• 제목/요약/키워드: Visual

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슬링을 이용한 교각운동 시 장력센서와 경사계를 이용한 시각적 피드백이 근활성도에 미치는 영향 (Effects of the Symmetry of Muscle Activity by Application of Visual Feedback using Tension Sensor and Inclinometer during Bridge Exercise with Sling)

  • 권유정;송민영
    • 대한통합의학회지
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    • 제9권1호
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    • pp.133-140
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    • 2021
  • Purpose: This study aimed to compare the relative muscle activity on the erector spinae, gluteus maximus, and hamstring, using a non-visual feedback bridge exercise and a visual feedback bridge exercise with a tension sensor and clinometer. Methods: Twenty-two healthy subjects participated in this study. The study subjects performed bridge exercises without visual feedback, bridge exercises using a tension sensor, and bridge exercises using an inclinometer in the supine position, and the muscle activity of the left and right erector spinae, gluteus maximus, and hamstring muscles was measured while maintaining isometric contraction during the bridge movement. Muscle activity was measured by using surface an electromyography equipment. To standardize the measured action potential of each muscle, the maximum voluntary isometric contraction was measured. The bridge exercise was repeated 3 times for 5s each. Using repeated analysis of variance, we compared the significant difference in EMG activity for each muscle between the three experiments, and all statistical processing was performed using SPSS version 26. The statistical significance level was set at α = 0.05. Results: During bridging exercises, the asymmetry of the muscle activity of the erector spinae and gluteus maximus during visual feedback guiding was lower than that during no visual feedback. However, there was no significant difference. Moreover, the asymmetry of the muscle activity of the hamstring muscles was significantly lower during tension sensor visual feedback than that during no visual feedback (p<0.05). Conclusion: These findings suggest that bridge exercise with visual feedback using a tension sensor and an inclinometer is effective in inducing symmetrical movement. When it is necessary to symmetrically adjust the weight load of both feet during the bridge exercise, it is effective to apply visual feedback using a tension sensor.

Application of Virtual Studio Technology and Digital Human Monocular Motion Capture Technology -Based on <Beast Town> as an Example-

  • YuanZi Sang;KiHong Kim;JuneSok Lee;JiChu Tang;GaoHe Zhang;ZhengRan Liu;QianRu Liu;ShiJie Sun;YuTing Wang;KaiXing Wang
    • International Journal of Internet, Broadcasting and Communication
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    • 제16권1호
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    • pp.106-123
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    • 2024
  • This article takes the talk show "Beast Town" as an example to introduce the overall technical solution, technical difficulties and countermeasures for the combination of cartoon virtual characters and virtual studio technology, providing reference and experience for the multi-scenario application of digital humans. Compared with the live broadcast that combines reality and reality, we have further upgraded our virtual production technology and digital human-driven technology, adopted industry-leading real-time virtual production technology and monocular camera driving technology, and launched a virtual cartoon character talk show - "Beast Town" to achieve real Perfectly combined with virtuality, it further enhances program immersion and audio-visual experience, and expands infinite boundaries for virtual manufacturing. In the talk show, motion capture shooting technology is used for final picture synthesis. The virtual scene needs to present dynamic effects, and at the same time realize the driving of the digital human and the movement with the push, pull and pan of the overall picture. This puts forward very high requirements for multi-party data synchronization, real-time driving of digital people, and synthetic picture rendering. We focus on issues such as virtual and real data docking and monocular camera motion capture effects. We combine camera outward tracking, multi-scene picture perspective, multi-machine rendering and other solutions to effectively solve picture linkage and rendering quality problems in a deeply immersive space environment. , presenting users with visual effects of linkage between digital people and live guests.

CAE를 이용한 Visual Alignment System의 진동해석 연구 (A Study on the Improvement of Vibration Analysis of Visual Alignment System Using CAE Method)

  • 이승윤;김성래;정재일;임홍재
    • 한국소음진동공학회논문집
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    • 제19권8호
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    • pp.838-842
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    • 2009
  • Vibrational analysis is presented for a visual alignment system of nano-imprint process in this study. For a nano-imprinting equipment, the visual alignment system is one of the essential parts in order to align the mold into the target panel. For the precision alignment, the vibration from inside and outside of the vision system should be avoided, and the elimination of the vibration should be considered in the design process of the visual alignment design. In this work, vibrational characteristics for the vision system frame is analyzed and topology optimization of a frame section area is carried out. With the results of the analysis, a new frame design are suggested. Design consideration for constructing a visual alignment system in view of optimal design is also discussed.

