• Title/Summary/Keyword: 3-D perception

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Une approche sur l' espace $anthropom\'{e}trique$ et l' espace $kinesth\'{e}sique$ (공간해석에 대한 인체지각론적 접근)

  • Lee Bong-Soon
    • Journal of Science of Art and Design
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    • v.3
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    • pp.33-61
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    • 2001
  • Dans les arts modernes, nous ressentons souvent un $probl\`{e}me$ $disloqu\'{e}par$ rapport aux humains. Ceci ne viendrait-il pas $peut-\^{e}tre$ do notre $pens\'{e}e$ dans l' $\'{e}change$ culturelle entre le monde et nous qui s' appuie trop une $temporalit\'{e}$ et logique? Cette $the\`{s}e$ approche ce $probl\`{e}me$ $\`{a}$ travers one perception anthropologique do monde, en $\'{e}tudiant$ les arts tridimensionnels avec ses $\'{e}schelles$ qui deviennes plus on plus agrandis. Maurice Merleau-Ponty, dans son livre 'la $ph\'{e}nom\'{e}nologie$ de la perception', bien $r\'{e}sumait$ une $intersubjectivit\'{e}$ entre l' espace et nous. Selon lui, l' homme prend conscience do la forme des objets avec son environnement parce quil est un corps on interaction avec eux. Donc nous $r\'{e}f\'{e}rons$ ce livre pour notre set. Et on essayera ici d' $\'{e}tudier$ le travail do Constantin Brancusi, de Alberto Giacometti, do Richard Serra et do quelques d' autres travaux d' artistes L' oeuvre do Brancusi 'la Colonne sans fin', la taille plus de 29 m, produit one impression sur le spectateur relativement $\grave{a}$ la forme continue et $r\'{e}p\'{e}t\'{e}e$ $\`{a}$ linfini de $mani\'{e}re$ unifome. La pratique de Giacometti qui tenait compte do son envergure et de la longueur do son corps ainsi que do distance et de la mesure do sos bras, Il $d\'{e}formait$ aussi les silhouettes et transformait les objects en les $\'{e}tirant$ dans la perspective. Rosalind Krauss parler $\`{a}$ loeuvre do Serra, dans son livre 'l' originalit de lavant-garde et sutres mythes modernistes' (pp. 319-333), le spectateur est toujours on mouvement on liaison entre l' horizon do corps et celui do monde. Cette $transitivit\'{e}$ abstraite $r\'{e}ciproque$ entre le regardeur et le $regard\'{e}$, qui est comme le sujet de nombreuses oeuvres do Serra. Cependant le Maximalisme est $\`{a}$ l' origine Minimalisme qui s' $\'{e}tend$ dans ses efforts $th\'{e}oriques$ jusqu' au l' espace architecturale. Ces sculptures do grandes dimensions so situent autour de $b\^{a}timent$ ou dans lespace environnementale, comme ils sent l' architecture et le paysage. On suppose ici, leurs concepts de l' espace $\'{e}largit$ $\`{a}$ celui d' architecture. La sculpture et l' architecture $r\'{e}ciproque$ l' espace tridimensionnel entre eux, mais selon l' argument do Herbert Read pour la distinction de ces deux arts originaux sont, deux saisies de l' espace, ici englobant, $l\`{a}$ $englob\'{e}$. On $\'{e}tudie$ dans co set de concept de l' espace et de l' $\'{e}chelle$ d' objet par rapport au corps humain.

