• Title/Summary/Keyword: User's movements

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Development of a Chair-Type Controller (의자형 게임컨트롤러 개발)

  • Oh, Seong-Suk;Jung, Hyun-Wook;Kim, Kyung-Sik
    • Journal of Korea Game Society
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    • v.10 no.6
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    • pp.47-55
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    • 2010
  • In this research, a chair type game controller has been developed. We implement pressure sensors on a chair so that user's whole body movements can be signalized. The signals linked to a game system. This process occurs a meaningful exercise effect. Because users can play exergame setting on the chair type game controller, it is reduces risk of physical injury such as falling down and the Joint pressure compared existing exergame controllers. Based on the advantages of seating, elderly and obese can be provided appropriate exergame.

Degradation Analysis of User Terminal EIRP and G/T due to Station-Keeping Variation of Stratospheric Platform

  • Ku, Bon-Jun;Ahn, Do-Seob;Baek, Dong-Cheol;Park, Kwang-Ryang;Lee, Seong-Pal
    • ETRI Journal
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    • v.22 no.1
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    • pp.12-19
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    • 2000
  • Wireless communication systems using airship have been proposed in worldwide. The airship will be located at the stratosphere about $20{\sim}23\;km$ above the sea level. The position of airship will vary within the station keeping range with time due to the drag of the wind in the stratosphere. When the earth station antenna has a high gain without the tracking function, the antenna performance may be degraded by a small variation of the airship. This means that variation of airship location could result in serious degradation of the system performance. In this paper, degradation in earth station's Equivalent Isotropic Radiated Power (EIRP) and Gain to noise Temperature ratio (G/T) due to the stratospheric platform movements has been derived by calculating the deviation angle of the main beam directions between the earth station and the platform antenna. In this case, the antenna of the earth station has been assumed circular and/or patch array antennas.

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Stretchable Electronic Devices for Wearable Diagnosis and Rehabilitation Applications (웨어러블 진단 및 재활 응용을 위한 신축성 전자소자 기술)

  • Park, C.W.;Koo, J.B.;Lee, J.I.;Park, H.S.
    • Electronics and Telecommunications Trends
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    • v.34 no.5
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    • pp.48-57
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    • 2019
  • As the super-aged society approaches rapidly, the number of people suffering from post-stroke and other neurological disorders is significantly increasing, where prompt and intensive rehabilitation is essential for such people to resume their physical activities in normal daily lives. To overcome the inherent limitations of manual physical therapy, various types of exoskeleton robots are being employed. However, the need of the hour is softer, thinner, lighter, and even stretchable systems for precisely monitoring the motion of each joint without restricting the patients' movements in rehabilitation tasks. In this paper, we discuss the technological trends and current status of emerging stretchable rehabilitation systems, in which sensors, interconnects, and signal-processing circuits are monolithically integrated within a single stretchable substrate attachable to the skin. Such skin-like stretchable rehabilitation devices are expected to provide much more convenient, user-friendly, and motivating rehabilitation to patients with neurological impairments.

A Study on Non-Representational Characteristics that Appears in the Design of Gaetano Pesce (가에타노 페세의 디자인에서 나타나는 비재현성에 관한 연구)

  • Park, So-La
    • Korean Institute of Interior Design Journal
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    • v.22 no.5
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    • pp.106-113
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    • 2013
  • Since the 1960's, diverse movements that oppose the uniform design tendency of modernism appears in Italy. Especially, Gaetano Pesce, who opposed uniformity and standardization that are based on mass production system, had interests in making unique product, not an identical product, while accepting modern production technology. Therefore, the purpose of this study is to comprehend Pesce's design, which creates diversity by arranging contingent, non-predictive, and episodic aspects in creative and acceptance processes according to the intension of the designer within mass production system, as a non-representational characteristic, which appears widely in modern thought and the arts, and examine how it is materialized in detailed design work. The study methods are first examining non-representation with theoretical contemplation and dealing with the design philosophy of Pesce based on the examination. Next, in order to discover non-representational characteristics that appear in the work of Pesce, it examines from introducing worker's creativity, user's possibility of choice, openness in the working process, and the aspects of researching materials. And a specific application method will be drawn through case analysis centered on furniture design. Gaetano Pesce's design that denies the world of representation based on the sameness comes to possess non-representational characteristics that acknowledge contingency and ceaselessly create difference by intentionally arranging during the working process.

