• Title/Summary/Keyword: Physical Touch

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Characteristic Comparison of Ground Reaction Force of the Taekwondo's Apkubi Motion and the Walking on Older Persons (고령자의 태권도 앞굽이서기 운동과 보행의 지면반력 특성비교)

  • Bae, Young-Sang;Kim, Ki-Man
    • Korean Journal of Applied Biomechanics
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    • v.21 no.3
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    • pp.289-296
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    • 2011
  • The purpose of this study was to quantify the biomechanical characteristics of the ground reaction force(GRF) during the Taekwondo's Apkubi, one of the basic movement in Taekwondo and the walking. The GRF profiles under the stance foot of Apkubi movement and walking were directly measured in sample of 20 healthy older persons. In the anterior-posterior and vertical direction, the GRF of the Apkubi movement reached to the peak braking force at 10% of the normalized stance time percent and the peak driving force at 90% of stance time, but that of the walking reached to the peak braking force at 20% of stance time and the peak driving force at 80% of stance time. In vertical force, the GRF of the walking showed two peak values, but that of the Apkubi movement seemed three peak values. Moreover the first peak vertical force was significantly(t=6.085, p<.001) greater in the walking(about 1.8 times of body weight) than the Apkubi(about 1.4 times of body weight). The walking velocity was affected significantly(over p<.05) by the braking impulse, the peak braking force and the first peak vertical force. Futhermore the peak braking force in the Apkubi showed a significant effect on the Apkubi's stride length(p<.01). So, we concluded that the braking force after the right touch down, the stance foot on the ground contributed to move the leg forward.

Direct Manipulation based Trajectory Inserting and Editing Methods for ARtalet Authoring Tool (디지로그 북 저작을 위한 감각형 조작 도구를 이용한 직조작 기반의 3D 객체의 이동궤적 삽입 및 편집 기술)

  • Ha, Tae-Jin;Lee, Young-Ho;Woo, Woon-Tack
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.497-501
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    • 2009
  • 'Digilog Book' integrates advantages of existing paper book and immersive digital contents in augmented reality environment, which enables users to feel physical touch and get additional multisensory feedback. As a high level authoring user interface, 'ARtalet' provides an intuitive way to make Digilog Book through 3D user interface in augmented reality environment. This paper mentions trajectory inserting and editing methods of 3D objects, then combining method of the trajectory. 3D object is selected by camera tracked prop, and then transformation matrix relative to book plane is stored in real time based on timeframe. The saved trajectory is managed as templates, and user can make various compositions of trajectories. We expect that suggested methods can enhance interest of readers.

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Interactive electronic book utilizing tabletop display and digi-pet (테이블탑 디스플레이와 디지팻을 활용한 상호작용 전자책)

  • Song, dae-hyeon;Park, jae-wan;Lee, yong-chul;Kim, dong-min;Moon, joo-pil;Lee, chil-woo
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.175-178
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    • 2009
  • In this paper, we describe about interactive electronic book utilizing tabletop display interface and digi-pet. Because of this system can define a lot of gestures using touch point of finger, help that user experiences electronic book effectively more than existent input device. Also, support 1 users in 1 input device in existent mode, but this system can expect various effect because support Multi-user. The digi-pet(digital pet) is physical tools that convey emotion between tabletop display platform and user. And this shows various results acting as assistance because becomes master of story of imagination and participate directly on talk and makes change of story. In this paper, we described about oriented electronic book system the future that combines tabletop display and Digi-pet. This system is expected that the usefulness is increased by leaps and bounds along with technology development forward.

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Analyzing the Efficient Elements on Multi-Touch Based Device for Web Application (웹 어플리케이션을 위한 멀티터치 기반 시스템의 효율적 요소 분석)

  • Cho, Jae-Joon;Jang, Hyun-Su;Cho, Ok-Hue;Lee, Won-Hyung
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.915-920
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    • 2009
  • In terms of development of intelligent information devices, the most important element is the function which is able to deliver the information user wants to input on the device without complexities. By using the mean such as our voice, expression, gesture and physical contact we use in our daily routine, we are able to interact with device easily and simply. In this paper, we are initiated to present interactive surface system, in which allows users to use their hand gesture as a function of mouse and keyboard free, to be interacted within the platform of web application.

