• 제목/요약/키워드: Armband sensor

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A Study of BioSignal Analysis for Physical Activity of Wu-Shu Training (우슈 수련자의 신체활동에 따른 생체신호 분석에 관한 연구)

  • Kim Chang-Mo
    • The Journal of the Korea Contents Association
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    • v.5 no.6
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    • pp.230-237
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    • 2005
  • In this paper, we are suggested a method that's a major topics in sports medicine. It is disease control, control and management of chronic degenerative disease, and promotion of health. We are analyze physical activity to scientific and quantitative a trainee at Wu-Shu gymnasium, for a suggested method. We are measured a quantity of physical activity by SenseWear-PRO2-Armband which develop body-media company. Armband include to skin temperature sensor, near-body temperature sensor, accelerometer, heat flux sensor, galvanic skin response sensor. Acquired data was recorded to storage in Armband. We are analyzed using InnerView Wearer Software in the Stored data to skin temperature, calorie expenditure, quantity of physical activity. The result of this analyzed, we are know that a man of long-term exercise expenditure energy at short time and if liveliness of physical activity was Increase in expenditure energy with increase skin temperature. Also, we are know that the heat flux after increase expenditure energy with increase skin temperature. And, know that GSR was not affected a factors that physical activity, expenditure energy, increase skin temperature, and others.

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Real-time Sign Language Recognition Using an Armband with EMG and IMU Sensors (근전도와 관성센서가 내장된 암밴드를 이용한 실시간 수화 인식)

  • Kim, Seongjung;Lee, Hansoo;Kim, Jongman;Ahn, Soonjae;Kim, Youngho
    • Journal of rehabilitation welfare engineering & assistive technology
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    • v.10 no.4
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    • pp.329-336
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    • 2016
  • Deaf people using sign language are experiencing social inequalities and financial losses due to communication restrictions. In this paper, real-time pattern recognition algorithm was applied to distinguish American Sign Language using an armband sensor(8-channel EMG sensors and one IMU) to enable communication between the deaf and the hearing people. The validation test was carried out with 11 people. Learning pattern classifier was established by gradually increasing the number of training database. Results showed that the recognition accuracy was over 97% with 20 training samples and over 99% with 30 training samples. The present study shows that sign language recognition using armband sensor is more convenient and well-performed.

Context Awareness of Human Motion States Using a Accelerometer Sensor (가속도계를 이용한 인체동작상태 상황인식)

  • Jin Gye-Hwan;Lee Sang-Bock;Lee Tae-Soo
    • Proceedings of the Korea Contents Association Conference
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    • 2005.11a
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    • pp.264-268
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    • 2005
  • This paper describes user context awareness system, which is one of the most essential technologies in various application services of ubiquitous computing. The proposed system used two-axial accelerometer, embedded in $SenseWear^{(R)}$ PRO2 Armband (BodyMedia). It was worn on the right upper arm of the experiment subjects. Using this data, PC-based fuzzy inference system was realized to distinguish human motion states, such as, tying, sitting, walking and running. The recognition rates of human motion states were 100 %, 98.64 %, 99.27 % and 100 % respectively for tying, sitting, walking and running.

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Ambulatory System for Context Awareness Using a Accelerometer Sensor (가속도센서를 이용한 상황인식 시스템)

  • Jin Gye-Hwan;Lee Sang-Bock;Choi Hun;Suh Jae-Won;Bae Hyeon-Deok;Lee Tae-Soo
    • The Journal of the Korea Contents Association
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    • v.5 no.5
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    • pp.287-295
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    • 2005
  • This paper describes user context awareness system, which is one of the most essential technologies in various application services of ubiquitous computing. The proposed system used two-akial accelerometer, embedded in SenseWear(R)PRO2 Armband (BodyMedia). When it was worn on the right upper arm of the experiment subjects, MAD (mean of absolute difference) value of the sensor data was calculated to quantify the amount of the wear's activity. Using this data, PC-based fuzzy inference system was realized to distinguish human motion states, such as, lying, sitting, walking and running and to recognize the restricted emergency situations. In laboratory experiment, the amount of activities for tying, sitting, walking and running were 0.204 g/s, 0.373 g/s, 2.808 g/s and 16.243 g/s respectively. The recognition rates of human motion states were 96.7 %, 93.0 %, 95.2 % and 98.4 % respectively for lying, sitting, walking and running. The recognition rate of restricted emergency situation was 100%.

