• Title/Summary/Keyword: Human Body Movement

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The Kinematic Analysis of Back-Kick Motion in Taekwondo (태권도 숙련자와 미숙련자의 공격뒤차기 동작에 대한 운동학적 분석)

  • Lee, Dong-Jin;Park, Chan-Ho;Kim, Hun-Soo
    • Korean Journal of Applied Biomechanics
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    • v.16 no.3
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    • pp.43-51
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    • 2006
  • The purpose of this study was to analyze kinematic variables during turing back kick motion of Taekwondo. The subjects of this study were the 4 skilled and 4 unskilled of male university player in respectively. The experiment of this study was used two 16mm high speed cameras and its speed 125 frames/s. Analysis of this data was three dimensional cinematography using KWON3D program package. The results were as following; 1. In the elapsed time, there was no significance difference statically between a skilled and unskilled group. But skilled group was more fast during the motion of I phase. And unskilled group was more fast during the motion of II phase so called force production section, which had an influence on Diechagi's velocity. 2. In the center of gravity of human body, the changing of it was $1.10{\pm}0.04m$, $1.12{\pm}0.03m$ of LFM(left foot movement) and $1.36{\pm}0.08m$, $1.39{\pm}0.09m$ of RKF(right knee flection), and $1.44{\pm}0.08m$, $1.42{\pm}0.09m$ of RFI(right foot impact). There was no significance difference statically between the two groups. 3. The velocity of heel on impact was 1.13m/s in the skilled group and 1.23m/s in the unskilled group, when each angle of knee was $110.4{\pm}10.9deg/s$, $114.8{\pm}28.4deg/s$. The maximum velocity of each performance was reached before the RKF, and the velocity and angle at impact along by two groups did not show any significant difference statically. 4. In the angular velocity of just RKF of lower leg, there was significance difference statically between the two groups(p<.05).

Body Sway as a Possible Indicator of Fatigue in Clerical Workers

  • Volker, Ina;Kirchner, Christine;Bock, Otmar Leo;Wascher, Edmund
    • Safety and Health at Work
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    • v.6 no.3
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    • pp.206-210
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    • 2015
  • Background: Fatigue has a strong impact on workers' performance and safety, but expedient methods for assessing fatigue on the job are not yet available. Studies discuss posturography as an indicator of fatigue, but further evidence for its use in the workplace is needed. The purpose of the study is to examine whether posturography is a suitable indicator of fatigue in clerical workers. Methods: Thirty-six employees (${\emptyset}$ 34.8 years, standard deviation = 12.5) participated in postural tasks (eyes open, eyes closed, arm swinging, and dual task) in the morning and afternoon. Position of their center of pressure (COP) was registered using a Nintendo Wii Balance Board and commercial software. From registered COP time series, we calculated the following parameters: path length (mm), velocity (mm/s), anterior-posterior variance (mm), mediolateral variance (mm), and confidence area ($mm^2$). These parameters were reduced to two orthogonal factors in a factor analysis with varimax rotation. Results: Statistical analysis of the first factor (path length and velocity) showed a significant effect of time of day: COP moved along a shorter path at a lower velocity in the afternoon compared with that in the morning. There also was a significant effect of task, but no significant interaction. Conclusion: Data suggest that postural stability of clerical workers was comparable in the morning and afternoon, but COP movement was greater in the morning. Within the framework of dynamic systems theory, this could indicate that the postural system explored the state space in more detail, and thus was more ready to respond to unexpected perturbations in the morning.

A Novel Kinematic Design of a Knee Orthosis to Allow Independent Actuations During Swing and Stance Phases (회전기 및 착지기 분리 구동을 가능케 하는 새로운 무릎 보장구의 기구부 설계)

  • Pyo, Sang-Hun;Kim, Gab-Soon;Yoon, Jung-Won
    • Journal of Institute of Control, Robotics and Systems
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    • v.17 no.8
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    • pp.814-823
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    • 2011
  • Nowadays many neurological diseases such as stroke and Parkinson diseases are continually increasing. Orthotic devices as well as exoskeletons have been widely developed for supporting movement assistance and therapy of patients. Robotic knee orthosis can compensate stiff-knee gait of the paralyzed limb and can provide patients consistent assistance at wearable environments. With keeping a robotic orthosis wearable, however, it is not easy to develop a compact and safe actuator with fast rotation and high torque for consistent supports of patients during walking. In this paper, we propose a novel kinematic model for a robotic knee orthosis to drive a knee joint with independent actuation during swing and stance phases, which can allow an actuator with fast rotation to control swing motions and an actuator with high torque to control stance motions, respectively. The suggested kinematic model is composed of a hamstring device with a slide-crank mechanism, a quadriceps device with five-bar/six-bar links, and a patella device for knee covering. The quadriceps device operates in five-bar links with 2-dof motions during swing phase and is changed to six-bar links during stance phase by the contact motion to the patella device. The hamstring device operates in a slider-crank mechanism for entire gait cycle. The kinematics and velocity/force relations are analyzed for the quadriceps and hamstring devices. Finally, the adequate actuators for the suggested kinematic model are designed based on normal gait requirements. The suggested kinematic model will allow a robotic knee orthosis to use compact and light actuators with full support during walking.

