• 제목/요약/키워드: TABLE TENNIS

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단일 센서를 사용한 다기능 구현에 관한 연구 (A Study on Multi-function Implementation using Single Sensor)

  • 최수열;이창희
    • 한국인터넷방송통신학회논문지
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    • 제16권4호
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    • pp.133-137
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    • 2016
  • IoT정보중 영상과 음성 정보가 많은 부분을 차지한다. 더 정확한 상황 인식과 주 정보의 부재에서 사용할 수 있는 다양한 센서가 요구되고 있다. 다양한 센서 사용에 따른 자원 관리의 증가로 이어진다. 여러 센서의 정보 전달에서 소요되는 자원을 줄이는 방법으로서 센서정보를 가공하여 다른 센서를 대신할 수 있는 가능성을 찾아본다. 본 논문에서는 LIS302 DL MEMS 모션센서를 사용하여 탁구대로 낙하하는 탁구공, 셔틀콕, 테니스공의 데이터를 측정하였다. 3가지 대상체에서 측정한 데이터는 충격량에 비례하는 함을 확인하였다. 이 실험은 가속도 센서를 사용하여 충격량으로 변경될 수 있음을 확인하였다. 이 결과 단일 센서를 사용하여 다기능구현이 가능함을 보였다. 또한, 센서의 초기 개발단계에서 다기능센서 고려 상황을 인식하게 한다.

힘과 운동과의 관계에서 인지적 갈등을 일으키기 위한 시범에 대한 학생의 반응 분석 (The Analysis of Students' Responses about Demonstrations for Cognitive Conflict on the Force and Motion)

  • 박종원;박문주
    • 한국과학교육학회지
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    • 제17권2호
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    • pp.149-162
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    • 1997
  • Many students have misconceptions about the direction of force of moving objects, but development of teaching strategy for conceptual change is not easy because the direction of force of moving objects can not be observed directly. Therefore, we devloped demonstration using table tennis ball connected with spring in the water, in which a ball always move to the direction of force of moving objects. This study is to investigate students' responses on the demonstrations designed to generate cognitive conflict and to understand more deeply the process of conceptual change. To do this, five questions were administrated to identify students' preconceptions about force and motion, and interview was conducted using demonstrations, and the process of interview was recorded by video camera. About half of students changed their preconceptions by observing the demonstration. However about thirty percentage of students did not change their preconceptions even though they observed demonstration correctly, among these students, some students simply rejected the observation, doubted the process of demonstrations, or reinterpret the result of observation to preserve their own preconceptions.

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일 복지관 이용 노인들의 인구학적 특성과 노인복지서비스 요구 조사 (Demographic Characteristics and Welfare Service Needs of Elders Utilizing a Welfare Center)

  • 박혜자
    • 한국농촌간호학회지
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    • 제2권1호
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    • pp.24-32
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    • 2007
  • Purpose: This study was done to provide statistical data for developing client-needs based welfare services in community welfare facilities. Method: The participants were 270 senior citizens, who visited a community welfare center in Gyunggi province, during the month of October 2005. They were asked to answer a structured questionnaire. Descriptive statistics, $X^2$ test and Fisher's exact test were used to analyze the data from 221 of the elders. Results: 1. More than 50% of the respondents were women aged between 60 and 75, who had education levels above high school and who lived in apartments. Among the respondents, 54.3% lived separately from their children. 2. 70.0% of the respondents considered their health status as "good", even though they had more than one disease. Also 41% of the respondents were supported by their children, and 76.8% wanted jobs. 3. The respondents pointed out several programs such as languages, computer, singing class, physical activities (dances, billiards, Tai-chi and table tennis), needed to be included in the welfare center programs. Conclusions: Elders aged 60-75, educated above high school, living in an apartments, live alone or with spouse, and having frequent contact with children, were the most frequent utilizers of the welfare center. They want the welfare center programs in variety, including languages, computer, singing class, and physical activities.

닌텐도 위 게임의 치매 재활 사용 가능성 연구 (Feasibility of Using the Nintendo Wii Game for a Dimentia)

  • 이진호;강종호;이현민
    • 대한물리의학회지
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    • 제6권2호
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    • pp.225-233
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    • 2011
  • Purpose: This study evaluated the feasibility of using Nintendo Wii games for improving cognition, balance, function in patients with dementia. Methods: A total 30 dementia patients were randomly assigned into the experimental group(n=15) and control group(n=15). All subjects performed a general therapeutic exercise, and 30-minute sessions of the table tennis and fencing game of Nintendo Wii were conducted with experimental group 3 times a week for 8 weeks. The intervention effects were measured by using MMSE-K, BBS, and FIM. The results were analyzed by using repeated measure ANOVA. Results: The MMSE-K and BBS scores showed significant differences. A significant interaction was observed between the experimental group and the control group in MMSE-K. The final MMSE-K and BBS scores for the experimental group were significantly higher than those for the control group. However, there was no difference in the FIM scores. Conclusion: We suggest that Nintendo Wii games are effective in cognㅇition and balance improvement in dementia patients. Future research on a variety of programs in needed.