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Energy Consumption of Taekwondo Practitioners due to a Thigh Muscle Extracted by CT Scan (CT Scan으로 추출한 허벅지 근육량에 따른 태권도 수련자의 에너지 소모량)

  • Kim, Changmo;Ha, Insuk;Lee, SangBock
    • Journal of the Korean Society of Radiology
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    • v.7 no.3
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    • pp.199-204
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    • 2013
  • Despite the suzerain of Korea Taekwondo physical activity and a corresponding lack of basic research on energy consumption and the status of this research is urgent. In this study, the sensor (SenseWear (R) PRO2 Armband), using physical activity were obtained in Taekwondo, and body composition data were obtained by Inbody 520, We were thigh scan using CT scanner and thigh muscle area by CT scan data were acquired. Result of analysis, average thigh muscle area of experimenter 8 people was 132.79 $cm^2$, Of 20 cm above the patella thigh was a 178.79 $cm^2$. Thigh circumference and muscle area showed that the correlation. The average energy consumption per minute was 6.94 calories, and thigh muscle area and average energy consumption per minute also showed that correlation.

Autonomous Mobile Robot Control using the Wearable Devices Based on EMG Signal for detecting fire (EMG 신호 기반의 웨어러블 기기를 통한 화재감지 자율 주행 로봇 제어)

  • Kim, Jin-Woo;Lee, Woo-Young;Yu, Je-Hun;Sim, Kwee-Bo
    • Journal of the Korean Institute of Intelligent Systems
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    • v.26 no.3
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    • pp.176-181
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    • 2016
  • In this paper, the autonomous mobile robot control system for detecting fire was proposed using the wearable device based on EMG(Electromyogram) signal. Myo armband is used for detecting the user's EMG signal. The gesture was classified after sending the data of EMG signal to a computer using Bluetooth communication. Then the robot named 'uBrain' was implemented to move by received data from Bluetooth communication in our experiment. 'Move front', 'Turn right', 'Turn left', and 'Stop' are controllable commands for the robot. And if the robot cannot receive the Bluetooth signal from a user or if a user wants to change manual mode to autonomous mode, the robot was implemented to be in the autonomous mode. The robot flashes the LED when IR sensor detects the fire during moving.

Multi-sensor based NUI/NUX framework for various interactive applications (다양한 상호작용 어플리케이션을 위한 이종 센서 NUI/NUX 프레임워크)

  • Zhang, Weiqiang;Xi, Yulong;Wen, Mingyun;Cho, Seoungjae;Chae, Jeongsook;Kim, Junoh;Um, Kyhyun;Cho, Kungeun
    • Proceedings of the Korea Information Processing Society Conference
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    • 2017.04a
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    • pp.1077-1078
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    • 2017
  • In this study, we implement a natural user interface/experience framework using multi-sensors: Microsoft Kinect, Leap Motion, and Myo Armband. The framework is designed for customers to use in various types of interactive applications. We integrate the functions of three sensors into an application and provide an interface for customers, who can use it to interact with a computer easily. The framework can track body information in real-time, and accurately recognize the motion of different body parts.

Interactive Mobile Augmented Reality System using Muscle Sensor and Image-based Localization System through Client-Server Communication (서버/클라이언트 통신을 통한 영상 기반 위치 인식 및 근육 센서를 이용한 상호작용 모바일 증강현실 시스템)

  • Lee, Sungjin;Baik, Davin;Choi, Sangyeon;Hwang, Sung Soo
    • Journal of the HCI Society of Korea
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    • v.13 no.4
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    • pp.15-23
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    • 2018
  • A lot of games are supposed to play through controller operations, such as mouse and keyboard rather than user's physical movement. These games have limitation that causes the user lack of movement. Therefore, this study will solve the problems that these traditional game systems have through the development of a motion-producing system, and provide users more realistic system. It recognizes the user's position in a given space and provides a mobile augmented reality system that interacts with virtual game characters. It uses augmented reality technology to make users feel as if virtual characters exist in real space and it designs a mobile game system that uses armband controllers that interact with virtual characters.

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