the results show that viewers' perceived feature effects on their presence. In detail, first, materiality and tangibility are more important factors than clarity in 3D video, and it means that when making 3D content or devices, materiality and tangibility should be considers that any other factor. Second, this study examined whether we perceive our eyes as media, and the result shows that as viewers' presence level became higher we perceive eye movements more, and as viewers' presence level became higher perceived visual fatigue became lower. This result means that when we move eyes, we interact with surrounded environment, so 3D content needs to provide vivid features to be more interactive. On the other hand, since level of presence increase visual fatigue, it must be balanced when producing and playing.

A Study on the Rhythm Design Methodology of Landscape Architecture through the Design Principles Analysis of Oksan Seowon Traditional Slope Walls (옥산서원 경사지담장의 디자인원리분석을 통한 조경리듬설계방법론 연구)

  • Koo, Min-Ah
    • Journal of the Korean Institute of Traditional Landscape Architecture
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    • v.34 no.2
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    • pp.45-54
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    • 2016
  • For the design of landscape, quantitative research is very important data for the designer. In this regard, this study analyzed the rhythm of the wall of Oksan Seowon, which horizontally ascends the slope, as the principles of design. This resulted in the deduction of the numerical proportion and progression, which became design motifs and proposed a design method, which can be applied in landscape rhythm design. The Oksan Seowon is a very valuable cultural heritage, where a very meticulous design principles were found as a result of the analysis of the slope rhythm, for which the proportion and scale were employed. A principle of proportion was found, where an asymmetric balance was formed by weighting the lower part of the slope, in accordance with the degree of the slope. Also, The scale of the height of the wall was based on the human scale. The aesthetic rhythmic design progression was derived from the area and the horizontal line rhythm of the walls. Also, They found out the Fibonacci series and golden ratio. The fact that cultural heritage was analyzed of aesthetic design principles by the very systematic quantitative method is of great significance. Moreover, derived motifs proposed examples of an application of analyzed rhythm progression to the landscape rhythm design. This research will be able to function as the frame and data for the design method of the landscape rhythm.

A Study on the Measures to Activate Education Field of Maker Movement in Korea (국내 메이커 운동의 교육 분야 활성화 방안 연구)

  • Oh, Soo-Jin;Baek, Yun-Cheol;Kwon, Ji-Eun
    • Journal of Digital Convergence
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    • v.17 no.11
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    • pp.483-492
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    • 2019
  • The culture and education are very active with the active policy and support to form the government's Maker Movement. The purpose of this study is to grasp the current status of the education sector of the domestic maker movement, which is increasing recently, and to propose a plan for activating maker education for the development of a positive direction. To this end, first, the current status and problems of domestic maker training are derived through in-depth interviews with existing maker training operators and participants. Second, based on the contents of the interview script, keyword analysis and its characteristics through the qualitative survey analysis program (NVIVO) are identified. Third, based on the analysis results, we propose a plan and development direction for domestic maker education. Based on the educators who performed maker training and the students involved, professional maker teachers were required for the professionalism of education, and the expansion of maker channels and professional networking of participating students was required. In addition, there was a need for specialized programs and appropriate policy support that reflected the characteristics of maker training. This study aims at contributing to the activation of maker education, which is a major field of maker movement, by helping to improve concrete support methods, training related educators, and educational environment for maker education.