An Interpretation of Deleuze's Other Geometry in Terms of Liquid Space - Focused on Works Published since 2000 - (리퀴드 스페이스에 대한 들뢰즈의 타자의 기하학적 해석 - 2000년도 이후 발표된 작품을 중심으로 -)

  • Kim Sun-Hee;Lee Hanna
    • Korean Institute of Interior Design Journal
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    • v.14 no.5 s.52
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    • pp.98-105
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    • 2005
  • Through advanced computer technology, our physical environment became a flexible and liquid space that is a multi-functional space structure, hetero-alliance, formless, interactivity. We attempt to interpretate Deleuze's Other geometry as a space designer. Hence first, the aim of this study is to define the meaning of the Other and Other geometry. Second, to extract keywords out of the Other geometry to analyze the work. Third, to analyze the work using the space formative languages(blob, blurring, distortion, folding, layering, lightness, nesting, repetition, shear, transparency, twisting, unfolding, warping, waving, and weaving). The 13 works were selected which have been issued after year 2000 with the focus on liquid space studies. The methods of this study are literature research and contents analysis. The results of the analysis were as follows. First, the source is the Other who is a hidden potentials in the surrounding environment, and this source has the capability of making it part of reality anytime. Other geometry means it is a theory that is comprised of various lines that with the kind of experiences that one has in life. Second, the key words that were extracted from the theory of Deleuze's Other geometry were of (1)hetero-alliance(reflected in a sculptured shape or a fluid abstract form), (2)dis-form(by speculating the user's movements, and combining space elements with external forces), (3)interactivity (information was exchanged real time between the user and his environment where the space took on a sensory institution). Finally, after studying the works using the space formative languages, we found that blob, warping, waving were used externally, and repetition, warping and waving for mostly used internally.

A Study on the Mode Change Technique of Intelligent Above-Knee Prosthesis Based on User Intention Capture (지능형 대퇴 의족 사용자의 의도 검출을 통한 제어 모드 변경 기법에 관한 연구)

  • Shin, Jin-Woo;Eom, Su-Hong;You, Jung-Hwun;Lee, Eung-Hyuk
    • Journal of IKEEE
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    • v.24 no.3
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    • pp.754-765
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    • 2020
  • Currently, Intelligent femoral prostheses that support the corresponding mode in walking and specific movements are being studied. Certain controls such as upstairs, sitting, and standing require a technique to classify control commands based on the user's intention because the mode must be changed before the operation. Therefore, in this paper, we propose a technique that can classify various control commands based on the user's intention in the intelligent thigh prosthesis system. If it is determined that the EMG signal needs to be compensated, the proposed technique compensates the EMG signal using the correlation between the strength and frequency components of the normal EMG signal and the muscle volume estimated by the pressure sensor. Through the experiment, it was confirmed that the user's intention was accurately detected even in the situation where muscle fatigue was accumulated. Improved intention detection techniques allow five control modes to be distinguished based on the number of muscle contractions within a given period of time. The results of the experiment confirmed that 97.5% accuracy was achieved through muscle tone compensation even if the strength of the muscle signal was different from normal due to muscle fatigue after exercise.

