The 21st century has been changed into a knowledge-oriented society, which means our society is more dependent on information and moves toward information. The mixing of broadcasting and co mmunication prevails and it makes possible a new type of broadcasting service. Depending on that, a broadcasting is being changed into a consumer-oriented service to satisfy the demands of consum ers in a new media age. It makes us attain to the personal media age to be possible interactive com munication unlike existing one-way transmission. As a result, new complex media are commercialize d and the instance is DMB. DMB is said 'my own TV' or 'TV in my own hands'. But it has limit t o retransmit existing broadcast programs. So hereafter, DMB broadcasting must be produced with co ntents suited its properties out of retransmitting existing contents. It is necessary to analyze exactly properties and service fields of DMB media to make an establish production direction of contents for DMB. This paper intends to suggest overall optimized image-contents production direction including appropriate program developments, a proper running time, visual expressions such as a camera angle and walking etc... DMB contents suited with its properties will give more familiarities to DMB users. Besides, DMB is expected to be a new culture watching broadcasting.
In this paper, we research the hand tracking and calibration algorithm using the EPIC sensor. We analyze the characteristics of EPIC sensor to be more sensitive in the around E-filed, and then we implement the 2-dimensional axis-transformation using the difference of detected amplitude between EPIC sensors. In addition, we implement the calibration algorithm considering the characteristics of EPIC sensor, and then we apply the Kalman filter to efficiently track a target. Thus, we implement the environment of window applications for verification and analysis the implemented algorithm. In turn, we use the DAQ API to extract the analog data. The DAQ hardware has the function of measuring and generating an electrical signal. Moreover, we confirm the movement of mouse cursor by detecting the potential difference depending on the movement of the user's hands.
Recently, research on behavior analysis tracking human posture and movement has been actively conducted. In particular, OpenPose, an open-source software developed by CMU in 2017, is a representative method for estimating human appearance and behavior. OpenPose can detect and estimate various body parts of a person, such as height, face, and hands in real-time, making it applicable to various fields such as smart healthcare, exercise training, security systems, and medical fields. In this paper, we propose a method for classifying four exercise movements - Squat, Walk, Wave, and Fall-down - which are most commonly performed by users in the gym, using OpenPose-based deep learning models, DNN and CNN. The training data is collected by capturing the user's movements through recorded videos and real-time camera captures. The collected dataset undergoes preprocessing using OpenPose. The preprocessed dataset is then used to train the proposed DNN and CNN models for exercise movement classification. The performance errors of the proposed models are evaluated using MSE, RMSE, and MAE. The performance evaluation results showed that the proposed DNN model outperformed the proposed CNN model.
The purpose of this study was to identify instructional components supporting students' interest and creativity in American middle school science classrooms. Two 7th grade classrooms were selected, and observed for 11 class periods each. Results showed that hands-on and small group activities were the most effective ways to increase students' interest. The teachers' instructional approaches, such as individualized paced teaching, sufficient peer teaching, permissive atmosphere, various media, and purpose-focused summary game were found to influence students' interest. To enhance students' creativity, increasing interest, making hypothesis, and trying to various experimental method with sufficient time were identified as effective components.
In this paper, we propose an AR (Augmented Reality) lip makeup using bare hands interactively using an RGB camera. Unlike previous interactive makeup studies, this interactive lip makeup system is based on an RGB camera. Also, the system controls the makeup area in pixels, not in polygon-units. For pixel-unit controlling, the system also proposed a 'Rendering Map' that can store the relative position of the touched hand relative to the lip landmarks. With the map, the part to be changed in color can be specified in the current frame. And the lip color of the corresponding area is adjusted, even if the movement of the face changes in the next frame. Through user experiments, we compare quantitatively and qualitatively our makeup method with the conventional polygon-unit method. Experimental results demonstrate that the proposed method enhances the quality of makeup with a little sacrifice of computational complexity. It is confirmed that natural makeup similar to the actual lip makeup is possible by dividing the lip area into more detailed areas. Furthermore, the method can be applied to make the face makeup of other areas more realistic.
