• 제목/요약/키워드: Human Body Movement

검색결과 360건 처리시간 0.02초

인체 관절 동작의 지각 불편도 Ranking

  • 기도형;신승헌;김형수
    • Proceedings of the ESK Conference
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    • 대한인간공학회 1997년도 춘계학술대회논문집
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    • pp.100-106
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    • 1997
  • The purpose of this study is to measure perceived joint discomfort in the seated and standing position, and to provide a ranking system of joint discomfort measured in this study. Seven male subjects with no history of musculo-skeletal disorders participated in the experiment. Their physical characteristics were: age -$27.6 {\pm}1.8$ years, stature -$171.0 {\pm}5.5cm$, and body weight -$66.4{\pm}9.3kg$. The results showed that perceived joint discomfort was different depending on the human body joints involved in motion and their movement directions, which imply that the human body motions should be classified intoseveral distinct classes that need to be assigned different weights of postural stress. In the seated postion, the hip movement was the most stressful, the back was the second, and the shoulder was the third. Similarly, in standing postures, the hip was given the highest ranking, followed by the back, and the wrist.

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A Study on the Explanation of Placeness in Aldo Rossi's Architecture according to Space Sequences (공간시퀀스로 살펴본 알도 로시 건축의 장소성 규명에 관한 연구)

  • Ahn, Woo-Jin;Jung, Jip-Mun
    • Korean Institute of Interior Design Journal
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    • 제15권6호
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    • pp.35-42
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    • 2006
  • 'Place' as the spacial concept became now key concept in the environments and architecture from the mid 20th century. The purpose of this study is to explain the placeness in Aldo Rossi's architecture according to space sequence. Aldo Rossi has attempted to apply the typological elements for the restoration of place in the cites and buildings which had ruined by modem architecture. Therefore It would be important for us to find out a method which making placeness in Aldo Rossi's architecture. Experiencing place could be examined by the method of space sequence. The experience of place is related to the experience of the human body in architecture space. The experience of place in space can make a unique placeness of architect. And, the experience of the place through the movement of the body and the vista, is the key elements of space sequence to explain the placeness in architecture. The results of this research are following. (1)Key space which related to movement of human body in Aldo Rossi's architecture make a set consisted of a goal space and the surrounding space. (2)The Arrange of Space and the formation of the boundary is more complex in the dispersed buildings than that of the single building. (3)The typological elements like a courtyard, a cylinder and the axis in the buildings made the goal space and helping people to find the orientation of human body.

Changes in Body Surface Lines Caused By Lower Limb Movements in Designing Slacks (II) (슬랙스 설계를 위한 하지동작에 따른 체표선 변화 2)

  • Cho Sung-Hee
    • Korean Journal of Human Ecology
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    • 제7권3호
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    • pp.35-48
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    • 2004
  • In this study, by determining lower limb movements which cause significant changes in body surface lines, body parts with the greatest maximum expansion and contraction rate respectively were illustrated in descending order. Using unmarried female university students aged 18 - 24 as subjects, a total of 32 body surface categories (15 body surface lines and 17 body surface segment lines) were measured in one static and 9 movement poses. In particular, expansion and contraction levels and rates were measured and used in the analysis. The analysis first involved the calculation of the average measurement per body part in body surface line in static pose as well as of the average expansion and contraction levels and rates in 9 lower limb movements. Two-way MANOVA and multiple comparison analysis (Tukey) were conducted on movements and individual somatotypes regarding measurement per body part and expansion and contraction rates. Movements which cause measurements of body surface lines differed significantly in body surface line in static pose versus in movement were then identified. Among average expansion and contraction rates in such movements, maximum average expansion and contraction levels, maximum average expansion and contraction rate, and classes of expansion and contraction rate were determined per body part. The results of this study are as follows. First, 5 lower limb movements; F2, F5, F6, F7, F8, which caused significant changes in body surface lines were determined and illustrated in table 4. Second, the levels, rates, and classes of expansion and contraction rate per body part are illustrated in Tables 5 and 6. Body parts with the greatest maximum expansion rate were, in descending order: upper segment of center back leg line, upper segment of inner leg line, middle segment of center front leg line, posterior crotch length, anterior knee girth, anterior thigh girth, center back leg line, girth at crotch height, anterior midway thigh girth, hip girth, anterior crotch length, knee girth, waist girth, inner leg line, thigh girth, and crotch length. Those with the greatest maximum contraction rate were, in descending order: anterior crotch length, upper segment of center front leg line, lower segment of center back leg line, center front leg line, and posterior thigh girth. The maximum expansion rates and maximum contraction rates, which ranged from 2.05 to $35.95\%$ and from -0.20 to $-30.16\%$ respectively, were classified per body part into 4 ABCD classes. The body part with maximum expansion was the upper segment of the center back leg line at vertical body surface line, expanding by $35.95\%$ or 16.03cm in F5 flexion movement. In contrast, the body part with maximum contraction was the anterior crotch length at vertical body surface line, contracting by $-30.16\%$ or -10.54cm in F5 flexion movement. Both, however, were the body parts to expand or contract the most among all horizontal and vertical body surface lines.

