• Title/Summary/Keyword: Virtual Movement

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A Study on the Generative Structure of the Meaning and the Binary-Opposition in the Convergence of Fashion Design and Technology as a Emotional Method - Focused on Fashion Design Collections - (감성적 도구로서의 테크놀로지와 패션디자인의 융합에 나타난 이항대립과 의미생성구조 - 패션디자인 컬렉션을 중심으로 -)

  • Lee, Jee Hyun;Kim, Jieun;Ryu, Lim Jeong
    • Journal of the Korean Society of Costume
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    • v.63 no.7
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    • pp.134-147
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    • 2013
  • Today, the convergence of fashion design and digital technology has become a popular method and accordingly been tried variously in the fashion area. This study aimed to analyze the character of the collaboration with fashion and technology, and the meaning of technology as emotional expression methods. Selected designer's collections, literature and other related studies were reviewed in order to analyze the generative structure of the meaning and the binary-opposition in the convergence of body, fashion design and technology. Literatures and selected designer's collections were reviewed and quantitatively studies were performed to classify the convergence of human bodies, fashion design and technology through Greimas Semiotics rectangle based on binary-opposition of meaning and isotophy analysis. The research presents three types of fashion technology methods: mechanical movement, light/digital media, and virtual image. The convergence of fashion and technology was classified as the direct convergence and the indirect convergence. The direct convergence was characterized by variability and has automatic, independent movement, but the indirect convergence was shown closed and to have contradistinctive images.

Change of the Cement Mantle Thickness According to the Movement of the Femoral Stem in THRA (인공고관절 치환술에서 대퇴주대 회전에 따른 시멘트막 두께 변화)

  • Park, Yong-Kuk;Kim, Jin-Gon
    • Journal of the Korean Society for Precision Engineering
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    • v.24 no.2 s.191
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    • pp.140-148
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    • 2007
  • THRA(Total Hip Replacement Arthroplasty) has been widely used for several decades as a viable treatment of otherwise-unsolved hip problems. In THRA surgery, cement mantle thickness is critical to long-term implant survival of femoral stem fixed with cement. Numerous studies reported thin or incomplete cement mantle causes osteolysis, loosening, and the failure of implant. To analyze the effect of femoral stem rotation on cement thickness, in this study, we select two most popular stems used in THRA. Using CAD models obtained from a 3D scanner, we measure the cement mantle thickness developed by the rotation of a femoral stem in the virtual space created by broaching. The study shows that as the femoral stem deviates from the target coordinates, the minimum thickness of cement decreases. Therefore, we recommend development of a new methodology for accurate insertion of a femoral stem along the broached space. Also, modification of the stem design robust to the unintentional movement of a femoral stem in the broached space, can alleviate the problem.

Gesture based Natural User Interface for e-Training

  • Lim, C.J.;Lee, Nam-Hee;Jeong, Yun-Guen;Heo, Seung-Il
    • Journal of the Ergonomics Society of Korea
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    • v.31 no.4
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    • pp.577-583
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    • 2012
  • Objective: This paper describes the process and results related to the development of gesture recognition-based natural user interface(NUI) for vehicle maintenance e-Training system. Background: E-Training refers to education training that acquires and improves the necessary capabilities to perform tasks by using information and communication technology(simulation, 3D virtual reality, and augmented reality), device(PC, tablet, smartphone, and HMD), and environment(wired/wireless internet and cloud computing). Method: Palm movement from depth camera is used as a pointing device, where finger movement is extracted by using OpenCV library as a selection protocol. Results: The proposed NUI allows trainees to control objects, such as cars and engines, on a large screen through gesture recognition. In addition, it includes the learning environment to understand the procedure of either assemble or disassemble certain parts. Conclusion: Future works are related to the implementation of gesture recognition technology for a multiple number of trainees. Application: The results of this interface can be applied not only in e-Training system, but also in other systems, such as digital signage, tangible game, controlling 3D contents, etc.

