• Title/Summary/Keyword: Digital video data

Search Result 610, Processing Time 0.031 seconds

The Effects of Wearing Roller Shoes on Ground Reaction Force Characteristics During Walking (롤러 신발과 조깅 슈즈 신발 착용 후 보행 시 지면반력의 형태 비교 분석)

  • Chae, Woen-Sik
    • Korean Journal of Applied Biomechanics
    • /
    • v.16 no.1
    • /
    • pp.101-108
    • /
    • 2006
  • The purpose of this study was to compare GRF characteristics during walking wearing jogging and roller shoes. Twelve male middle school students (age: $15.0{\pm}0.0\;yrs$, height: $173.6{\pm}5.0\;cm$, weight: $587.6{\pm}89.3\;N$) who have no known musculoskeletal disorders were recruited as the subjects. Kinematic data from six S-VHS camcorders(Panasonic AG456, 60 fields/s) and GRF data from two force platform; (AMII OR6-5) were collected while subjects walked wearing roller and jogging shoes in random order at a speed of 1.1 m/s. An event sync unit with a bright LED light was used to synchronize the video and GRF recordings. GRF data were filtered using a 20 Hz low pass Butterworth. digital filter and further normalized to the subject's body weight. For each trial being analyzed, five critical instants and four phases were identified from the recording. Temporal parameters, GRFs, displacement of center of pressure (DCP), and loading and decay rates were determined for each trial. For each dependent variable, paired t-test was performed to test if significant difference existed between shoe conditions (p <.05). Vertical GRFs at heel contact increased and braking forces at the end of initial double limb stance reduced significantly when going from jogging shoe to roller shoe condition. Robbins and Waked (1997) reported that balance and vertical GRF are closely related It seems that the ankle and knee joints are locked in an awkward fashion at the heel contact to compensate for the imbalance. The DCP in the antero-posterior direction for the roller shoe condition was significantly less than the corresponding value for the jogging shoe condition. Because the subjects tried to keep their upper body weight in front of the hip to prevent falling backward, the DCP for the roller shoe condition was restricted The results indicate that walking with roller shoes had little effect on temporal parameters, and loading and decay rates. It seems that there are differences in GRF characteristics between roller shoe and jogging shoe conditions. The differences in GRF pattern may be caused primarily by the altered position of ankle, knee, and center of mass throughout the walking cycle. Future studies should examine muscle activation patterns and joint kinematics during walking with roller shoes.

Forecasting Competition of Telecommunication Company in Full Browsing Service Market Based on First-Mover Advantage Analysis (풀브라우징 서비스 시장에서의 이동통신 3사의 경쟁 동향 분석: 선발자 이익 분석 관점)

  • Park, Jin-Soo;Choi, Young-Seok
    • Information Systems Review
    • /
    • v.12 no.1
    • /
    • pp.145-164
    • /
    • 2010
  • Since the third generation (3G) mobile communication service has been launched by most mobile communication operators in Korea, the portion of data service in mobile communication service becomes one of the most important factors in mobile communication service market. In past mobile communication market, most mobile communication operators made their profit mostly from voice communication service. However, the portion of profit from data service has gradually increased based on both video phone call and mobile Internet service. In this situation, LG telecom launched the full browsing mobile Internet service. This service provides a new type of mobile Internet service platform which enables to access the World Wide Web using mobile browsers, so we generally access the Web using web browsers in the desktop computer. Under the open network structure of mobile Internet like situation, it is very important to analyze the factors which can affect the competition between mobile communication service companies. So, in this paper, we first present the current state of full browsing service, followed by the expectation of its growth potentials and barriers. Then, we analyze the advantages and disadvantage of LG telecom as a first-mover and SK telecom/KTF as followers. Finally, based on this analysis, we predict the future competition among these companies and the market.