농촌지역 중심지의 기능변화에 따른 정주체계 모형설정 (Settlement System Remodeling under Functional Change of Rural Centers)

  • 최수명;이행욱;김홍균
    • 농촌계획
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    • 제9권2호
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    • pp.39-47
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    • 2003
  • This study was carried out to find out the time-dependent change of central functions in the depopulated rural areas. Three county areas were selected for the case study ; Haenam(as a remote flat area), Goksung(as an intermediate mountainous area), and Hwasun(as a peri-urban area). For each district area administered by each county, service facilities stock was surveyed at both the present('02) and the past('89 or '94)time, and its functional index checked. From the study results, table-tennis rooms, oil shops and inns were ascertained to be disappeared now in the absolute or real terms, while beer halls, restaurants and bakeries to be sharply increased. Generally, in spite of the substantial depopulation in the past decade, service facilities stock has been increased in and concentrated to the highest order center of rural area (county office seated district). However, where this center leans to the outer side of its county area and to the opposite direction against the regional center, the dependent level of service function on the highest center have decreased.

사물인터넷 환경을 위한 하둡 기반 빅데이터 처리 플랫폼 설계 및 구현 (Design and Implementation of Hadoop-based Big-data processing Platform for IoT Environment)

  • 허석렬;이호영;이완직
    • 한국멀티미디어학회논문지
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    • 제22권2호
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    • pp.194-202
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    • 2019
  • In the information society represented by the Fourth Industrial Revolution, various types of data and information that are difficult to see are produced, processed, and processed and circulated to enhance the value of existing goods. The IoT(Internet of Things) paradigm will change the appearance of individual life, industry, disaster, safety and public service fields. In order to implement the IoT paradigm, several elements of technology are required. It is necessary that these various elements are efficiently connected to constitute one system as a whole. It is also necessary to collect, provide, transmit, store and analyze IoT data for implementation of IoT platform. We designed and implemented a big data processing IoT platform for IoT service implementation. Proposed platform system is consist of IoT sensing/control device, IoT message protocol, unstructured data server and big data analysis components. For platform testing, fixed IoT devices were implemented as solar power generation modules and mobile IoT devices as modules for table tennis stroke data measurement. The transmission part uses the HTTP and the CoAP, which are based on the Internet. The data server is composed of Hadoop and the big data is analyzed using R. Through the emprical test using fixed and mobile IoT devices we confirmed that proposed IoT platform system normally process and operate big data.

학생교육문화회관의 공간구성에 관한 연구 (A Study on the Space Composition of the Educational Cultural Center for Students)

  • 정관영;임장렬;김용환
    • 교육시설
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    • 제12권5호
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    • pp.25-34
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    • 2005
  • The Educational Cultural Center for Students is a new mixed-cultural space which made around 1997 for students' education of humanism and talent with the 7th revision of educational course. This Educational Cultural Center for Students is different to the existing one because the subject of the culture is students who make creation and performance by themselves while the former ones were for seeing, hearing and feeling things. There are seven Educational Cultural Center for Students all over the country and will be built more in the future. Comparing to the former Educational Cultural Centers for Students, functional rooms in the Educational Cultural Centers for Students are an outdoor performance room, a large performance room, a small performance room of performance facility, a gallery of display facility, a gymnasium, a swimming pool, a fitness room, a table-tennis room of physical facility, a library and a reading room of a book facility, and a group room, a computer room, a singing room, a billiard room, an art room, a musical room, a dancing room, a manner room, a playing room, a cultural lecture room and a seminar room of a interest-activity facility. The result of analyzing the usage frequency is that a performance room has the highest frequency and a display room, a musical room, a music appreciation room and a physical room follow the frequency order. But this frequency does not fit for all area. By place and social situations, the frequency and space organization may be changed.

