As growing interest in Human-Computer Interaction(HCI), research on HCI has been actively conducted. Also with that, research on Natural User Interface/Natural User eXperience(NUI/NUX) that uses user's gesture and voice has been actively conducted. In case of NUI/NUX, it needs recognition algorithm such as gesture recognition or voice recognition. However these recognition algorithms have weakness because their implementation is complex and a lot of time are needed in training because they have to go through steps including preprocessing, normalization, feature extraction. Recently, Kinect is launched by Microsoft as NUI/NUX development tool which attracts people's attention, and studies using Kinect has been conducted. The authors of this paper implemented hand-mouse interface with outstanding intuitiveness using the physical features of a user in a previous study. However, there are weaknesses such as unnatural movement of mouse and low accuracy of mouse functions. In this study, we designed and implemented a hand mouse interface which introduce a new concept called 'Virtual monitor' extracting user's physical features through Kinect in real-time. Virtual monitor means virtual space that can be controlled by hand mouse. It is possible that the coordinate on virtual monitor is accurately mapped onto the coordinate on real monitor. Hand-mouse interface based on virtual monitor concept maintains outstanding intuitiveness that is strength of the previous study and enhance accuracy of mouse functions. Further, we increased accuracy of the interface by recognizing user's unnecessary actions using his concentration indicator from his encephalogram(EEG) data. In order to evaluate intuitiveness and accuracy of the interface, we experimented it for 50 people from 10s to 50s. As the result of intuitiveness experiment, 84% of subjects learned how to use it within 1 minute. Also, as the result of accuracy experiment, accuracy of mouse functions (drag(80.4%), click(80%), double-click(76.7%)) is shown. The intuitiveness and accuracy of the proposed hand-mouse interface is checked through experiment, this is expected to be a good example of the interface for controlling the system by hand in the future.
Journal of the Korean Institute of Traditional Landscape Architecture
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v.37
no.3
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pp.49-61
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2019
This study aims to examine the spatial recognition of the characters who visited Anuisamdong(安義三洞) in the past and left it in the literature. Thus, the school's relationship between people identified in the relevant literature was analyzed and the elements of landscape were extracted. The results were as follows; First, The figures who authored the literature on Anuisamdong were related to scholars living in Anuihyun(安義縣), along with the Yeongnam confucian genealogy. Starting with Jung, Yeo-Chang(鄭汝昌) in the 15th century, a relationship centered on Nammyeong School(南溟學派) in the 16th century was formed. At that time, people had toured the Anuisamdong regardless of the academic background. In the 17th century, Nammyeong School were in conflict with Toegye School(退溪學派), so Toegye School's influence had no record. In the 18th century, the proportion of Nammyeong School, Toegye School, and Kiho School(畿湖學派) appeared similar as they evolved into the Yeongnam School(嶺南學派). After the 19th century, the proportion of patriots who participated in the anti-Japanese movement was higher than that of schools. Second, The main places used in the literature related to Anuisamdongwere the order of Wonhakdong(猿鶴洞), Hwrimdong(花林洞) and Simjindong(尋眞洞). There are a total of 21 major elements used for the related literature, of which Suseungdae Rock(搜勝臺), Morijae House(某里齋), Nongwaljeong Pavilion(弄月亭), Sasundae Rock(四仙臺) and Cheoksuam Rock(滌愁巖) were the main subjects. Elements of Wonhakdong have been in the spotlight since the 16th century, focusing on Suseungdae Rock. Although the elements of Hwarimdong have been increasing gradually since the 18th century, the ratio of Simjindong to Wonhakdong and Hwarimdong was relatively small. Third, The relationship between the figures who visited the Anuisamdong and the spatial recognition of the Anuisamdong was divided into landscape awareness, emotional awareness and symbolic recognition. The Anuisamdong's scenic view is mostly identified by its description of the waterscape and topographical landscape, which people may have perceived as a scenic site centered on the valley view at the time. The mutual influence of Nammyeong School and Toegye School in the 16th and 17th centuries led to a scene in which the major figures of each school recognized pleasure as a culture of training, and a feeling of longing for the traces of past ancestors as the 18th century travel culture and the 19th century chaotic situation. In addition, the symbolic expression that usually appears is likely to have been recognized as a unworldly place, as the location of the immortal world is confirmed.