Sampling and Extraction Method for Environmental DNA (eDNA) in Freshwater Ecosystems (수생태계의 환경유전자(environmental DNA: eDNA) 채집 및 추출기술)

  • Kim, Keonhee;Ryu, Jeha;Hwang, Soon-jin
    • Korean Journal of Ecology and Environment
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    • v.54 no.3
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    • pp.170-189
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    • 2021
  • Environmental DNA (eDNA) is a genetic material derived from organisms in various environments (water, soil, and air). eDNA has many advantages, such as high sensitivity, short investigation time, investigation safety, and accurate species identification. For this reason, it is used in various fields, such as biological monitoring and searching for harmful and endangered organisms. To collect eDNA from a freshwater ecosystem, it is necessary to consider the target organism and gene and a wide variety of items, such as on-site filtration and eDNA preservation methods. In particular, the method of collecting eDNA from the environment is directly related to the eDNA concentration, and when collecting eDNA using an appropriate collection method, accurate (good quality) analysis results can be obtained. In addition, in preserving and extracting eDNA collected from the freshwater ecosystem, when an accurate method is used, the concentration of eDNA distributed in the field can be accurately analyzed. Therefore, for researchers at the initial stage of eDNA research, the eDNA technology poses a difficult barrier to overcome. Thus, basic knowledge of eDNA surveys is necessary. In this study, we introduced sampling of eDNA and transport of sampled eDNA in aquatic ecosystems and extraction methods for eDNA in the laboratory. In addition, we introduced simpler and more efficient eDNA collection tools. On this basis, we hope that the eDNA technique could be more widely used to study aquatic ecosystems and help researchers who are starting to use the eDNA technique.

Prevalence and Risk Factors for falls of Older Adults with Dementia in Korea: Based on the Korean Longitudinal Study of Aging (우리나라 치매노인의 낙상 유병률과 위험요인: 고령화연구패널조사 결과를 이용하여)

  • Lim, Seung-Ju;Kim, Jung-Ran
    • Journal of Convergence for Information Technology
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    • v.11 no.11
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    • pp.204-209
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    • 2021
  • This study is a data analysis study to identify the factors influencing the prevalence and risk factors for falls of older adults with dementia in Korea. Using the data of the 7th Aging Research Panel in 2018, 119 people were enrolled. We used response data on the dementia-related factors that is the duration of dementia and whether or not activity of daily living was restricted due to dementia. For comorbid diseases, data on hypertension, diabetes, and obesity were used. For statistical analysis of the collected data, logistic regression analysis was performed using SPSS statistics 22.0. Dementia-related factors and comorbidities of the analyzed subjects had a significant effect on the falling index. In particular, it was found that the influence was greatest in the order of obesity, diabetes, hypertension, daily life restrictions due to dementia, and the duration of dementia. This study is meant to identify factors that should be prioritized in the composition of a fall prevention program for the elderly with dementia. Based on the findings of this study, strategies for preventing falls due to the duration of dementia and limiting daily life, intensive management of high-risk groups for falls due to comorbid diseases, and training in the use of safety aids such as walking aids will be required in the care of the elderly with dementia,

Hand Motion Recognition Algorithm Using Skin Color and Center of Gravity Profile (피부색과 무게중심 프로필을 이용한 손동작 인식 알고리즘)

  • Park, Youngmin
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.2
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    • pp.411-417
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    • 2021
  • The field that studies human-computer interaction is called HCI (Human-computer interaction). This field is an academic field that studies how humans and computers communicate with each other and recognize information. This study is a study on hand gesture recognition for human interaction. This study examines the problems of existing recognition methods and proposes an algorithm to improve the recognition rate. The hand region is extracted based on skin color information for the image containing the shape of the human hand, and the center of gravity profile is calculated using principal component analysis. I proposed a method to increase the recognition rate of hand gestures by comparing the obtained information with predefined shapes. We proposed a method to increase the recognition rate of hand gestures by comparing the obtained information with predefined shapes. The existing center of gravity profile has shown the result of incorrect hand gesture recognition for the deformation of the hand due to rotation, but in this study, the center of gravity profile is used and the point where the distance between the points of all contours and the center of gravity is the longest is the starting point. Thus, a robust algorithm was proposed by re-improving the center of gravity profile. No gloves or special markers attached to the sensor are used for hand gesture recognition, and a separate blue screen is not installed. For this result, find the feature vector at the nearest distance to solve the misrecognition, and obtain an appropriate threshold to distinguish between success and failure.