Measuring Changes of Dominance in Designs of Mobile Phones (휴대폰 디자인에 있어서 지배성 변화 측정)

  • Park, Sang-June;Lee, Yu-Ri
    • Science of Emotion and Sensibility
    • /
    • v.13 no.1
    • /
    • pp.91-102
    • /
    • 2010
  • This study investigates the dominant degree of product design factors through the process of change of design factors. The previous research suggested a concrete measurement method of dominant designs, but it did not investigate empirically the degree of dominance due to the limited data for changes of designs. In this research, thus, after collecting design data of mobile phones and we measured the dominance and structure change of the designs by year. The analyses showed the following two things. First, in design factors of mobile phone the dominance on the body form and the edge grows more and both of them as dominant design factors tend to converge into the rectangular body form and the round edge, respectively. Second, the dominance on other design factors(e.g. the button type, the open type, whether or not to have digital multimedia broadcasting(DMB) and video telephony functions, the combination of colors and the body color) increases and decreases; and hence, design levels tend to diverge. In conclusion, the measurement of dominance on product design factors contributes to marketing managers and designers who are required to establish a strategy for products under the rapidly changing circumstances of market. This research aims to provide those managers and designers with a guide line for a successful development of new product to prepare for the dominant design from this empirical study.

  • PDF

Feedback Phenomenon in Technology Art (예술 공학의 피드백)

  • Kim Hyung-Gi
    • Science of Emotion and Sensibility
    • /
    • v.8 no.4
    • /
    • pp.423-433
    • /
    • 2005
  • The computer hardware development has provided many chances of emergence between art and technology. In many cases today's interactive artworks cannot be completed without audience's participation. The interactive production process with technical supplementation can be celled feedback. Mr. Nam Jun Paik showed 'Participant TV' that interacts with audience's response in real time. It means artwork changes with the constantly changing value from the data set from human visual perception. Dan Graham showed another feedback related work, which delays 5second playback in mirror that implies consequence of time. Today's media art has to sublimate coincidence, time ant audience into philosophical artwork through consonance that comes with video and sound as we can see from Bill Viola. Stelarc produced artworks. That use input data that is weak signals from brain, muscles. Through a terminal display with player, body expanded meaning of media. Jeffrey Shaw's 'Legible City' provided a fabrication of the reality with the interaction of bicycle's pedal speed and steering direction that is controlled by 4river. RE:MARK used microphone as input device as Edmond Couchot's 'Je same a la vent' and Nam Jun Paik's 'Participant TV' did. There is no communication without feedback between human being. The reality makes audience involved into artworks. That is the reason why feedback has to be natural. Through the feedback process, the originality of the idea is altered by audience. The feedback is not just part of flesh of artwork rather skeleton of it. Technological showoff cannot be art itself The perfection of technological application plan helps feedback that interacts with audience naturally in order that audience hoes not feel the feedback as artificial plan. Interactive media art has to be evolved into new media form with new integration feedback technology.

  • PDF

Low-Power Streamable AI Software Runtime Execution based on Collaborative Edge-Cloud Image Processing in Metaverse Applications (에지 클라우드 협동 이미지 처리기반 메타버스에서 스트리밍 가능한 저전력 AI 소프트웨어의 런타임 실행)

  • Kang, Myeongjin;Kim, Ho;Park, Jungwon;Yang, Seongbeom;Yun, Junseo;Park, Daejin
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.26 no.11
    • /
    • pp.1577-1585
    • /
    • 2022
  • As the interest in the 4th industrial revolution and metaverse increases, metaverse with multi edge structure is proposed and noted. Metaverse is a structure that can create digital doctor-like system through a large amount of image processing and data transmission in a multi edge system. Since metaverse application requires calculating performance, which can reconstruct 3-D space, edge hardware's insufficient calculating performance has been a problem. To provide streamable AI software in runtime, image processing, and data transmission, which is edge's loads, needs to be lightweight. Also lightweight at the edge leads to power consumption reduction of the entire metaverse application system. In this paper, we propose collaborative edge-cloud image processing with remote image processing method and Region of Interest (ROI) to overcome edge's power performance and build streamable and runtime executable AI software. The proposed structure was implemented using a PC and an embedded board, and the reduction of time, power, and network communications were verified.