Gaze Detection System using Real-time Active Vision Camera (실시간 능동 비전 카메라를 이용한 시선 위치 추적 시스템)

  • 박강령
    • Journal of KIISE:Software and Applications
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    • v.30 no.12
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    • pp.1228-1238
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    • 2003
  • This paper presents a new and practical method based on computer vision for detecting the monitor position where the user is looking. In general, the user tends to move both his face and eyes in order to gaze at certain monitor position. Previous researches use only one wide view camera, which can capture a whole user's face. In such a case, the image resolution is too low and the fine movements of user's eye cannot be exactly detected. So, we implement the gaze detection system with dual camera systems(a wide and a narrow view camera). In order to locate the user's eye position accurately, the narrow view camera has the functionalities of auto focusing and auto panning/tilting based on the detected 3D facial feature positions from the wide view camera. In addition, we use dual R-LED illuminators in order to detect facial features and especially eye features. As experimental results, we can implement the real-time gaze detection system and the gaze position accuracy between the computed positions and the real ones is about 3.44 cm of RMS error.

Comparative Evaluation of Exercise Effects of Motion-based Sports Game (체감형 스포츠 게임의 운동 효과 비교 평가)

  • Boo, Jae Hui;An, Ji Hyeon;Kim, Jeong Hyeon;Kim, Dong Keun;Park, Kyoung Shin
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.3
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    • pp.403-411
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    • 2022
  • A motion-based sports game uses a motion sensor or a camera to exercise based on body movements, and it is possible to obtain exercise effects such as improving physical strength while enjoying the game. In prior works, various studies such as usability evaluation has been conducted on motion-based sports games. However, there has been no discussion about how the exercise effect is exerted on users when experiencing motion-based sports games as individual or team play. This study compared the user's exercise effects by analyzing the user's ECG (Electrocardiogram) sensor and the Kinect sensor's skeletal information using Nintendo Switch game that is played individually and as a team. In this paper, the experimental design and method, the quantitative measurement results based on ECG and Kinect, and the results of the post-test subjective measurement are discussed.

A Study on HCI Application based on Human Body Motion in Flight Game (활강 게임의 인체동작 기반 HCI 적용 연구)

  • Lim, Dohee;Baek, Jongwoo;Choi, Jiyoung;Jung, Heokyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.05a
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    • pp.320-322
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    • 2021
  • With the development of wireless Internet technology and the expansion of the game market, various forms of games are being developed that are mounted on various platforms, including mobile platforms. In this environment, ensuring the immersion of the game user's perspective will secure the game's competitiveness, so it is necessary to increase the immersion by satisfying each area presented by the Human Computer Interaction (HCI) theory. To this end, this high school implemented downhill games and experimented with kiosks by applying an interface that recognizes the human body's movements as a way to secure freedom and immersion of game users.

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Sleep/Wake Dynamic Classifier based on Wearable Accelerometer Device Measurement (웨어러블 가속도 기기 측정에 의한 수면/비수면 동적 분류)

  • Park, Jaihyun;Kim, Daehun;Ku, Bonhwa;Ko, Hanseok
    • Journal of the Institute of Electronics and Information Engineers
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    • v.52 no.6
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    • pp.126-134
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    • 2015
  • A sleep disorder is being recognized as one of the major health issues related to high levels of stress. At the same time, interests about quality of sleep are rapidly increasing. However, diagnosing sleep disorder is not a simple task because patients should undergo polysomnography test, which requires a long time and high cost. To solve this problem, an accelerometer embedded wrist-worn device is being considered as a simple and low cost solution. However, conventional methods determine a state of user to "sleep" or "wake" according to whether values of individual section's accelerometer data exceed a certain threshold or not. As a result, a high miss-classification rate is observed due to user's intermittent movements while sleeping and tiny movements while awake. In this paper, we propose a novel method that resolves the above problems by employing a dynamic classifier which evaluates a similarity between the neighboring data scores obtained from SVM classifier. A performance of the proposed method is evaluated using 50 data sets and its superiority is verified by achieving 88.9% accuracy, 88.9% sensitivity, and 88.5% specificity.