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DRIVER STEERING MODEL AND IMPROVEMENT TECHNIQUE OF VEHICLE MOVEMENT PERFORMANCE DURING DRIFT RUNNING

  • Nozaki, H.
    • International Journal of Automotive Technology
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    • 제7권4호
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    • pp.449-457
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    • 2006
  • The driver model during drift cornering was examined, and a technique to improve vehicle movement performance during drift cornering was investigated. Based on the results obtained, the driver was found to steer using feedback of the body slip angle and the body slip angle velocity during drift cornering. Moreover, improvement of the cornering force characteristic, at which exceeded the maximum cornering force calm as much as possible is important.

Analysis of Skin Movement Artifacts Using MR Images (자기공명 영상을 이용한 피부 움직임 에러 분석에 관한 연구)

  • ;N. Miyata;M. Kouchi;M. Mochimaru
    • Journal of the Korean Society for Precision Engineering
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    • 제21권8호
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    • pp.164-170
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    • 2004
  • The skin movement artifacts are referred to as the relative motion of skin with respect to the motion of underlying bones. This is of great importance in joint biomechanics or internal kinematics of human body. This paper describes a novel experiment that measures the skin movement of a hand based on MR(magnetic resonance) images in conjunction with surface modeling techniques. The proposed approach consists of 3 phases: (1) MR scanning of a hand with surface makers, (2) 3D reconstruction from the MR images, and (3) registration of the 3D models. The MR images of the hand are captured by 3 different postures. And the surface makers which are attached to the skin are employed to trace the skin motion. After reconstruction of 3D models from the scanned MR images, the global registration is applied to the 3D models based on the particular bone shape of different postures. The results of registration are then used to trace the skin movement by measuring the positions of the surface markers.

Study on Attribute of the Time and Change of the Qi of Meridians(經氣) according to the Cycle (시간속성과 주기(週期)에 따른 경기(經氣).오유혈(五兪穴) 변화에 대한 연구)

  • Choi, Yong-Dae;Kim, Byoung-Soo;Kang, Jung-Soo
    • Journal of Haehwa Medicine
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    • 제19권1호
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    • pp.35-48
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    • 2010
  • In Neijing("內經"), it explains heaven, earth, four seasons(天地四時) take part in human's birth, it gives influence on life support, and have organic relationship between body and movement of sun and earth(日月運行) of heaven and earth. Human body and the natural world corresponds, so the time changes in the natural world give immediate influence to human body, and correspond changes happen inside human body. This has no exception in qi of human(人氣), meridians, the viscera and organs(臟腑) and so on. In time, there are many kinds of cycles such as year, month, 10 days and a day. Yin and yang and the five elements in each cycle shows changes of prosperity and decay and transformation. In a year, there are spring, summer, late summer, fall and winter which are each included to wood, fire, earth, metal and water. Spring and summer belong to yang(陽), and fall and winter belong to yin(陰). A day can be divided into the crowing of the cook, dawn, noon, and twilight. After midnight yin falls and yang rises(陰盡陽生), and after noon yang falls and yin rises(陽盡陰生). Ups and downs of the qi and blood and human body change with time and the region of whereabout is different. In one month, when the moon is full qi of blood rises and when the moon comes down qi of blood falls. The qi of meridian(經氣) has a periodical changes with regular movement in meridian. This is a result of continuing movement of meridian and the nutrient(營) and the defense(衛) in human body, stars correspond with ups, and correspond with flow of water of meridian(經水) with downs. In a day the twelve meridians(十二經脈) in hour of yin(hours 3~5), it starts with qi and blood of lung meridian(手太陰肺經) prosperous, each qi and blood of meridian prosperous in order. In eight extra meridians(奇經八脈), Bideungpalbup(飛騰八法) per 5 days, Younggoopalbup(靈龜八法) per 60 days qi of pulse(脈氣) changes correspond. The qi and blood of five meridian points(五兪穴) is 5 days, so.

