• Title/Summary/Keyword: Movement Recognition

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A Study on the History of Modern Library in Korea -With Special Reference to the Formation of Modern Library Thought in the Late Yi Dynasty- (근대 한국 도서관사 연구 -개화기에 있어서 근대도서관사상의 형성과정을 중심으로-)

  • Lee Choon Hee
    • Journal of the Korean Society for Library and Information Science
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    • v.16
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    • pp.71-110
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    • 1989
  • The purpose of this study is to investigate the influential factors creating the modern library thought in the latter part of Yi Dynasty. After Korea was forced to make a treaty opening up the country in 1876, Western civilization was introduced and reforms were carried out eventually. Various influential factors could be taken into consideration as follows. (1) The envoys to Japan after 1876 (2) Tourists party to Japan organized by Gentlemen in 1982 (3) The persons who studied abroad (4) Establishment of modern schools and development of publications: on the new learning. (5) News media and others Above all, the persons who studied abroad, such as Yu Gil Jun, Yun Chi Ho, etc., in early stage has contributed most to the extension of public recognition for modern library in Korea. Therefore it can be said that the formation of modern library thought in Korea was based on the theory of the Western library as was the Japan in the period of Meiji Restoration. Patriotic intelectualls in these days believed that reform of the educational system and the diffusion of knowledge was very much meeded in order to preserve an independent Korea and to build up national strength, and then nation-wide campaign for enlightenment was earried on. For that reason the movement of the national library establishment in 1906 also should be regarded from the same point of view, that is, as a part of the enlightenment campaign. Therefore it should not go unheeded that strong patriotism was always streamed under the ground of the library campaign as well as the new learning and new education campaign. Unfortunately every plan of Korean library movement had broken down and missed the chance for having experience of self-development because of the Japanese invasion.

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Naturopathy Theory and Mechanism of Breathing Massage for Life Care (라이프 케어를 위한 호흡마사지법의 자연치유 이론기전)

  • Kim, Meong-Ju;Kim, Hye-Jeong
    • Journal of the Korean Applied Science and Technology
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    • v.34 no.4
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    • pp.1104-1111
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    • 2017
  • In this study, the authors aimed to give careful consideration to the circulation of bioenergy (Qi) by using cardiorespiratory massage technique. Finding enlightenment in harmony with nature thousands of years ago, our ancestors created Qi using natural breathing and tried to achieve good health and long life by controling the up and down movement. Experiencing the importance of the abdomen during the hungry times, also, grandmothers cured diseases by rubbing the abdomen, which is the ocean of life with their soft, soothing touch of hand. Naval breathing therapy was formed, based on natural breathing, emotional recognition of grandmothers' soft, soothing touch, and the Theory of Unified Reason and Energy that is the key of Oriental medicine. Natural breathing and Yakson massage are kinds of naturopathy to change body and mind, cure diseases naturally, and maintain the improvement in physical functions by taking care of the abdomen through the creation of Qi and the up and down movement and keeping dynamic balance between the natural world and the inside and outside of human body. It is anticipated that this study could contribute to the practical spread for an active application of naval breathing therapy and be broadly used in scientific clinical researches.

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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A Case Study on the Learner's Engaged Learning Experience in Kinect Game Based Learning (Kinect 게임 활용 수업에서 학습자의 참여적 학습 경험에 대한 사례 연구)

  • Ryoo, EunJin;Kang, Myunghee;Park, Juyeon
    • Journal of The Korean Association of Information Education
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    • v.23 no.4
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    • pp.363-374
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    • 2019
  • Recently, there is an increasing interest in game based learning as a teaching method for digital native learners. This study set kinect game contributes to engaged learning as the competition and cooperation play (achievement goals, interaction), the digital game play (multisensory stimulation, fantasy and curiosity, chance, accurate feedback, control), and the body movement play (embodied cognition, presence). After performing classes using the motion recognition game developed for the elementary school history class, this study conducted semi structured interviews based on engaged learning elements of kinect game based learning for students who were successfully participating in learning. In the result, each element appeared to a successful learner. Based on these results, this study hopes to assist researchers as a basic evidence to introduce kinect game-based learning for engaged learning.

The Characteristics and Fluctuations of the Korean New Small Religious Organizations in the Japanese Colonial Rules -the Review of 'Joseon's Pseudo Religion'(Murayama Jijun, 1935')- (식민지시대 한국 '신종교' 단체의 동향과 특징 -『조선(朝鮮)の유사종교(類似宗敎)』(촌산지순(村山智順), 1935)의 재검토를 중심으로-)

  • Kim, Min-Young
    • The Journal of Korean-Japanese National Studies
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    • no.32
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    • pp.35-68
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    • 2017
  • The map where so-called 'New Religion' of Korea in the Colonial Era is entangled with 'Religion (Christianity, Buddhism, Shindo)' recognized by the Japanese Government General of Korea and nationalism. Accordingly positive research on how religious ideal and ideology in 'New Religion' in Korea was practically applied and practiced in the society is a crucial task. Meanwhile there is survey data representing the status in the long term from 1860s to early 1930s in regard to 'New Religion' of Korea in the Colonial Era. In other words it is 'Pseudo Religion in Joseon' by Murayama Jijun published in 1935. Most part of them are shown through statistics data. In particular he took a look at the distribution of 'Pseudo Religion', ups and downs of religious influence, faith consciousness, its impact and religious ideological movement and social movement. Therefore, if this statistical data could be utilized through quellenkritik, it is thought to have value of significant reference in research on Korea's 'New Religion'. This paper utilizes many statistics included in the survey data among critical review on recognition in Murayama's 'New Religion in Korea' as basic texts. During the procedure this paper seeks to look at the geology of Korean 'New Religion' and attempts basic consideration in the quantitative term related to trend and ups and downs of the groups. Through this basic research I hope that 'public concern of New Religion' in modern Korea and research on re-establishment will move forward.