Became large a problem we were productive movement of information became large and occurring to diffusions of development of public media and Internet use. While the Internet became a generalization, public media had more influences and risks, and a crime to abuse anonymity became large in cyber space. In addition, damage is becoming expanded reproduction that infringe of ' crime victim's rights of portrait'. The point that is most important in order to improve these points is recognition regarding the special situation of crime victim, and the ethic consciousness and independent operation regulation and regulation system that these point was taken into consideration in the public media and Internet operation that are an information producer is necessary, and Internet portal shall be included like Internet newspapers to the arbitration object of the Press Arbitration Commission. Also, a legal system regarding personal responsibility shall have for protection of a crime victim's rights of portrait by personal information activity for protection in cyber space. Suggest to a portrait of a crime victim, and an individual and social rights security effort are required for activation regarding an infringement relief system.
With progress in emerging new media technology and associated device, there is growing interest in a new type of contents in the filed of children education. In this research, we developed a edutainment content for enhancing sociability and visual perception of children exploiting kinect. Recreating what is visually perceived with physical movement is adopted to develop visual perception. It is also designed such that one's sociability can be enhanced through experiencing natural physical contact and collaboration while interacting with the developed content. The prototype of the content was created through development of character to boost interest, a short animation for storytelling, and interactive programming. In the second pilot test which was done with the content improved through the first pilot test, it was observed that children easily played with it and actively participated in experiencing it. From this observation, it is expected that the developed content may work as a promising edutainment content which fosters children to enhance visual perception and sociability through natural interaction.
Proceedings of the Korea Contents Association Conference
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2006.11a
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pp.783-787
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2006
The 'spatial senses' mean environments and the instinctive responds to objects in the environments. The infancy is an important period to develop the basic capacity of the 'spatial senses'. Since young children can develop the 'spatial senses' throughout the actual and active search, it is essential for them to do experience through their physical actions. This paper proposes four motion based-contents for improving the spatial sense of young children: a bubble game, a cyber goalkeeper game, a mud-huddle game, and a shape recognition game. The proposed four games are implemented to the virtual learning environments. Also, the virtual learning environments utilize the realistic interfaces which can recognize motions of young children and then interact with the games as they do the movement at the virtual environments provided. Using the realistic interfaces not only develops young children's spatial sense but also offers them the pleasure and interest of self-study.
Lee, Jee Hyun;Lee, Eun Ji;Kim, Ji Eun;Kim, Yoolee;Cho, Sinwon
Journal of the Korean Society of Costume
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v.65
no.1
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pp.118-135
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2015
In recent years, smart clothing had been developed in order to better detect and monitor physical movement of the patient, so that such activities such as location identification and biometric recognition could be done. However, most of the sensing devices of smart clothing were limited to smart sensing sports clothing and the designs did not consider the physical characteristics and the behavior of the wearer. Therefore, this study aimed to create an open protection system by developing a wearable sensing device for health monitoring and location information. For this purpose, this study developed eleven types of wearable sensing design that could be commercially sold and worn by people who needed their biological information to be constantly monitored. The study conducted four tests in order to develop three types of sensing devices for various sensing wears. The purpose of this study was to expand the user rang of smart sensing wears, and provide a foundation for the development of distinctive wearable sensing devices reflecting the user. Furthermore, contribute to the design for the person subject to protection.