Development of 2D Patterns for Cycling Pants using 3D Data of Human Movement and Stretch Fabric (동작시 3D 정보를 이용한 2D 패턴 전개 및 신축성 원단의 신장률을 고려한 사이클 팬츠 개발)

  • Jeong, Yeon-Hee;Hong, Kyung-Hi
    • Korean Journal of Human Ecology
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    • 제19권3호
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    • pp.555-563
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    • 2010
  • With recent advances in 3D scanning technology, three-dimensional (3D) patternmaking is becoming a powerful way to develop garments pattern. This technology is now applicable to the made to measure (MTM) system of both ordinary and tightly fitting garments. Although the pattern of fitted clothing has been developed using 3D human data, it is still interesting to develop cycling pants by considering while-cycling body posture and fabric elasticity. This study adopted the Garland's triangle simplification method in order to simplify data without distorting the original 3D scan. Next, the Runge-Kutta method (2C-AN program) was used to develop a 2D pattern from the triangular pixels in the 3D scanned data. The 3D scanned data of four male, university students aged from 21 to 25, was obtained using Whole body scanner (Model WB4, Cyberware, Inc., USA). Results showed the average error of measurement was $4.58cm^2$ (0.19%) for area and 0~0.61cm for the length between the 3D body scanned data and the 2D developed pattern data. This is an acceptable range of error for garment manufacture. Additionally, the 2D pattern developed, based on the 3D body scanned data, did not need ease for comfort or ease of movement when cycling. This study thus provides insights into how garment patterns may be developed for ergonomic comfort in certain special environments.

A Study on 3D Character Animation Production Based on Human Body Anatomy (인체 해부학을 바탕으로 한 3D 캐릭터 애니메이션 제작방법에 관한 연구)

  • 백승만
    • Archives of design research
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    • 제17권2호
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    • pp.87-94
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    • 2004
  • 3D character animation uses the various entertainment factors such as movie, advertisement, game and cyber idol and occupies an important position in video industry. Although character animation makes various productions and real expressions possible, it is difficult to make character like human body without anatomical understanding of human body. Human body anatomy is the basic knowledge which analyzes physical structure anatomically, gives a lot of helps to make character modeling and make physical movement and facial expression delicately when character animation is produced. Therefore this study examines structure and proportion of human body and focuses on character modeling and animation production based on anatomical understanding of human body.

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Psychophysical cost function of joint movement for arm reach posture prediction

  • 최재호;김성환;정의승
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 대한산업공학회/한국경영과학회 1994년도 춘계공동학술대회논문집; 창원대학교; 08월 09일 Apr. 1994
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    • pp.561-568
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    • 1994
  • A man model can be used as an effective tool to design ergonomically sound products and workplaces, and subsequently evaluate them properly. For a man model to be truly useful, it must be integrated with a posture prediction model which should be capable of representing the human arm reach posture in the context of equipments and workspaces. Since the human movement possesses redundant degrees of freedom, accurate representation or prediction of human movement was known to be a difficult problem. To solve this redundancy problem, a psychophysical cost function was suggested in this study which defines a cost value for each joint movement angle. The psychophysical cost function developed integrates the psychophysical discomfort of joints and the joint range availability concept which has been used for redundant arm manipulation in robotics to predict the arm reach posture. To properly predict an arm reach posture, an arm reach posture prediction model was then developed in which a posture configuration that provides the minimum total cost is chosen. The predictivity of the psychophysical cost function was compared with that of the biomechanical cost function which is based on the minimization of joint torque. Here, the human body is regarded as a two-dimensional multi-link system which consists of four links ; trunk, upper arm, lower arm and hand. Real reach postures were photographed from the subjects and were compared to the postures predicted by the model. Results showed that the postures predicted by the psychophysical cost function closely simulated human reach postures and the predictivity was more accurate than that by the biomechanical cost function.

Development and Performance Evaluation of Body Armor for Wear Comfort Enhancement (착용쾌적성이 향상된 방탄복 개발과 성능평가)

  • Kim, Soyoung;Lee, Yejin;Hong, Kyunghi
    • Journal of the Korean Society of Clothing and Textiles
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    • 제36권10호
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    • pp.1050-1057
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    • 2012
  • This study helps develop a cool body armor that maintains a tight-fit configuration to the body surface and evaluates the performance of newly developed body armor in a wear test. Three types of body armor were used for evaluation. One was a tight fitting body armor that was constructed to improve the degree of fit and ease of movement for Korean soldier using 3D technology. Another was ventilating body armor with attached spacers on the shoulder to reduce the thermal stress on the soldier. The third was a prevailing body armor produced by a Korean body armor company. In order to evaluate the performance of the body armor, a human wear test, a thermal mannequin test, and computational fluid dynamics (CFD) were executed. Five subjects participated in the wear test. Subjective wear sensation, total amount of sweat and dynamic change of clothing microclimate were observed during and after exercise on a treadmill; subsequently, it was found that subjects rated tight fitting body armor and ventilating body armor lighter, drier, and easier to move than the conventional body armor (p<.05). Total amount of sweat was the least in the case of ventilating body armor. The thermal resistance and vapor resistance of the ventilating body armor were improved remarkably. In addition, the skin temperature of the ventilating body armor with spacers was lower than the tight fitting body armor by at least $1^{\circ}C$ in the CFD result. It is noted that thermal-wet comfort of the 3D body armor with ventilating feature is superior to the conventional body armor, especially when the ventilating channel is not closed due to a backpack.