Effect of the Positions of Female Pro-Volleyball Players on the Stability of Shoulder Joints of the Dominant and Non-dominant Arms

  • Kim, Yong-Yeon;Shin, Hee-Joon;Kim, Bo-Kyung;Koo, Ja-Pung;Park, Joo-Hyun;Kim, Nyeon-Jun;Yun, Young-Dae;An, Ho-Jung
    • 국제물리치료학회지
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    • 제2권1호
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    • pp.229-236
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    • 2011
  • The purpose of this study was to comparatively analyze the active stability of shoulder joints according to the frequency of overhead motions, such as serving and spiking, engaged in by female professional volleyball athletes who play different positions, and to provide the results as the basic data for developing exercise programs to prevent shoulder joint injuries. The subjects of this study were 50 Korean female professional volleyball players and positions were as follows: left and right attackers, centers, setters, and liberos. The external rotation and internal rotation muscle strength and muscle strength ratios of the dominant and non-dominant arms of all subjects were measured using Biodex. The results of this study are as follows: Frist, no significant differences were found in the internal and external rotation muscle strength of the dominant and non-dominant arms between positions. Second, for the shoulder joint muscle strength ratio of the dominant arm, by position, the setter showed significantly greater stability compared to the other positions. Third, for the shoulder joint muscle strength ratio of the non-dominant arm, by position, no significant difference in stability between positions was found. Fourth, it was found that the dominant arm had significantly greater instability of the shoulder joint than the non-dominant arm for attackers and centers, but no significant difference was found for setters and liberos. This study comparatively analyzed the muscle strength ratios of the external/internal rotations and dominant/non-dominant arms, which can determine the stability of the shoulder joints between female professional volleyball playing positions that engage in jumps and spikes using only the dominant hand and positions that do not.

Effects of environmental enrichment on behaviour, physiology and performance of pigs - A review

  • Mkwanazi, Mbusiseni Vusumuzi;Ncobela, Cypril Ndumiso;Kanengoni, Arnold Tapera;Chimonyo, Michael
    • Asian-Australasian Journal of Animal Sciences
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    • 제32권1호
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    • pp.1-13
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    • 2019
  • This paper aims to critically analyse and synthesise existing knowledge concerning the use of environmental enrichment and its effect on behavior, physiology and performance of pigs housed in intensive production systems. The objective is also to provide clarity as to what constitutes successful enrichment and recommend when and how enrichment should be used. Environmental enrichment is usually understood as an attempt to improve animal welfare and to a lesser extent, performance. Common enrichment objects used are straw bedding, suspended ropes and wood shavings, toys, rubber tubings, colored plastic keys, table tennis balls, chains and strings. These substrates need to be chewable, deformable, destructible and ingestible. For enrichment to be successful four goals are essential. Firstly, enrichment should increase the number and range of normal behaviors; secondly, it should prevent the phenomenon of anomalous behaviors or reduce their frequency; thirdly, it should increase positive use of the environment such as space and fourthly it should increase the ability of the animals to deal with behavioral and physiological challenges. The performance, behavior and physiology of pigs in enriched environments is similar or in some cases slightly better when compared with barren environments. In studies where there was no improvement, it should be borne in mind that enriching the environment may not always be practical and yield positive results due to factors such as type of enrichment substrates, duration of provision and type of enrichment used. The review also identifies possible areas that still need further research, especially in understanding the role of enrichment, novelty, breed differences and other enrichment alternatives.

3D 스포츠 게임에서 Agent와 광고의 활용에 관한 연구 (The Application of Agent and Advertising in 3D Sports Game)

  • 이용재;이영재
    • 한국정보통신학회논문지
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    • 제14권10호
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    • pp.2269-2276
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    • 2010
  • 3D 스포츠 게임에서 게이머로부터 직접제어를 받지 않고 스스로 동작하는 자율 캐릭터 에이전트들의 역할과 이를 활용한 광고기법에 대해 분석하였다. 이러한 접근은 게임과 광고를 접목한 학제 간 연구로써, 향후 광고가 게임업계의 수익모델로 생산적으로 활용될 수 있음을 의미한다. 분석을 위해 에이전트가 음성과 텍스트로 반응하는 3D 탁구게임과 게임 내 브랜드가 노출되는 간접광고를 직접 제작하였다. 제작 후 에이전트의 역할과 광고의 활용에 대한 게이머들의 태도를 측정하기 위해 설문조사를 실시하였다. 그 결과 유의미한 내용이 발견되었다. 첫째, 3D 탁구게임에서 에이전트의 역할과 표현이 게임에 유용하게 작용한다는 것을 확인 할 수 있었다. 둘째, 게임에 등장하는 광고에 대해 긍정적 태도를 갖고 있다는 것을 발견할 수 있었다. 이는 게임 아이템을 광고적 요소로도 적용할 수도 있다는 가능성을 나탄 낸 것이다. 이러한 결과는, 기능성 게임과 여성향(woman-oriented) 게임에서의 도우미와 파트너 역할 연구를 위한 기초자료로 활용될 수 있다.