Development of Real-time Blood Pressure Monitoring System using Radio Wave (전파를 이용한 실시간 혈압 모니터링 시스템 개발)

  • Jang, Dong-won;Eom, Sun-Yeong;Choe, Jae-Ik
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2015.05a
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    • pp.308-311
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    • 2015
  • Because worldwide interest in the health is increased, the real-time health monitoring system has been demanded to be more convenient non-contact and precise medical devices than conventional. Therefore we developed the blood pressure monitoring system using UWB(Ultra Wide Band) radio wave which contact to the human body through the radar and continuously collect a movement signal of the blood vessel. Then the collected data including pulse rate, systolic blood pressure, diastolic blood pressure is processed in real time. The system monitors and controls through a program-based embedded LCD(Liquid Crystal Display) using Qt GUI(Graphic User Interface) to be displayed in real time. We implement the system as a embedded system because of reducing the size of the limited resources. Existing PC GUI design mode is used relatively large memory, therefore it requires more CPU(Central Processing Unit) capacity and processing time.

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회원 신윤복 풍용도에 표현된 복식미의 연구

  • 김인경
    • Journal of the Korean Society of Costume
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    • v.25
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    • pp.5-20
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    • 1995
  • The fashion of late Yi dynasty had explored a possibility of new fashional beauty from its own experiences throughout the history of Korean fashion excluding any interference of foreign fashions, and brought out some characteristics ; first, the aesthetical value focused on the more human fashion resulted in the exposure of waist. This aesthetical change in the fashion of late Yi dynasty produced out results as follows ; the length and width of jacket became short and narrow maintaining the basic form, while the width of skirt became increased to be contrasted exceptionally with the upper coat. This mode of fashion reveals the transitional movement from the emphasis on balance to that on unbalance in the late period of Yi dynasty. But regarding the fact that the proportional change by the ways of putting on skirt became to be similar to the golden ratio, we can see many examples throughout the folk paintings by Shin Yun bok, we find that the fashional beauty of that age pursued ideal harmony and unity all the time being in spite of its tendency toward non-refinement. Second, we see another peculiarity in the mode of woman's fashion from the paintings by Shin Yun-bok who always depicted the hu-man nature frankly. For example, the jacket became shorter to emphasize lady's slim waist, and underwears began to be exposed after the upper part of skirt had been to expose lady's waist while the bottom line pulled up highter than before. Thus, as the function of robe had changed from a mere means of covering into an expression of beauty, the fashion of late Yi dynasty began to express a perfectly new beauty possessing an erotic mood and sensu-ality of a woman, which was its inner aesthetic need. Third, this emergence of new fashional beauty made the mental value of man and the aesthetic views of that time quite different from the previous ones, and finally there came various expressions of a new beauty. There-fore, the woman's fashion of late Yi dynasty is noted for the exposure and emphasis on the body line of a woman after the aesthetic view-point had changed of time toward pragmatism and humanism, while upholding the traditions of Korean clothes and pride for the nation. And our ancestors realized very Korean fashional beauty by pursuing the expressional ways of gentle, indirect emphasis upon the feminine and natural beauty to exclude and ar-tificial, direct and straightforward exposures and images.

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An Analysis of Compression Wear Designs and Structural Elements (컴프레션웨어의 디자인과 제품구성요소 분석)

  • Lee, Jung Hwa;Jun, Jung Il;Choi, KuengMi
    • Fashion & Textile Research Journal
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    • v.16 no.3
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    • pp.421-433
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    • 2014
  • The aim of this study was to provide compression wear manufacture brands with information needed for product development. 8 tops and 7 bottoms from widely recognized compression wear manufacture brands were selected, and their product structural elements were analyzed, too. The results showed that most compression wear designs were applications of cutting lines designed considering muscle movements of the human body. The average number of cutting lines for patterns and designs were 14 for tops and 15 for bottoms. Different colored material was mainly used on the top for areas that require ventilation or high movement during sports for tops, and for areas that require muscle and joint support during sports for bottoms. The functionality of top materials were found to be stretch, muscle support, moisture absorption and high speed drying, warmth and ventilation for tops, in order of frequency, and stretch, muscle support, moisture absorption and high speed drying, and pressure for bottoms, in order of frequency. Tops were cut in the direction of the lengthwise grain, and bottoms were not only cut in the direction of the lengthwise grain, but also in the direction of the crosswise grain and bias for many products. Tops consisted of an average of 13 organically connected panels, and bottoms consisted of an average of 18 organically connected panels, which was analyzed to improve functionality. The average clothing surface area stretch rate was 85.7% for tops and 70.0% for bottoms, indicating that bottoms were designed to have higher strain rates compared to tops.