Journal of Korean Society of Disaster and Security
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v.9
no.1
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pp.33-38
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2016
Real time location system was development for safety management at road and bridge maintenance field. The system can check the real-time location detection, movement history, behavior of a number of laborers. The system consisted of a Bluetooth and ZigBee that uses low-power. It had a very large error that the previous method for the position recognition by triangulation using the RSSI. Because This study proposed a new distance measurement and correction scheme using RSSI and accelerometer. It was evaluated in the maintenance field. A development system were evaluated in the field, the results are shown an error between 0.2 m and 0.4 m. And through the acceleration of history it was confirmed by determining possible to determine the safety situation of the laborers.
Purpose: The goal of this paper is to offer practical suggestions for developing, implementing, and maintaining a successful school mental health program based on the model of a school mental health program for middle school students at the Namgu Hyosarang adolescent Mental Health Center. The model will be divided into six areas and the challenges and future direction of this program: creative approach to funding, creative staffing, education, training, needs assessment & resource mapping, collaboration and partnerships in a school mental health program, and developing an outcome evaluation research. Method: This is a descriptive study of the school mental health program model for middle school students of Namgu Hyosarang Adolescent Mental Health Center implemented over a four year period. Conclusion: Within this paper, a blueprint that can guide the development and implementation of school mental health programs has been offered. The actual application of this model will vary depending on the structure and goals of individual programs and schools. This model of our center has been identified as an effective school mental health program and the actual application program in regular learning times to middle school students. Establishing guidelines about the types of activities necessary for the successful implementation and sustainability of a school mental health program constitutes the first step in standardizing this process, and the school mental health movement continues to receive national recognition as a viable services delivery model for adolescents in need of mental health services. The recommendations outlined indicate that a school mental health program is more effective and necessary than the clinical service of a psychiatric hospital for adolescents' emotional/behavioral problems.
We proposed the device to control a computer with only a head and eye blinks so that disabilities by car accidents can use a computer. Because they have paralysis of their upper extremities such as C4~C5 paraplegics and cerebral palsy, they cannot efficiently access a general keyboard/mouse not using hands and foots. The cursor position was estimated from a gyro-sensor which can measure head movements, and the mouse event such as click/double click from opto-sensors which can detect eye blinks. The sensor was put on the proper goggle in order not to disturb the visual field. The performance of the proposed device was compared to a general optical mouse, and was used both relative and absolute coordinate in cursor positioning control. The recognition rate of click and double-click was 86% of the optical mouse, the speed of cursor movement by the proposed device was not much different from the mouse. The overall accuracy was 80%. Especially, the relative coordinate is more convenience and accuracy than the absolute coordinate, and can reduce the frequency of reset to prevent the accumulative error.
Lee, Joo Hee;Lee, Jong Hyeon;Choi, You Jeong;Kim, Youn Jung
Journal of Korean Biological Nursing Science
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v.22
no.2
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pp.111-118
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2020
Purpose: The purpose of this study was to understand the impact of long- and short-term energy drinks on anxiety-like, depressionlike, and cognitive behavior in adolescent rats. Methods: Adolescent rats (age six weeks) were randomly classified into a control group (CON), a long-term administration group (LT), and a short-term administration group (ST). The LT group was orally administered 1.5 mL/100 g (body weight) of energy drink twice daily for 14 days, the ST group was orally administered for one day, and the control group applied the same amount of normal saline. Later, an open-field test, a forced swim test, novel object recognition test, and an 8-arm radial maze test was conducted to assess the rats' anxiety, depression, and cognitive function. Results: There were different effects in the long- and short-term groups of energy drink administration. In the LT group, anxiety- and depressive-like behavior increased because of increased movement in the side corner and decrease of immobility time. Also, the time to explore novel objects decreased, and the number of correct responses was reduced, indicating a learning and memory function disorder. However, the ST group was not different from the control group. Conclusion: These results indicate that long-term consumption of energy drinks can increase anxiety-like, depression-like behavior, and this can lead to decrease in learning and memory functions. Thus, nurse and health care providers should understand the impact of energy drink consumption in adolescence to provide appropriate practices and education.
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