Analysis of Ventilating Seat Comfort Temperature for Improving the Thermal Comfort inside Vehicles (자동차 실내 열쾌적성 개선을 위한 통풍시트의 쾌적온도 분석)

  • In, Chung-Kyo;Kwak, Seung-Hyun;Kim, Chang-Hoon;Kim, Kyu-Beom;Jo, Hyung-Seok;Seo, Sang-hyeok;Myung, Tae-Sik;Min, Byung-Chan
    • Science of Emotion and Sensibility
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    • v.23 no.4
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    • pp.33-40
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    • 2020
  • As the number of automobile registrations increases and luxury expectations grow, consumers are increasingly interested in indoor environment of vehicles. Therefore, manufacturers have an increasing interest in improving the indoor comfort as well as automobile performance. Research on indoor automobile comfort can help manufacturers increase driver satisfaction and reduce driver stress and discomfort, thereby reducing the risk of traffic accidents. Using electroencephalogram (EEG) measurements, we investigated the change in comfort and comfortable temperature according to the ventilating seat temperature change for both men and women. Results showed that the sensation of comfort was statistically significantly higher at 25℃ than at 28℃. Secondly, there was no statistically significant difference in temperature-based comfort feeling between male and female subjects. In the future, if the correlation between the driver's comfort feeling and the change in ventilating seat temperature is analyzed, it is possible to reduce traffic accidents caused by human error and reduce the electric energy consumption of the automobile.

Relationship Between Social Support and Subjective Well-being of the Urban Elderly People (도시지역 거주 노인들의 사회적 지지와 주관적 행복감의 관련성)

  • Ham, Seok-Pil;Kim, Beom-Ho
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.22 no.4
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    • pp.367-377
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    • 2021
  • This study examined the relationship between social support and the subjective well-being of the elderly living in urban areas. The study subjects were 382 elderly people aged 65 or older living in D metropolitan city. The survey was conducted through a personal interview by investigators who visited the study subjects using a structured questionnaire from May 1 to June 30, 2019. As a result, the subjective well-being of the study subjects differed significantly depending on various variables in the sociodemographic, health condition and, health-related behavior characteristics. The subjective well-being according to social support was significantly lower for the groups with lower social support. The correlation of subjective well-being and social support showed a significant positive correlation. Logistic regression showed that the risk of lower subjective well-being increased significantly in the group (Q1), where the total score of social support was very high (Q4). The above results suggest that the subjective well-being of the elderly living in urban areas was not only related to various variables in sociodemographic, health condition, and health-related behavior characteristics but also has significant relationships for social support. Therefore, it is necessary to develop detailed social support practices to improve the subjective well-being.

The Effects of Smartphone Use on Life Satisfaction, Depression, Social Activity and Social Support of Older Adults (노인의 스마트폰 이용이 생활만족도, 우울, 사회활동 및 사회적 지지에 미치는 영향)

  • Kim, Myoung-Yong
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.11
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    • pp.264-277
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    • 2018
  • Focusing on the potential impact of information and communication technology (ICT) on older adults' quality of life, this study empirically examined the influence of smartphone use in old age on life satisfaction, depression, social activity and social support of Korean older adults. In order to examine the effects of smartphone use, this study analyzed data from 630 questionnaire surveys from older adults aged 65 and over living in Seoul. The effects of smartphone use were tested using hierarchical multiple regression analysis, controlling for socio-demographic variables such as age, sex, spouse, education and income. Results showed that the effects of smartphone use on life satisfaction, depression and social activity of older adults were statistically significant. However, the effects of smartphone use on social support of older adults was not statistically significant. This study suggests that ICT such as smartphones in old age plays generally positive roles in enhancing psychological, mental and social aspects of quality of life. This implies that further practical efforts to expand the distribution and use of ICT in old age are required to improve quality of life and successful aging of older adults.