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Survey of University Students' Perception Degree of Korean Medical Care (대학생의 한방의료에 대한 인식 정도 조사)

  • Lee, Jeong-Won;Kim, Gyeong-Cheol
    • The Journal of the Society of Korean Medicine Diagnostics
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    • v.16 no.2
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    • pp.47-58
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    • 2012
  • Objectives : The purpose of the present study is to grasp and provide basic data necessary for the establishment of korean healthcare policies in future. Methods : A questionnaire developed by the author was distributed to 299 students of D University located in Busan and collected thereafter from March 5 to June 1, 2012. Statistical processing of the data obtained was conducted using the SPSS WIN IBM 20.0 program to indicate outcomes in frequencies and percentages. Results : The results of the survey are as follows. 1. The number of students who were mainly using korean hospitals/clinics was 6(2.0%). The most important factor in selecting korean medical institutions was 'medical technology'. 2. The treatment that was received the most frequently and the most reliable at korean medical institutions was acupuncture. The most frequent reason for taking korean medicine was 'prescriptions tailored to constitutions' and the most frequent reason for avoiding korean medicine was 'high prices'. 3. There was few number of students who knew that car insurance coverage for traffic accidents include treatment at korean clinics. and who knew about 'permitted standard herbal medicine', 'the use of disposable needles', 'wild ginseng pharmacopuncture'. 4. Among items necessary for the development of korean medicine, 'treatment technology with fast and high effects' was the most frequently selected. Conclusions : University students' preference for and perception of korean medicine were shown to be very low. It is considered that public relations should be reinforced to implant correct perception of korean medicine in university students who will be major users of hospitals and clinics.

Effects of Low Glycemic Index Nutrition Education on the Blood Glucose Control in Patients with Type 2 Diabetes Mellitus (제 2형 당뇨 환자의 저혈당지수 영양교육이 혈당관리에 미치는 영향)

  • Kim, Mi-Ja;Kwon, Sun-Ja;Ly, Sun-Yung
    • Journal of Nutrition and Health
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    • v.43 no.1
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    • pp.46-56
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    • 2010
  • This study was intended to assess the effects of low glycemic index (LGI) nutrition education on dietary management and glycemic control of patients with type 2 diabetes mellitus. The subjects were 48 sex-matched patients with type 2 diabetes mellitus, aged $66.5\;{\pm}\;6.2$ years, visiting a public health center. They were divided into two groups: the control group (males 10, females 14) and the educated group (males 10, females 14). The educated group was provided with a LGI nutrition education program for 7 weeks. The control group was educated only one time for general diabetic education. Anthropometric indices, knowledge and perception of efficacy of low glycemic index carbohydrates, dietary glycemic index (DGI) and glycemic load (DGL), fasting blood glucose, and HbA1c were assessed. In the educated group body weight, body mass index and systolic blood pressure (from $138.0\;{\pm}\;18.9\;mmHg$ to $130.6\;{\pm}\;15.0\;mmHg$) were significantly reduced after the nutrition education (p < 0.05). The scores of knowledge and perception of efficacy of low glycemic index carbohydrates increased significantly in the educated group. Dietary glycemic index and glycemic load of the educated group decreased significantly from $103.4\;{\pm}\;67.6$ to $45.4\;{\pm}\;27.1$ (p < 0.001), and from $173.3\;{\pm}\;135.9$ to $66.8\;{\pm}\;50.4$ (p < 0.001), respectively. Also fasting blood glucose and HbA1c levels of the educated group significantly decreased from $124.5\;{\pm}\;28.8\;mg/dL$ to $96.7\;{\pm}\;21.6\;mg/dL$ (p < 0.001) and from $7.1\;{\pm}\;1.3%$ to $6.4\;{\pm}\;1.2%$ (p < 0.05), respectively. The score of knowledge and perception of efficacy of low glycemic index significantly correlated with fasting blood glucose and HbA1c levels negatively. DGI, DGL and duration of diabetes significantly correlated with HbA1c level positively. From stepwise multiple linear regression analysis, DGI, DGL and the duration of diabetes were extracted as factors influencing HbA1c level of the subjects. The results of this study suggest that low glycemic index nutrition education programs is an effective intervention measure for the glycemic control in type 2 diabetic patients.