Indoor Path Recognition Based on Wi-Fi Fingerprints

  • Donggyu Lee;Jaehyun Yoo
    • Journal of Positioning, Navigation, and Timing
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    • v.12 no.2
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    • pp.91-100
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    • 2023
  • The existing indoor localization method using Wi-Fi fingerprinting has a high collection cost and relatively low accuracy, thus requiring integrated correction of convergence with other technologies. This paper proposes a new method that significantly reduces collection costs compared to existing methods using Wi-Fi fingerprinting. Furthermore, it does not require labeling of data at collection and can estimate pedestrian travel paths even in large indoor spaces. The proposed pedestrian movement path estimation process is as follows. Data collection is accomplished by setting up a feature area near an indoor space intersection, moving through the set feature areas, and then collecting data without labels. The collected data are processed using Kernel Linear Discriminant Analysis (KLDA) and the valley point of the Euclidean distance value between two data is obtained within the feature space of the data. We build learning data by labeling data corresponding to valley points and some nearby data by feature area numbers, and labeling data between valley points and other valley points as path data between each corresponding feature area. Finally, for testing, data are collected randomly through indoor space, KLDA is applied as previous data to build test data, the K-Nearest Neighbor (K-NN) algorithm is applied, and the path of movement of test data is estimated by applying a correction algorithm to estimate only routes that can be reached from the most recently estimated location. The estimation results verified the accuracy by comparing the true paths in indoor space with those estimated by the proposed method and achieved approximately 90.8% and 81.4% accuracy in two experimental spaces, respectively.

Development of Hand Recognition Interface for Interactive Digital Signage (인터렉티브 디지털 사이니지를 위한 손 인식 인터페이스 개발)

  • Lee, Jung-Wun;Cha, Kyung-Ae;Ryu, Jeong-Tak
    • Journal of Korea Society of Industrial Information Systems
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    • v.22 no.3
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    • pp.1-11
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    • 2017
  • There is a Growing Interest in Motion Recognition for Recognizing Human Motion in Camera Images. As a Result, Researches are Being Actively Conducted to Control Digital Devices with Gestures at a Long Distance. The Interface Using Gesture can be Effectively Used in the Digital Signage Industry Where the Advertisement Effect is Expected to be Exposed to the Public in Various Places. Since the Digital Signage Contents can be Easily Controlled through the Non-contact Hand Operation, it is Possible to Provide the Advertisement Information of Interest to a Large Number of People, Thereby Providing an Opportunity to Lead to Sales. Therefore, we Propose a Digital Signage Content Control System Based on Hand Movement at a Certain Distance, which can be Effectively Used for the Development of Interactive Advertizing Media.

Infrared LED Pointer for Interactions in Collaborative Environments (협업 환경에서의 인터랙션을 위한 적외선 LED 포인터)

  • Jin, Yoon-Suk;Lee, Kyu-Hwa;Park, Jun
    • Journal of the HCI Society of Korea
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    • v.2 no.1
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    • pp.57-63
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    • 2007
  • Our research was performed in order to implement a new pointing device for human-computer interactions in a collaborative environments based on Tiled Display system. We mainly focused on tracking the position of an infrared light source and applying our system to various areas. More than simple functionality of mouse clicking and pointing, we developed a device that could be used to help people communicate better with the computer. The strong point of our system is that it could be implemented in any place where a camera can be installed. Due to the fact that this system processes only infrared light, computational overhead for LED recognition was very low. Furthermore, by analyzing user's movement, various actions are expected to be performed with more convenience. This system was tested for presentation and game control.

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Convergence Study on the Recognition and Need of Spinal Cord Injury Occupational Therapy Guidelines (척수손상 작업치료 가이드라인 인식 및 요구에 대한 융합연구)

  • Ha, Sung-Kyu;Park, Hae-Yean
    • Journal of the Korea Convergence Society
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    • v.11 no.6
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    • pp.69-74
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    • 2020
  • Prior to the development of guidelines for occupational therapy for spinal cord injury, this study explored the actual condition of occupational therapy applied to patients with spinal cord injury and the range of guidelines required by the clinic, thereby raising the necessity and establishing an evidence-based rehabilitation intervention service system. It is thought that it will be used for research in the same field. As a survey method, a total of 15 days of surveys were conducted from October 3 to 17, 2019, among 112 occupational therapists, focusing on the organizations currently employed by occupational therapists. As a result, there are 106 physical activity training (94.6%), daily life movement training (85.7%), education-counseling-information 44 (39.3%), and guardian education 39 (34.8). %). The research results confirmed the recognition and clinical needs of occupational therapy guidelines.

Improvement of Environmental Sounds Recognition by Post Processing (후처리를 이용한 환경음 인식 성능 개선)

  • Park, Jun-Qyu;Baek, Seong-Joon
    • The Journal of the Korea Contents Association
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    • v.10 no.7
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    • pp.31-39
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    • 2010
  • In this study, we prepared the real environmental sound data sets arising from people's movement comprising 9 different environment types. The environmental sounds are pre-processed with pre-emphasis and Hamming window, then go into the classification experiments with the extracted features using MFCC (Mel-Frequency Cepstral Coefficients). The GMM (Gaussian Mixture Model) classifier without post processing tends to yield abruptly changing classification results since it does not consider the results of the neighboring frames. Hence we proposed the post processing methods which suppress abruptly changing classification results by taking the probability or the rank of the neighboring frames into account. According to the experimental results, the method using the probability of neighboring frames improve the recognition performance by more than 10% when compared with the method without post processing.