• Title/Summary/Keyword: Users Movement

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An Experimental Study on the Safety Performance of the Rear Safety Guard with Air Bag for Truck (화물차량용 에어백 후부안전판 안전성능에 대한 실험적 연구)

  • Park, In-Song;Yun, Kyung-Won;Park, Kwang-Jong;Kim, Hyo-Jun
    • Transactions of the Korean Society of Automotive Engineers
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    • v.22 no.4
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    • pp.10-19
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    • 2014
  • Despite the movement of safe traffic by the Korean government to reduce deaths in traffic accidents, the casualties increase year by year. In particular, more and more accidents and casualties are reported from car collisions from the back of the vehicles parked for managing traffic accidents on the road, cleaning main roads and medial strips, repairing roads. In order to response to these accidents, the government should take protective measures for road users. In the last decade, seventy-one cases have been reported to occur during highway repair and maintenance. As a result, eight persons were killed and seventy-six were injured, showing the high death rate of 11.3 percent. Therefore, it seems urgent to take some actions against it. The United States and European countries legislate that vehicles of road repair and maintenance should be mandatorily equipped with shock absorber at the back. Korea, however, does not have such legislative measures, which are needed at this time to protect workers on the road. This study compares the performance of the traditional shock absorber for road maintenance vehicles with that of the rear safety guard using air bag, manufactured in accordance with related laws in Korea. Based on the results of the 60km/h rear collision test, this paper proposes improvements in related laws and regulations in an attempt to reduce casualties.

Applied Implementation of J2ME 3D Mobile Based on WTK Development Environment (WTK 개발 환경 기반에서의 J2ME 3차원 모바일 응용구현)

  • Joo, Heon-Sik;Lee, Song-Won;Hong, Sung-Soo
    • Journal of the Korea Society of Computer and Information
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    • v.13 no.6
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    • pp.253-261
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    • 2008
  • Mobile games will be one of independent industries on game areas and take the fourth standing in the important platform since PC Games, TV Games, and Palm Games. There are several reasons why mobile games will differ in their platform, behaviors, and habits. According to the data of market consultation about the figure of mobile-game players throughout the world, the Mobile game will increase steadily from 780 million in 2007 to 1860 million in 2010. Also, market income will mount up from $42,100 million to $87,000 million. 3D games have been playing important roles in our lives. Satisfying users' needs in high-quality games, they have been growing and attracting more people with their powerful visual effects and the three-dimensional design player. We cannot emphasize their tremendous visual impacts and animation effects too much. This paper displays how to design 3D application based on J2ME (Java 2 Micro Edition) and shows free movement of 3D objects receiving and responding to the keyboard of mobile devices withWTK (Wireless ToolKit) simulator on the 3D screen.

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Implementation of a Low-cost Virtual Reality System Using Smart Phone (스마트폰을 이용한 저가 VR 시스템 구현에 관한 연구)

  • Lim, Eun-Su;Yun, Sung-Yi;Ko, Yong-Suk;Jung, Ha-Young;Choi, Hong-Sub
    • Journal of Digital Contents Society
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    • v.19 no.7
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    • pp.1237-1244
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    • 2018
  • Currently the bottleneck in virtual reality's commercialization might be that high cost VR equipment is needed and interesting VR contents are not enough. The purpose of this paper is to solve these problems by implementing low-cost VR system with wireless controller and HMD(Head Mounted Display) using a smart phone and PC. The functions of real HMD are simulated by utilizing the display and embedded sensors of a smart phone. In that situation PC is in charge of processing huge data and is communicated with smart phone. And wireless controller is designed to make VR user's movement to be free. In addition, we made the several VR contents for testing our prototype system directly. Easy access to VR equipment could induce increasing number of users and investment. And it will be a big step toward improving VR technology and its commercialization.