Biomechanical Analysisz of Varying Backpack Loads on the Lower Limb Moving during Downhill Walking (내림 경사로 보행시 배낭 무게에 따른 하지 움직임의 운동역학적 분석)

  • Chae, Woen-Sik;Lee, Haeng-Seob;Jung, Jae-Hu;Kim, Dong-Soo
    • Korean Journal of Applied Biomechanics
    • /
    • v.25 no.2
    • /
    • pp.191-198
    • /
    • 2015
  • Objective : The purpose of this study was to conduct biomechanical analysis of varying backpack loads on the lower limb movements during downhill walking over $-20^{\circ}$ ramp. Method : Thirteen male university students (age: $23.5{\pm}2.1yrs$, height: $175.7{\pm}4.6cm$, weight: $651.9{\pm}55.5N$) who have no musculoskeletal disorder were recruited as the subjects. Each subject walked over $20^{\circ}$ ramp with four different backpack weights (0%, 10%, 20% and 30% of body weight) in random order at a speed of $1.0{\pm}0.1m/s$. Five digital camcorders and two force plates were used to obtain 3-d data and kinetics of the lower extremity. For each trial being analyzed, five critical instants were identified from the video recordings. Ground reaction force, loading rate, decay rate, and resultant joint moment of the ankle and the knee were determined by the inverse dynamics analysis. For each dependent variable, one-way ANOVA with repeated measures was used to determine whether there were significant differences among four different backpack weight conditions (p<.05). When a significant difference was found, post hoc analyses were performed using the contrast procedure. Results : The results of this study showed that the medio-lateral GRFs at RHC in 20% and 30% body weight were significantly greater than the corresponding value in 0% of body weight. A consistent increase in the vertical GRFs as backpack loads increased was observed. The valgus joint movement of the knee at RTO in 30% body weight was significantly greater than the corresponding values in 0% and 10% body weight. The increased valgus moment of 30% body weight observed in this phase was associated with decelerating and stabilizing effects on the knee joint. The results also showed that the extension and valgus joint moments of the knee were systematically affected by the backpack load during downhill walking. Conclusion : Since downhill walking while carrying heavy external loads in a backpack may lead to excessive knee joint moment, damage can occur to the joint structures such as joint capsule and ligaments. Therefore, excessive repetitions of downhill walking should be avoided if the lower extremity is subjected to abnormally high levels of load over an extended period of time.

The Comparative Analysis on the Kinematic Variables according to the Types of Stance in the Dead-lift of Snatch Events of Junior Weight Lifters (주니어 역도 선수 인상 종목의 Dead-lift 동작 시 스탠스유형에 따른 운동학적 변인 비교분석)

  • Chung, Nam-Ju;Kim, Jae-Pil
    • Korean Journal of Applied Biomechanics
    • /
    • v.18 no.4
    • /
    • pp.99-107
    • /
    • 2008
  • The aim of this study was to provide fundamental data in training to improve athletes' competitiveness through the comparative analysis of kinematic variables according to the types of stance. For this study, the subjects selected 4 Junior Weight lifters. Subjects performed two type(8-type and 11-type) Dead-lift and their performance was sampled at 60frame/sec. using four high-speed digital video cameras. After digitizing images from four cameras, the two-dimensional coordinates were used to produce three-dimensional coordinates of the 15 body segments(20 joint makers and 2 bar makers). And the results were as follows. 1. As for the time required for stances, 8-type motion was faster than 11-type motion. 2. As for the body-center shift in stances, 8-type motion was bigger than 11-type motion in back and forth motion shift, and 11-type motion was bigger than 8-type motion in right and left, up and down motion shift. 3. As for the speed of a body-center and a babel, 8-type motion was faster than 11-type motion. 4. As for the motion-trace of a babel in stances, 8-type motion was bigger than 11-type in back and forth, right and left motion and 11-type motion was bigger than 8-type in up and down motion. 5. As for the body-angles in stances, 8-type motion was bigger than 11-type in the stance angle, and 11-type motion is bigger than 8-type in the angles of a coxa, a knee and an ankle. As a result of the comparative analysis between 8-type and 11-type stance of Junior Weight lifters dead-lift, both were generally similar in variables, but 8-type motion was more stable than 11-type in aspects of time, speed, center shift, angle change.