Journal of the Korean Society of Floral Art and Design
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no.44
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pp.75-100
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2021
The purpose of this study is to explore ways in which the flower design industry can utilize podcasts that are rapidly growing in recent years. I selected foreign flower podcasts that are ranked on the global podcast chart, and examined the genre, content, components, show hosts and etc. By analyzing the characteristics of the podcast, the type of communication between the host and the audience, the audience interaction, the industry connection, and the media expansion strategy, I tried to derive the possibility of the flower podcast in Korea. As a result of analyzing foreign flower podcasts, podcasters built listener communities based on their rich experience and knowledge through podcasts and used them for education and marketing. They acted as leaders in the industry or led public opinion such as the sustainable flower industry. Podcast shows were repurposed as various content and used to spread flower design culture. In Korea, flower podcasts can be the basis for the formation of a community related to the flower design industry. Flower design experts can use podcasts as a source asset for various content. Listeners within the industry can get hands-on knowledge about the business from flower podcasts. The popular flower podcast will contribute to the vitalization of flower design culture and industry. Flower podcasts can be a starting point to actively cope with the era of personal media.
Journal of the Korean BIBLIA Society for library and Information Science
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v.6
no.1
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pp.179-213
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1984
The history of recording and conserving for maintenance the human's memory from ancient times to modern's has brought about a lot of changing process of the recorded information media with developing in culture, and each society has made important recorded materials in his library as essentially the social apparatus. But most of them that were damaged by factors of the natural disaster, humidity, temperature, light, fungi and insects in the library, and were resulted in deterioration and losing the numerous materials. For removing the inevitable phases repeated, there are studying for counterplan of the fundamental environment factors about preservation, restoration and chemical research of materials in advanced countries, but I get a few researches about protecting the cultural properties. Therefore I research the survey of the actual conditions on 72 university libraries centering around them, and then I have researched the collection rate 81 percent, 58 university libraries. (local : 35, in seoul : 23) As the result of this research, I propose the model of the environment factors of conserving the library materials. 1) To apply the equipment of processing the radiant energy to the new construction and buildings. 2) To remove factors that occur fungi and insects by facilities being controlled relative humility, temperature, and to equip the ventilation arrangement in the library. 3) To shelve all acquired and bound materials after proceeding the vacuum fumigator. 4) Those who want to enter into the library stack were surely taken in sterilzing their hands and shoes, and must put on the gown. 5) To use the vacuum dusting thing (machine) for removing the dust without spreading out the floor of the library at any time. 6) To set up the gas automatic fire extinguisher worked by smoke sensor. 7) To assist the research into the preservation, natures and environment of recorded materials, and to supply financial funds for librarian. 8) To hold regularly the workshop be able to educate the methods of preservation materials by the constant system. (Library Association) 9) To add to responsibilities on certification of preservation materials for librarian. 10) To hold the constant committee system in each library. 11) To keep up with the ideal environment (humidity, temperature, light, ventilation, etc.) of preservation materials in the arrangement room, and to put on the gown.
Journal of the Korea Institute of Information and Communication Engineering
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v.25
no.10
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pp.1323-1329
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2021
For hand expression recognition, hand pose recognition based on the static shape of the hand and hand gesture recognition based on the dynamic hand movement are used together. In this paper, we propose a hierarchical hand pose model based on finger position and shape for hand expression recognition. For hand pose recognition, a finger model representing the finger state and a hand pose model using the finger state are hierarchically constructed, which is based on the open source MediaPipe. The finger model is also hierarchically constructed using the bending of one finger and the touch of two fingers. The proposed model can be used for various applications of transmitting information through hands, and its usefulness was verified by applying it to number recognition in sign language. The proposed model is expected to have various applications in the user interface of computers other than sign language recognition.