Movement Analysis of Elderly People during Ingress/Egress from Different Seat Heights

  • Kim, Yong-Chul
    • Journal of the Ergonomics Society of Korea
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    • v.30 no.5
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    • pp.605-611
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    • 2011
  • Objective: The aim of this study was to investigate the influence of seat heights for optimizing the ingress/egress performance in the elderly people. Background: Recently elderly users have been increasing in number and the ease of ingress/egress of the vehicle becomes an important issue. Method: Seven elderly subjects participated in this study(age: 71.7${\pm}$3.6yr, height: 167.7${\pm}$5.4cm, weight: 68.1${\pm}$11.5kg). Each subject performed the sitting and rising task from comfortable seated position on the chair under the following conditions: (1) with a lumbar support and (2) without a lumbar support. We measured EMG activities of seven muscles(tibialis anterior, soleus, gastrocnemius, vastus lateralis, rectus femoris, biceps femoris and erector supinae) and ranges of motion in lower limb during sitting and standing from three different heights (400mm, 500mm and 600mm from ground) of slide-up seat. Results: Muscle activities and angular movements of hip and knee joints during standing-up and sitting-down with a high seat height(600mm) were reduced mean 30.4% in extensor muscles, 57.11% in flexor muscle, 18.74% in erector muscle and 31.0% in joints compared with a low seat height(400mm). Conclusion: Muscle activities and joint movements in hip and knee were reduced when rising/sitting from a high seat height(600mm) compared with a low seat height(400mm). Application: This study can be used to design vehicle that are easy to get in and out of by older peoples with or without impairments.

Design and Development of Ubiquitous Blogging (유비쿼터스 블로깅의 설계 및 개발)

  • Kwon, Oh-Byung;Choi, Yoon-Hyoung;Jung, Dong-Young
    • Journal of Intelligence and Information Systems
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    • v.14 no.3
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    • pp.1-23
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    • 2008
  • Nowadays blogging is emerging as a new way of building human-to-human relationship by offering personal information and sharing opinions with others on their own initiatives. These blogging activities would be also useful when people are in a movement surrounding lots of objects, such as products and shops, which are potentially interesting to them. However, immediate response from the objects is not available using legacy blogging systems. This is mainly due to the segregation of the blogging content owners from the objects. This paper, hence, aims to propose a methodology which allows the users to directly communicate with the objects in a timely and context-aware manner, not the object owners, to get useful information or get served immediately. To do so, the concept of artificial bloggers which work on behalf of the objects and eventually the object owners is proposed. The functionalities of u-Blogging are also introduced with prototype system.

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A Study of an MEMS-based finger wearable computer input devices (MEMS 기반 손가락 착용형 컴퓨터 입력장치에 관한 연구)

  • Kim, Chang-su;Jung, Se-hyun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.05a
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    • pp.791-793
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    • 2016
  • In the development of various types of sensor technology, the general users smartphone, the environment is increased, which can be seen in contact with the movement recognition device, such as a console game machine (Nintendo Wii), an increase in the user needs of the action recognition-based input device there is a tendency to have. Mouse existing behavior recognition, attached to the outside, is mounted in the form of mouse button is deformed, the left mouse was the role of the right button and a wheel, an acceleration sensor (or a gyro sensor) inside to, plays the role of a mouse cursor, is to manufacture a compact, there is a difficulty in operating the button, to apply a motion recognition technology is used to operate recognition technology only pointing cursor is limited. Therefore, in this paper, using a MEMS-based motion-les Koguni tion sensor (Motion Recognition Sensor), to recognize the behavior of the two points of the human body (thumb and forefinger), to generate the motion data, and this to the foundation, compared to the pre-determined matching table (moving and mouse button events cursor), and generates a control signal by determining, were studied the generated control signal input device of the computer wirelessly transmitting.

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Implementation of Underwater Entertainment Robots Based on Ubiquitous Sensor Networks (유비쿼터스 센서 네트워크에 기반한 엔터테인먼트용 수중 로봇의 구현)

  • Shin, Dae-Jung;Na, Seung-You;Kim, Jin-Young;Song, Min-Gyu
    • The KIPS Transactions:PartA
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    • v.16A no.4
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    • pp.255-262
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    • 2009
  • We present an autonomous entertainment dolphin robot system based on ubiquitous sensor networks(USN). Generally, It is impossible to apply to USN and GPS in underwater bio-mimetic robots. But An Entertainment dolphin robot which presented in this paper operates on the water not underwater. Navigation of the underwater robot in a given area is based on GPS data and the acquired position information from deployed USN motes with emphasis on user interaction. Body structures, sensors and actuators, governing microcontroller boards, and swimming and interaction features are described for a typical entertainment dolphin robot. Actions of mouth-opening, tail splash or water blow through a spout hole are typical responses of interaction when touch sensors on the body detect users' demand. Dolphin robots should turn towards people who demand to interact with them, while swimming autonomously. The functions that are relevant to human-robot interaction as well as robot movement such as path control, obstacle detection and avoidance are managed by microcontrollers on the robot for autonomy. Distance errors are calibrated periodically by the known position data of the deployed USN motes.