Realistic Keyboard Typing Motion Generation Based on Physics Simulation (물리 시뮬레이션에 기반한 사실적인 키보드 타이핑 모션 생성)

  • Jang, Yongho;Eom, Haegwang;Noh, Junyong
    • Journal of the Korea Computer Graphics Society
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    • v.21 no.5
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    • pp.29-36
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    • 2015
  • Human fingers are essential parts of the body that perform complex and detailed motion. Expression of natural finger motion is one of the most important issues in character animation research. Especially, keyboard typing animation is hard to create through the existing animation pipeline because the keyboard typing typically requires a high level of dexterous motion that involves the movement of various joints in a natural way. In this paper, we suggest a method for the generation of realistic keyboard typing motion based on physics simulation. To generate typing motion properly using physics-based simulation, the hand and the keyboard models should be positioned in an allowed range of simulation space, and the typing has to occur at a precise key location according to the input signal. Based on the observation, we incorporate natural tendency that accompanies actual keyboard typing. For example, we found out that the positions of the hands and fingers always assume the default pose, and the idle fingers tend to minimize their motion. We handle these various constraints in one solver to achieve the results of real-time natural keyboard typing simulation. These results can be employed in various animation and virtual reality applications.

A Study of an MEMS-based finger wearable computer input devices (MEMS 기반 손가락 착용형 컴퓨터 입력장치에 관한 연구)

  • Kim, Chang-su;Jung, Se-hyun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.05a
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    • pp.791-793
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    • 2016
  • In the development of various types of sensor technology, the general users smartphone, the environment is increased, which can be seen in contact with the movement recognition device, such as a console game machine (Nintendo Wii), an increase in the user needs of the action recognition-based input device there is a tendency to have. Mouse existing behavior recognition, attached to the outside, is mounted in the form of mouse button is deformed, the left mouse was the role of the right button and a wheel, an acceleration sensor (or a gyro sensor) inside to, plays the role of a mouse cursor, is to manufacture a compact, there is a difficulty in operating the button, to apply a motion recognition technology is used to operate recognition technology only pointing cursor is limited. Therefore, in this paper, using a MEMS-based motion-les Koguni tion sensor (Motion Recognition Sensor), to recognize the behavior of the two points of the human body (thumb and forefinger), to generate the motion data, and this to the foundation, compared to the pre-determined matching table (moving and mouse button events cursor), and generates a control signal by determining, were studied the generated control signal input device of the computer wirelessly transmitting.

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Interactive Music Performance Content for Infants' emotional regulation Improvement (유아의 정서조절능력 향상을 위한 인터랙티브 음악연주 콘텐츠 제안)

  • Park, Min-kyung;Choi, Ye-ji;Park, Yeong-mi;Jang, Se-jin;Park, Sui
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.10a
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    • pp.141-144
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    • 2018
  • During human development, rapid emotional growth develops in infancy, and emotional regulation affects positive emotional development. Therefore, it is important for infants to learn how to control their emotions in infancy. In this study, we propose music-based media content that can improve the emotional regulation ability of infants. In other words, this study suggests a projector-based interactive content that plays various musical instruments through movement of the body following the music on the basis of the Eurhythmics education. Children were asked to perform five instruments: bass, drums, tambourines, castanets, and maracas in their physical movements using their hands, arms, and legs, so that physical activity had a positive impact on the child's emotional regulation. This music - based interactive content is expected to provide an environment that can help improve the emotional regulation by concentrating the attention of children.

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A Computational Fluid Dynamic Study on the Sculling Motion for Water Safety (수상안전을 위한 Sculling 동작의 전산유체역학적 연구)

  • Lee, Hyo-Taek;Kim, Yong-Jae
    • Journal of Fisheries and Marine Sciences Education
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    • v.24 no.1
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    • pp.18-24
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    • 2012
  • This study analyses the effects of various angles in sculling on human body lift and drag by means of computational fluid dynamics, discusses the importance of sculling and provides a basis for the development of future water safety education programmes. Study subjects were based on the mean data collected from males in the age of 20s from a survey on the anthropometric dimensions of the Koreans. Moreover, lift, drag as well as coefficient values, all of which were governed by the angle of the palm, were calculated using 3-dimentional modelling produced by computational fluid dynamics programmes i.e. CFD. Interpretations were performed via general k-${\varepsilon}$ turbulence modelling in order to determine lift, drag and coefficient values. Turbulence intensity was set to one per cent as per the figures from preceding research papers and 3-dimentional simulations were performed for a total of five different angles $0^{\circ}$, $15^{\circ}$, $30^{\circ}$, $45^{\circ}$ and $60^{\circ}$. The drag and lift values for the differing angles of the hands during sculling movement are as follows. The lift and drag values gradually increased with the increasing angle of the palm, however, the magnitude of increase for drag started to predominate lift from $45^{\circ}$ and lift gradually decreased from $60^{\circ}$. Overall, it is concluded that the optimal efficiency of sculling can be achieved at the angles $15^{\circ}$ and $30^{\circ}$, and it is anticipated that greater safety and informative education can be ensured for Life saving trainees if the results were to be applied to practical settings. However, as the study was conducted using simulation programmes which performed analyses on the collected anthropometric dimension, the obtained results cannot be made universal, which warrants furthers studies involving varied study subjects with actual measurements taken in water.