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A Case Report of Reflex Sympathetic Dystrophy Syndrome (반사성 교감신경이영양증후군(RSDS)으로 내원한 환자 1례에 대한 보고)

  • Moon, Hyung-Cheol;Kim, Sung-Nam;Lee, Sung-Young;Kim, Sung-Cheol;Lee, Sang-Min;Lim, Jeong-A
    • Journal of Acupuncture Research
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    • v.22 no.6
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    • pp.241-249
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    • 2005
  • Objectives : The purpose of this case is to report the improvement after treatment about patient with Reflex sympathetic dystrophy syndrome. Methods : We treated the patient with acupuncture therapy and Herbal medication from 12th October 2004 to 20th June 2005 by evaluating shoulder function with VAS score, shoulder joint ROM and mannual muscle test(MMT). Results : After treatment, this patient achieved excellent outcome following the technique, showing that clinical symptom as like pain, swelling, paresthesia, color tone change was almost disappeared, and there was improvement of ROM and MMT Conclusion : Reflex Sympathetic Dystrophy Syndrome (RSDS) also known as Complex Regional Pain Syndrome (CRPS) is a chronic neurological syndrome characterized by severe burning pain, pathological changes in bone and skin, excessive sweating, tissue swelling, extreme sensitivity to touch. Oriental medical treatment for Reflex Sympathetic Dystrophy Syndrome resulted in satisfactory results by diminishing the symptoms progressively during the thirty two weeks of treatment. Differential diagnosis was based on careful physical examination. More research of Reflex Sympathetic Dystrophy Syndrome is needed.

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Real-time VR Strategy Chess Game using Motion Recognition (VR기반 모션인식을 이용한 실시간 전략 체스 게임)

  • Kim, Young-Kwang;Yoon, Yeo-Song;Oh, Tea-Gyeoung;HwangBo, Yeung-Hwan;Hwang, Jeong-Hee
    • Journal of Digital Contents Society
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    • v.18 no.1
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    • pp.1-7
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    • 2017
  • Virtual reality(VR) is known as immersive multimedia or computer-simulated reality, is a computer technology that replicates an environment, real or imagined, and simulates a user's physical presence and environment to allow for user interaction. Virtual realities artificially create sensory experience including sight, touch, hearing, and smell. Owing to the use of a single device in most VR contents, user have difficulty in manipulating user interface and game object. And also immersion of the game goes down because they can't see the mouse and keyboard in virtual space. In this paper, we design and implement the chess game to easily and accurately control user interface to improve the immersion in game.

A Study on User Interface Design of MMORPG Game Based on Affordance: Focused on Comparative Analysis of UI Design according to Platform Differences of (어포던스 기반한 MMORPG 게임의 UI 디자인에 관한 연구: MMORPG Game 의 플랫폼 차이에 따른 UI 디자인의 분석을 중심으로)

  • Choi, Yoo Na;Chun, JiYoon
    • Journal of Digital Contents Society
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    • v.18 no.7
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    • pp.1239-1248
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    • 2017
  • The domestic game market is still on a trend of growth. Particularly, as the demand for mobile games is increased, the mobile version is developed in a growing number of cases even after the launch of the games for PCS. In a bid to search for the effective method of UI design depending on the differences between the platforms, this study analyzed the types of different media in the first place and as the approaches to the UI design based on the affordance concept, implemented on the platform of PCS and implemented on the platform of mobile devices were analyzed as the cases which are the same MMORPG games. Since the differences between the game platforms can cause the variations in the physical size of the screens depending on the environment in which the user interface (UI) is rendered and may often involve the controls implemented by the touch of screens rather than the manipulation based on the keyboard and mouse, they usually give the influences on the direction of UI designs. By analyzing these UI elements based on the affordance concept, it may be possible to find the effective method of UI design in the future.

A Study on Quality Control and Measurement for Acquisition of Dynamic Friction Coefficient on Back-hand Skin (손등피부의 운동마찰계수 획득을 위한 컨트롤 요소 및 측정에 관한 연구)