Development of Experience Dance Game using Kinect Motion Capture (키넥트를 이용한 체감형 동작 인식 댄스 게임 개발)

  • Yun, Hye-Jeong;Kim, Kwang-Il;Lee, Jeong-Hun;Lee, Hae-Yeoun
    • KIPS Transactions on Software and Data Engineering
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    • v.3 no.1
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    • pp.49-56
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    • 2014
  • Console game has high market occupancy in the world game market and has popular favor for many players. Especially, the experience console game in which body movement is used to control the game has made its own market. However, previous experience console games can easily make players to be boring and require additional payments to update the game. In this paper, we present an experience dance game using Kinet, which has high interest and can be continuously updated. Differently from previous console games, the presented game makes the player to see how they are playing and to know what the next action is. Also, the accuracy of the player motion is compared 20 times in each second to get high interests of players. Through these functions, the presented game can achieve high satisfaction rates based on the qualitative evaluation of users.

User Acceptance of a Light-Emitting Diode Vest for Police Officer

  • Han, Hyunjeong;Park, Huiju;Jeon, Eunkyung
    • The Korean Fashion and Textile Research Journal
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    • v.15 no.5
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    • pp.834-840
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    • 2013
  • This study aims to suggest practical considerations for designing protective clothing with increased visibility that will have higher user acceptance by law enforcement officers. Light-emitting diode(LED) patrol vests were visually and structurally assessed, and 125 police officers' responses from surveys about user acceptance of the vest were analyzed. The current LED patrol vest was designed for enhanced safety of police officers by increasing visibility in the dark. However, the user acceptance rate of the LED patrol vest indicates low use of and low satisfaction with the vest despite its enhanced safety features. In particular, differences in materials, design, functionality of the pockets and size of the vest depending on the hours worked, were statistically significant. The police officers' responses suggest areas of improvement in design, materials, ease of movement, size and functionality. Key issues include 'tactile discomfort'; 'impeded vision from the glare of the LED'; 'frequent malfunctions of the LED'; 'impossible repair of the broken LED units'; 'no user feedback'; 'inconvenient to replace batteries'; 'brittle materials' and 'unpleasing look'. To increase user acceptance, designer should incorporate context-awareness, a convenient user interface, a modular design approach, first responders' self-image as public servants in relation to their aesthetic perspectives of their uniforms, and scientific evaluation of the effectiveness of the intended functions of the clothing. Suggested implications for designing the LED patrol vest can be applied to designing other functional/protective clothing for intended end users with special needs.

A Study on Information System Improvement for Air Logistics SCM

  • Choi, Hyung-Rim;Park, Nam-Kyu;Lee, Hyun-Chul;Seo, Young-Joon;Shin, Joong-Jo
    • The Journal of Information Systems
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    • v.14 no.3
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    • pp.63-70
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    • 2005
  • Compared with land logistics and sea logistics, air logistics takes not only less transportation time, but also makes just-in-time delivery possible. Because of this, in spite of high freight rates, many shippers make good use of airlines. To cope with borderless competition in this global age, most shippers using air logistics want to receive diverse information including just-in-time cargo delivery and dangerous situation as well as convenience and speed in job handling. Nevertheless, most domestic forwarders, who perform many kinds of important businesses for air logistics, mainly put emphasis on demanding information from overseas partners through their business agreements, that is, focusing on horizontal integration, instead of sharing information or improving job performance among air logistics participants. As a result, it is almost impossible to satisfy the needs of shippers. Airline users want to remove the uncertainties over their cargo movement. And in time of emergency, they want to take immediate measures through speedy information sharing and decision-making. In order to satisfy shipper's needs, all the organizations participating in the air logistics supply chain-cargo senders, cargo receivers, forwarders, transporters, licensed customs brokers, airlines as well as foreign partners-have to set up a vertical cooperation system. For effective air logistics SCM, it is very important to remove overlapping jobs, strengthen the efficiency of job handling, and provide online monitoring on cargo information in order to support decision-making. To this end, this paper has applied the concept of RTE (Real Time Enterprise), a new business management system, which tries to maximize competitiveness by removing many hindrance factors on an ongoing basis in managing and fulfilling core business processes based on up-to-the-minute information. In order to realize RTE-based information system for air logistics SCM, this paper has analyzed the information required by business process and by air logistics participant, and suggested the method for information sharing, point of time for information input and output, and its means.

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