Analysis of Media Literacy Content Reflected in Middle School Technology and Home Economics Textbooks (중학교 기술·가정 교과서에 반영된 미디어 리터러시 내용 분석)

  • Shim, Jaeyoung;Choi, Saeeun
    • Journal of Korean Home Economics Education Association
    • /
    • v.32 no.2
    • /
    • pp.99-115
    • /
    • 2020
  • The purpose of this study is to analyze the relationship between home economics curriculum and media literacy education. For this purpose, 12 kinds = types of learning materials for middle school 'Technology·Home Economics 2' textbooks were analyzed. After selecting 'Media Literacy Performance Goals(MLPG)' as the basis for analysis, the distribution of media data and reflection of MLPG were analyzed by frequency and content analysis. The results of this study are as follows. First, 39.6% of the learning materials using media materials out of the total learning materials of 12 textbooks, and there were differences in the frequency and weight of learning materials using media materials by publishers. Depending on the type of media, 68.3% of 'printing', 16.7% of 'images, video', 13.5% of 'digital', and 86.5% of the use of unidirectional media. Second, there was a difference in frequency and weight of learning materials reflecting the MLPG by publishers, and it was necessary to supplement the learning content to improve overall media literacy. Among the MLPG reflected in the learning materials, 'meaning and communication' was the most reflected performance goal, with 58.8%, but there was no two-way communication through the media. Based on the results of these textbook analysis, MLPG in Home Economics are revised as follows. 'Understanding the meaning and self-expression', 'Communication and social participation', 'Use of responsible media', 'Appreciation and enjoyment', 'Use of media technology', 'Information search and selection', 'Creation and production', 'Critical understanding and evaluation'.

A Study on the utilizing parody and pastiche in Contemporary Art Works (현대 예술 작품에서 나타나는 패러디와 패스티쉬에 관한 연구)

  • Song, Ho-Jin;Jeong, Eui-Tae
    • Journal of the Korea Convergence Society
    • /
    • v.6 no.6
    • /
    • pp.201-212
    • /
    • 2015
  • They insist that there is no more new stuff in modern art to change every circumstance rapidly. According to this situation, they recreate the works which are made with the existed idea or materials, and also transform creative concept which cites the existing functions with modern meaning. Furthermore they can look into any data everywhere from their daily routine using the internet. And this must become one of the general forms which they imitate others' works which are referred or chosen in modern art. These social complextion is called a parody and pastich is technique of the Post Modernism which is the existence of past. Using the new construction, the parody and pastich which can accomplish some better value and bring other meanings makes original recreation with the concept of copying and repeating. It keeps changing and is shaping up to be different aspect so far. Every field has a little different term using its own expression but it keeps empathizing each other a same essential meaning. Although it is like universal mode of expression, It is fact that the public cannot distinguish what is creation, imitation, or piracy. This thesis shows the concept of it and files for terms which is using like that. At last it selects some artist who worked with parody and pastich analyses and compares them and their works.

Intensity Compensation for Efficient Stereo Image Compression (효율적인 스테레오 영상 압축을 위한 밝기차 보상)

  • Jeon Youngtak;Jeon Byeungwoo
    • Journal of the Institute of Electronics Engineers of Korea SP
    • /
    • v.42 no.2 s.302
    • /
    • pp.101-112
    • /
    • 2005
  • As we perceive the world as 3-dimensional through our two eyes, we can extract 3-dimensional information from stereo images obtained from two or more cameras. Since stereo images have a large amount of data, with recent advances in digital video coding technology, efficient compression algorithms have been developed for stereo images. In order to compress stereo images and to obtain 3-D information such as depth, we find disparity vectors by using disparity estimation algorithm generally utilizing pixel differences between stereo pairs. However, it is not unusual to have stereo images having different intensity values for several reasons, such as incorrect control of the iris of each camera, disagreement of the foci of two cameras, orientation, position, and different characteristics of CCD (charge-coupled device) cameras, and so on. The intensity differences of stereo pairs often cause undesirable problems such as incorrect disparity vectors and consequent low coding efficiency. By compensating intensity differences between left and right images, we can obtain higher coding efficiency and hopefully reduce the perceptual burden of brain to combine different information incoming from two eyes. We propose several methods of intensity compensation such as local intensity compensation, global intensity compensation, and hierarchical intensity compensation as very simple and efficient preprocessing tool. Experimental results show that the proposed algerian provides significant improvement in coding efficiency.