  • Lee, Jae-Hoon;Song, Han-Wook;Park, Yon-Kyu;Kim, Jong-Yeol
    • Korean Journal of Oriental Medicine
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    • v.14 no.3
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    • pp.103-111
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    • 2008
  • Recently, skin diagnosis has been suggested as a promising tool for discrimination of Sasang Constitution, reported by examining the skin characteristics such as thickness, stiffness, slip, and skin textures like wrinkles and furrows. However, the works had a limitation in that clinical decision on the skin characteristics was made by relying upon oriental medicine doctors' subjective sense of touch. In order to objectify the skin diagnosis and claim its efficacy on the discrimination of the Sasang Constitutions, it is necessary to demonstrate its discrimination capability by providing numerical values in terms of physical quantities obtained from measurements using today's sensors and equipment technologies, which motivated this work as a priliminary step towards objectification of skin diagnosis. The skin characteristics focused in this work is the slip property of the back-hand skin that has been exploited using the dynamic friction measurement system. First, curved geometric effects of the back-hand skin on the measured lateral/vertical force signals were estimated using the artificially designed silicon coated structures, which led to a suggestion on a quality controlled experimental design based upon a empirical analysis model. Second, the experimental design thus suggested has been applied to the measurement of dynamic friction coefficients for two healthy male subjects of Taeumin (TE) and Soyangin (SY), respectively. The result shows that the dynamic friction coefficient is less for the SY subject than for the TE subject around the area of the skin used for diagnosis by the oriental medicine doctor, implying the TE subject's skin is more slippery than the SE subject's that is consistent with the oriental medicine doctor's diagnosis. Hopefully, this work can provide guidelines for obtaining quality data in friction measurement to be collected for discussion on the efficacy of the skin diagnosis and its objectification through statistical analysis.

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A Contents Analysis of Nursing Needs at Labor Pain (분만통증 관련 간호요구에 대한 내용분석)

  • Yeo, Jung-Hee;Baek, Seol-Hyang
    • Women's Health Nursing
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    • v.7 no.4
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    • pp.499-507
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    • 2001
  • The purpose of this study was to explore nursing needs during labor pain that had been suffered by women who have given birth. It is essential to identify the nursing needs in order to solve nursing problems and to provide better care for the parturients. The sample consisted of 20 women of primiparas and 17 women of multiparas. They underwent normal labor and delivered a healthy baby at term. The data had been collected through the unstructured interviews conducted 1-2 days after delivery in the admission room from March 1998 to March 1999. On average, the interviews lasted for about 30 minutes. Interviews were taken with the consent of the subjects. The data are categorized according to the similarities of their contents. Seventeen subordinate categories and six superordinate categories have been identified. Six superordinate categories are 1) physical nursing needs 2) nursing needs of medical behavior 3) emotional nursing needs 4) informational and teaching nursing needs 5) nursing needs of pain control 6) nursing needs of respect(personality). Seventeen subordinate categories include: comfortable posture, touch, professional knowledge and techniques, duty execution, support, company and talk, stable surroundings, reassurance, information on delivery, explanation of medical behavior, information on surroundings, instruction on the case of pain, arbitrary adjustment, artificial adjustment, respect, interest and reflection of opinions. The result of this research is the same as that of foreign research and the items of the questionnaire in Korea are the same as the foreign one. Despite the same result, however, this dissertation is significant in that the research identifies the parturients nursing needs and classified the data and thus the basis has been formed to develop the tools to assess the nursing needs of the Korean parturients. The findings can be used as the guide for nursing intervention of parturients.

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The Effects of Pillow Filling Materials on the Comfortable Sleep (베개 충전물의 소재가 쾌적수면에 미치는 영향)

  • Sung, Min-Jung;Sung, Su-Kwang
    • Fashion & Textile Research Journal
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    • v.8 no.6
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    • pp.713-720
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    • 2006
  • Heat conductivity, height, size, elasticity of pillow, stability of shape, hygroscopicity, ventilation, temperature and easy movability, and so on, are considered to be some of major conditions that affect the comfortable sleep. Considering those factors together, the thermal properties, height, shape and feeling of touch, etc, of pillow must be taken into account. Though studies have been conducted to figure out the physical properties of mattress or pillows from the perspective of factors related to the environment of sleep, they are not enough to be used as an index to evaluate the qualitative aspect of sleep. This study tries to consider the effect of pillow filling materials on the comfortable sleep, for which EEG, ECG, EOG, EMG, RT, etc, are to be measured in an attempt to provide the basic data required in proposing the condition that may lead to a sound and comfortable sleep. Three types of pillows that are sold in the market were used for this research in order to evaluate the quality of sleep depending on the filling materials of pillow. All data were statistically processed and the following conclusions were drawn. It was found that the pillow with feathers provided the best comfort as the pillow A turned out to have the shortest sleeping latency(SL) from the perspective of comfort. The pillow B which used the polyethylene is deemed to be suitable for fatigue relieving purpose as it turned out to have the highest slow wave sleep(SWS), but no statistically significant difference was validated. Moreover, the pillow C which used the natural wool was found to have the narrowest contacting area of the pillow and head and provide a great warm heat comfort that may led to a sound sleep because the temperature below the pillow took the longest time to rise.