Recent Progress in Micro In-Mold Process Technologies and Their Applications (마이크로 인몰드 공정기술 기반 전자소자 제조 및 응용)

  • Sung Hyun Kim;Young Woo Kwon;Suck Won Hong
    • Journal of the Microelectronics and Packaging Society
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    • v.30 no.2
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    • pp.1-12
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    • 2023
  • In the current era of the global mobile smart device revolution, electronic devices are required in all spaces that people interact with. The establishment of the internet of things (IoT) among smart devices has been recognized as a crucial objective to advance towards creating a comfortable and sustainable future society. In-mold electronic (IME) processes have gained significant industrial significance due to their ability to utilize conventional high-volume methods, which involve printing functional inks on 2D substrates, thermoforming them into 3D shapes, and injection-molded, manufacturing low-cost, lightweight, and functional components or devices. In this article, we provide an overview of IME and its latest advances in application. We review biomimetic nanomaterials for constructing self-supporting biosensor electronic materials on the body, energy storage devices, self-powered devices, and bio-monitoring technology from the perspective of in-mold electronic devices. We anticipate that IME device technology will play a critical role in establishing a human-machine interface (HMI) by converging with the rapidly growing flexible printed electronics technology, which is an integral component of the fourth industrial revolution.

Newly Designed HRTF Measurement System and its Analysis (머리전달함수 측정시스템의 개발과 분석)

  • Lee, Yun-Jae;Park, Young-Jin;Park, Youn-Sik
    • Journal of Institute of Control, Robotics and Systems
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    • v.16 no.2
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    • pp.202-205
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    • 2010
  • When we render 3D sound images using headphones or speakers, the main key of this technology is the Head-related transfer function (HRTF) database. Even though there are various HRTF databases, they have some drawbacks such as detrimental effects caused by imperfect measuring environment and insufficient measurement points. Moreover there is no database with Korean subjects. We are planning to develop the HRTF database for Korean. As a first step to establish the HRTF database aimed at Korean, the new HRTF measurement system with minimized aforementioned drawbacks is designed. In this paper, the newly designed HRTF measurement system is introduced and the overall effects caused by the diffraction of the apparatus, especially the headrest and backrest of the chair, are analyzed. The backrest of the chair does not distort the HRTFs significantly while the headrest makes significant distortion on the HRTFs and it could have significant effects on directional perception. We determined acceptable head rotation angle and head position of the subject for accurate HRTF measurement based on the experiments with B&K HATS. We conclude that the 3 degrees of the head rotation and the 1.5cm front/back/left/right shift of the head do not distort the HRTFs significantly.

A Study on Visual Perception of Hologram Advertisement (홀로그램 매체를 활용한 광고의 시각인지도에 관한 연구)

  • Cho, Yong-Jae
    • The Journal of the Korea Contents Association
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    • v.6 no.12
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    • pp.261-268
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    • 2006
  • A hologram is a three-dimensional image reproduced from a pattern of interference produced by a split coherent beam of radiation. Therefore not only can it express the three dimensional properties of the object, but because of it ability to show the depth and spatial properties of the object holograms may be a more effective tool in advertising for its visual appeal. This study presents 'hologram'a three dimensional stereo imaging, as the expression technique in advertising of the next generation, and with proper understanding of 'hologram' and of all its potential applications discusses opportunities for advertisements that are distinct from the multi media advertisements of today. The basic concept of Holograms and their application methods were presented in the thesis, and by using Sales Promotion advertisement as example, discussed what elements are required in order to produce an effective advertisement using holograms.

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AR Traffic Book by ARToolkit: A Review of Some Selected Challenging Issues (AR툴킷에 의한 AR 트래픽 북(Traffic Book) : 매력적인 사항들에 대한 재검토)

  • Islam, Md. Zahidul;Oh, Chi-Min;Song, Dae-Hyun;Lee, Chil-Woo
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.829-834
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    • 2008
  • Augmented reality makes the relationship between real world and virtual world. The basic goal of an AR system is to enhance the user's perception of and interaction with the real world through supplementing the real world with 3D virtual objects that appear to coexist in the same space as the real world. ARToolkit is widely used toolkit to develop any AR application. However, to do so, a lot of researcher faced many challenges and limitations. In this paper we comprehensively review some selected challenging issues using ARToolkit to develop AR system. And then, we implement a real application for augmented text book with sounds and 3D virtual objects which we called here AR Traffic Book concerning these challenging issues by ARToolkit. In this paper our foremost approaches on the most common challenging issues such as virtual object rendering, camera calibration and tracking.