A Geographical Study on Characteristics of Political Activities in Cyberspace and Interrelationship between Online and Offline: A case of South Korea's Presidential Election in 2012 (가상공간에서의 정치 활동의 특징과 오프라인 환경과의 연계성에 대한 지리적 고찰: 2012년 대통령 선거를 사례로)

  • Park, Sookyung
    • Journal of the Korean Geographical Society
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    • v.48 no.5
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    • pp.686-708
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    • 2013
  • The goal of this investigation is to examine the matter as to how various cyberpolitical activities such as on-line civic participation, cyber parties, development and movement of civil society networks are appeared in cyberspace; and how political activities in cyberspace are associated with offline environment. This research was based on in-depth and open-ended interviews centering around 20s (32 interviewees) and the major results are as in the following. First, in terms of on-line civic participation, searching political issues occur in places, where internet users can access information easily relatively, and creating or reconstructing political information is identified in places giving stability or affinity to the public society. Second, even though each party's homepage for the channel of cyber parties has enough capacity as bridgespace, which takes charge of supporting f lows of people, goods, capital, and ideas, most of them don't play a role to establish virtual or real networks. Exceptively, cyber parties contribute to make temporalized places, where nobody takes the responsibility, somewhat. Third, the development and movement of civil society networks is divided into several segments according to political interests and tendency in online; furthermore, such a cyberpolitical activity influences human networks and the decision of major places for political activities in offline.

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Posterior rehabilitation considering mandibular movement with digital facebow transfer and virtual articulator: A case report (디지털 안궁이전과 가상교합기를 이용하여 하악의 운동을 고려한 구치부 수복 증례)

  • Kim, Min-Beom;Kwon, Ho-Beom;Lim, Young-Jun;Kim, Myung-Joo
    • The Journal of Korean Academy of Prosthodontics
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    • v.60 no.4
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    • pp.431-441
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    • 2022
  • The digital facebow device records the trajectory of the mandibular movement where it is then reflected on the computer-aided design software, leading to an improvement on treatment outcomes of prosthetic restorations. In this clinical case, using a digital technology, an implant placement and prosthetic restoration were done in a patient who has lost maxillary and mandibular molars. Following an intraoral scan, a surgical stent for implant surgery was fabricated based on digital diagnostic wax-up, and implants were installed. After six months of sufficient osseointegration, customized abutments and the first temporary prostheses were delivered. Then two months later, at an abutment level, an intraoral scan and digital facebow transfer device were used to mount the intraoral scan data on a virtual articulator, and record the mandibular movements. Once the second temporary prostheses were fabricated and delivered on a basis of the mandibular movement, the definitive zirconia prostheses were designed and delivered based on a stabilized occlusion that was duplicated via double scan technique.

The Effects of Virtual Reality Therapy With Compensation Inhibition and Feedback on Upper Extremity Function in Hemiplegic Patients With Chronic Stroke (보상작용 억제와 피드백을 제공한 가상현실 치료가 만성 뇌졸중 편마비 환자의 상지기능에 미치는 영향)

  • Chon, Seung-Chul;Chang, Ki-Yeon
    • Physical Therapy Korea
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    • v.18 no.2
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    • pp.67-75
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    • 2011
  • The purpose of this study was to investigate the effects of virtual reality (VR) therapy with compensation inhibition and feedback (CIF) on upper extremity function in chronic stroke patients. Seven chronic stroke patients participated in this study, which was a randomized controlled trial with a crossover design. Self upper extremity exercise, conservative VR therapy, and VR therapy with CIF were performed for one hour per session, 5 times per week, over a 3 week period. The main outcome measures involved range of motion (ROM) including shoulder, elbow, and wrist joints, a Manual Function Test (MFT), and a Motor Activity Log (MAL). Data were calculated as posttest and pretest changes in every session and were analyzed using Friedman and Wilcoxon signed-rank tests at p<.05. The results were as follows: 1) Statistically significant increase in ROM measurements of shoulder and elbow joints were seen with VR therapy with CIF compared to VR therapy and self upper extremity exercise (p<.05), whereas no significant increasing was noted for the wrist joint (p>.05). 2) Statistically significant increase in the MFT was seen with VR therapy with CIF compared with VR therapy and self upper extremity exercise (p<.05). 3) VR therapy with CIF also resulted in statistically significant increase in both activity of use (AOU) (p<.05) and quality of movement (QOM) (p<.05) on the MAL test when compared with VR therapy and self upper extremity exercise, respectively. In conclusion, VR therapy with CIF was more effective than conservative VR therapy and self upper extremity exercise in improving the upper extremity function in hemiplegic patients with chronic stroke.