This study was carried out for the objectives to collect the basic informations on the health behaviors of the elementary school children in an urban area in Korea. Seven hundred students were drawn to fill in the designed questionnaire which carries variety of Questions on health re-lated behaviors in general, eating habits, disease history, mental health, and sex education. Questionnaire were filled in by their parents. Major findings are as follows: ① 55.7% had habits of washing the hands before eating whereas 59.8% trashing their hands after toilet. The others had no idea of washing hands before eating and after toilet. ② 26,5% had habits of brushing the teeth twice a day 54.7% only once in the morning, and 2.6% once only in the evening. Thus, the idea of prevention from decayed teeth seems to be lacking among the school children. ③ Bathing habits were also inquired to get 40.3% of bathing more than once a week, 43.1% once every two weeks, and the rest of 16.6% once every one to three months. ④ 41.7% keep the regular bedding time whereas 58.3% irregular. Physical exercises were con-ducted by 76.6% on the ground while 23.5% did not practice any physical exercises at all. Of those physical exercises, rope skipping occupied 37.5%, and the other 66.9% consisted of 14 different kinds of individual type physical exercises such as gymnastic exercise. The main reasons for not enjoying exercises were different by sex; boys largely complained the inadequacy and lack of gymnastic facilities and girls felt in short of friends who could join the exercises. ⑤ 31.9% of the school children had been taking not much of food while 28.3% had unbalanced diets. Of these unbalanced diets, meat occupied 33.2% to be the priority to have an order of the following items such as vegetables, bread or noodle, and fishes as next to each. For eating habits, 88.5% take simple snack such as bread (38.4%, cookies, fruits, and candies in order. 25.8% of the children were provided such snacks or their parents regularly. Breakfast was sufficiently taken by 45.0% whereas 8.4% had never sufficiently. As to the lunch, 63.6% had sufficiently while 16.8% insufficiently. 70.6% take breakfast with all family members together and 30.4% separately. Correlation of sufficient taking of breakfast and eating together of tile family member's seems to be significant when we compare 72.5% of sufficient takers who enjoy breakfast together with the family members with 55.6% of insufficient takers who enjoy it with the family. This finding allows the investigator to point out the importance of table circumstances for children's eating. ⑥ The most common disease was catching a cold (38.8%), and the second was stomach trouble to be followed by the frequency of car sickness, headache, and skin infection. Doctors are consulted only by 23.9% when they are sick whereas 59.7% resorted to the drug stores. The lower the educational attainment of the parents, the lower the rate of visiting clinics. ⑦ 36.7% of their parents pointed out the problems of personality guidance as the most difficult thing at home 71.3% of their parents worried about and unsatisfied with their children's personality traits. Of these complains of the parents, impatience stood at the top to be tabulated at 24.1%, and 21.1% indicated narrow-mindedness. In line with this primary socialization at home, the most crucial problem seems to be related with the lack or recognition of the parents'own role when we find only 43.1% of the parents understood the importance of their own role for the home education of children; the latter group attributed tile responsibility of personality formation to the children themselves. ⑧ As to the sex educational aspects, 30.9% of children have ever asked about the physiology of reproduction or sexual matters to their parents, of those parents only 17.0% could give the constructive responses to the inquiries of the children. In companies on with these data, 25.6% recognized their own role in sex education for their own children while the large segments of the parents (51.1%) attributed the responsibility of sex education to tile low level of 38.3% who recognized the importance of sex education in the school curriculum and 25.1% of the parents insisted to wait until they get to know naturally about sex. 38.1% of the parents said they had some knowledge on sex from books while 16.9% through mass media. The next groups had common senses of sex from their own parents, school friends and other sources.
The eyeball input system is a text input system designed based on 'eye tracking technology' and 'virtual keyboard character-input technology'. The current virtual keyboard structure used is a rectangular QWERTY array optimized for a multi-input method that simultaneously utilizes all 10 fingers on both hands. However, since 'eye-tracking technology' is a single-input method that relies solely on eye movement, requiring only one focal point for input, problems arise when used in conjunction with a rectangular virtual keyboard structure designed for multi-input method. To solve this problem, first of all, previous studies on the shape, type, and movement of muscles connected to the eyeball were investigated. Through the investigation, it was identified that the principle of eye movement occurs in a circle rather than in a straight line. This study, therefore, proposes a new key arrangement wherein the keys are arranged in a circular structure suitable for rotational motion rather than the key arrangement of the current virtual keyboard which is arranged in a rectangular structure and optimized for both-hand input. In addition, compared to the existing rectangular key arrangement, a performance verification experiment was conducted on the circular key arrangement, and through the experiment, it was confirmed that the circular arrangement would be a good replacement for the rectangular arrangement for the virtual keyboard.
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