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A Study on the Development of a Sensory 3D Gate-Ball Game for the Silver Generation (실버세대를 위한 체감형 3D 게이트볼 게임 개발에 관한 연구)

  • Kang, Im-Chul;Joo, Jae-Hong;Kim, Beom-Seok;Yang, Yong-Dae;Lee, Hyun-Cheol
    • Journal of Korea Multimedia Society
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    • v.12 no.4
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    • pp.572-582
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    • 2009
  • Recently, portion of the aged population has been increased, and aging became the biggest issue that we will be facing in the future. As the aging population has increased, the silver generation is getting to account for the considerable percent of economic activities and becomes the main body of production and consumption. Although the economic activity of silver generation is increased, the development of silver contents for the leisure activities is still not revitalized. The serious silver contents and the easy-to-use interface are very important because the silver generation is relatively weaker than young people in perception, studying, and exercise, and is fragile in mobility and vitality. This paper suggests the Sensory 3D Gate-Ball game for silver generation's leisure and health maintaining along with the easy-to-use interface.

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Listener Auditory Perception Enhancement using Virtual Sound Source Design for 3D Auditory System

  • Kang, Cheol Yong;Mariappan, Vinayagam;Cho, Juphil;Lee, Seon Hee
    • International journal of advanced smart convergence
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    • v.5 no.4
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    • pp.15-20
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    • 2016
  • When a virtual sound source for 3D auditory system is reproduced by a linear loudspeaker array, listeners can perceive not only the direction of the source, but also its distance. Control over perceived distance has often been implemented via the adjustment of various acoustic parameters, such as loudness, spectrum change, and the direct-to-reverberant energy ratio; however, there is a neglected yet powerful cue to the distance of a nearby virtual sound source that can be manipulated for sources that are positioned away from the listener's median plane. This paper address the problem of generating binaural signals for moving sources in closed or in open environments. The proposed perceptual enhancement algorithm composed of three main parts is developed: propagation, reverberation and the effect of the head, torso and pinna. For propagation the effect of attenuation due to distance and molecular air-absorption is considered. Related to the interaction of sounds with the environment, especially in closed environments is reverberation. The effects of the head, torso and pinna on signals that arrive at the listener are also objectives of the consideration. The set of HRTF that have been used to simulate the virtual sound source environment for 3D auditory system. Special attention has been given to the modelling and interpolation of HRTFs for the generation of new transfer functions and definition of trajectories, definition of closed environment, etc. also be considered for their inclusion in the program to achieve realistic binaural renderings. The evaluation is implemented in MATLAB.

A Study on the Implementation of Nanta Music using a Haptic Device in Virtual Reality (가상현실에서 Haptic 디바이스를 활용한 난타 음악 구현에 관한 연구)

  • Ko, Young-Hyuk
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.11 no.4
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    • pp.125-130
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    • 2011
  • This paper investigates the possibility of exploiting haptic force-feedback technology for interacting with Nanta music. We use VR technologies including touch processing technologies and haptic devices to offer touch of cylinder objects and cup object to users. Haptic device is used to implement touch model in VR space. Matlab/Simulink and proSENCE Virtual Touch Toolbox of Handshake Inc. for experiment, are used as programing tools. Function needed to describe the movement of x, y, and z axis respectively are applied to delineate the natural movement of water in cup object modeled with 3D. A certain amount of water in cup object has the difference of sounds. In experiment, to perceive the appearance of 3D object by touch and to feel the tactile by touch are conducted with the effect of sound on Haptic perception. We also verify that it is possible to develop games or contents in VR space by using point.