Physical Interactive Game on the Digital Desk (디지털 데스크상의 체감형 게임 구현)

  • Chung, Jee-Hoon;Yun, Tae-Soo;Lee, Dong-Hoon;Yang, Hwang-Kyu
    • Journal of Korea Game Society
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    • v.5 no.1
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    • pp.11-18
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    • 2005
  • Recently, as one method of the game manipulation, physical interactive game is increasing, which controls the program by direct human movement. Tangible interface for physical interactive game implementation can control virtual model directly through real world object. A digital desk, one of the tangible interface, offers the interface that human can manipulate virtual object directly, by making projection screen on real world desk as computer display device. In this paper, we implement "Battle Region" game in the form of tangible interface, which can offer game users an efficient and amusing experiences by the use of physical interactive game. Traditional game cannot pursuit the diversity of game background contents but our game can do it through Map image projection. From this, game provider can supply the diversity of choice and users ran set up the difficulty of game. Therefore, our implemented game can offer users an efficient and amusing experiences by making game user's challenge and satisfaction maximum.

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Motion Simplification of Virtual Character (가상 캐릭터의 동작 단순화 기법)

  • Ahn, Jung-Hyun;Oh, Seung-Woo;Wohn, Kwang-Yun
    • Journal of KIISE:Computer Systems and Theory
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    • v.33 no.10
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    • pp.759-767
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    • 2006
  • The level-of-detail (LoD), which is a method of reducing polygons on mesh, is one of the most fundamental techniques in real-time rendering. In this paper, we propose a novel level-of-detail technique applied to the virtual character's motion (Motion LoD). The movement of a virtual character can be defined as the transformation of each joint and it's relation to the mesh. The basic idea of the proposed 'Motion LoD' method is to reduce number of joints in an articulated figure and minimize the error between original and simplified motion. For the motion optimization, we propose an error estimation method and a linear system reconstructed from this error estimation for a fast optimization. The proposed motion simplification method is effectively useful for motion editing and real-time crowd animation.

Case Analysis of the performance contents using virtual reality technology (가상현실 기술을 활용한 공연콘텐츠의 사례분석연구)

  • YOO, YOUNGJAE
    • Journal of the Korea Convergence Society
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    • v.8 no.5
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    • pp.145-153
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    • 2017
  • As success stories of using virtual reality (VR) have become more prevalent, interest in performance-related technology has rapidly increased around the world. Performances such as, Cirque du Soleil had much success in using video technology, these VR applications have enabled experiences using digital image technology. However, critics have claimed that the completeness and diversity of visual content is reduced, due to insufficient storylines, spatial composition, and partial use of the entire visual field. Therefore, the design of a performance using digital image technology should consider the characteristics of the production stage to be different from real world performances. In this study, the visual space of the stage, the method of creating space for the stage, and the movement of the performer and utilization of the performance was analyzed. Through this, It transferred the limitation of the traditional stage into the space and time of the image and opened the possibilities of the tran­-media.

A development of the virtual auditory display system that allows listeners to move in a 3D space (청취자가 이동이 가능한 청각 디스플레이 시스템 개발)

  • Kang, Dae-Gee;Lee, Chai-Bong
    • Journal of the Institute of Convergence Signal Processing
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    • v.13 no.1
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    • pp.1-5
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    • 2012
  • In this study, we constructed a virtual auditory display(VAD) that enables listener to move in a room freely. The VAD system was installed in a soundproof room($4.7m(W){\times}2.8m(D){\times}3.0m(H)$). The system consisted of a personal computer, a sound presentation device, and a three-dimensional ultrasound sensor system. This system acquires listener's location and position from a three-dimension ultrasonic sensor system covering the entire room. Localization was realized by convolving the sound source with head related transfer functions(HRTFs) on personal computer(PC). The calculated result is generated through a LADOMi(Localization Auditory Display with Opened ear-canal for Mixed Reality). The HRTFs used in the experiment were measured for each listener with loudspeakers constantly 1.5m away from the center of the listener' s head in an anechoic room. To evaluate the system performance, we experimented a search task of a sound source position in the condition that the listener is able to move all around the room freely. As a result, the positioning error of presented sound source was within 30cm in average for all listeners.