아동의 전자게임 활동이 시각적 병행처리에 미치는 영향 (The Effects of Playing Video Games on Children's Visual Parallel Processing)

  • 김숙현;최경숙
    • 아동학회지
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    • 제20권3호
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    • pp.231-244
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    • 1999
  • This study examined the effects of short and long term playing of video gamer on children's visual parallel processing. All of the 64 fourth grade subjects were above average in IQ. They were classified into high and low video game users. Instruments were a visual parallel processing task consisting of imagery integration items, computers, and the arcade video game, Pac-Man. Subjects were pre-tested with a visual parallel processing task. After one week, the experimental group played video games for 15 minutes, but the control group didn't play. Immediately following this, all children were post-tested by the same task used on the pretest. The data was analyzed by ANCOVA and repeated measures ANOVA. The results showed that relaying short-term video games improved visual parallel processing and that long term experience with video games also affected visual parallel processing. there were no differences between high and low users in visual parallel processing after playing short term video games.

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컴퓨터게임 유형과 유아의 시지각 능력 (Types of Computer Game and Abilities of Children's Visual Perception)

  • 이은주;이소은
    • 아동학회지
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    • 제24권5호
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    • pp.43-58
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    • 2003
  • This research was conducted to comprehend the effects of computer games on the development children's visual perception. First, the effects of experience of computer games on children's visual perception abilities was analyzed. Second, the effects of different types of computer games on children's visual perception abilities were examined. And third, the interaction effects of sex and computer game types were examined. The subjects of this study were 78 5-year-olds engaging public kindergarten located in Cheung-Ju. To analyse data, percent, mean, standard deviation, and ANCOVA were used. The results showed that children's visual perception abilities were improved significantly with the experience of computer games. And the improvement of children's visual perception varied significantly according to the type of computer game. No interaction effects were found between a child's sex and the types of computer games.

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마커인식과 혼합 비주얼 서보잉 기법을 통한 이동로봇의 자세 안정화 제어 (Posture Stabilization Control for Mobile Robot using Marker Recognition and Hybrid Visual Servoing)

  • 이성구;권지욱;홍석교;좌동경
    • 전기학회논문지
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    • 제60권8호
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    • pp.1577-1585
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    • 2011
  • This paper proposes a posture stabilization control algorithm for a wheeled mobile robot using hybrid visual servo control method with a position based and an image based visual servoing (PBVS and IBVS). To overcome chattering phenomena which were shown in the previous researches using a simple switching function based on a threshold, the proposed hybrid visual servo control law introduces the fusion function based on a blending function. Then, the chattering problem and rapid motion of the mobile robot can be eliminated. Also, we consider the nonlinearity of the wheeled mobile robot unlike the previous visual servo control laws using linear control methods to improve the performances of the visual servo control law. The proposed posture stabilization control law using hybrid visual servoing is verified by a theoretical analysis and simulation and experimental results.

건축 공간구조의 시각적 특성에 관한 연구 - 아돌프 로스와 르 꼬르뷔제의 주택을 중심으로 - (A Study on the Visual Properties of Spatial Structure in Architecture - With Special Reference to Adolf Loos and Le Corbusier's Houses -)

  • 최윤경
    • 한국실내디자인학회논문집
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    • 제15권5호
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    • pp.112-119
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    • 2006
  • This study intends to understand the visual experience of architectural space generated by users' movement based on the interpretation of visual properties. An analytic theory of Isovist is suggested for the objective and comparable measurement for such visual experience, and a computer program for the analysis has been proposed as well. By using the analytical theory and computer program, eight houses designed by Adolf Loos and Le Corbusler are analyzed for the purpose of understanding the visual characteristics of the Modern Architecture and the contemporaries. The result shows that, while the architectural space of Loos emphasizes personal privacy as for being livable spaces, the architectural space of Corbusier emphasizes users' movement as for including diverse visual arrays. These commensurable results exhibit that the analytical tool and research frame suggested in this study can be a competitive tool for such analysis.

현대 실내디자인에 표현된 디지털미디어의 비주얼 인터페이스 경향에 관한 연구 (Visual Interface Trend of Digital Media Expressed on Contemporary Interior Design)

  • 은이선;정미렴
    • 한국실내디자인학회논문집
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    • 제15권5호
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    • pp.104-111
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    • 2006
  • Digital media changed not only our lifestyle and sense of value but also art and space design, and development of technology will accelerate the alteration. It provided limitless possibility and inspiration to art, architecture and design. In this 'image' era, media communicate with us mostly in visual method, which gets to he realized by visual interface. The purpose of this study is to analyze the tendency of visual interface of contemporary interior design cases in the standpoint of digital media characteristics and suggest directions for future space design. The characteristics of digital media and interface are defined, and how the concept unfolded in art, design is also discussed. In interior design, the concepts come out as various types of visual interface, showing the characteristics of composition of material and immaterial, interaction between visual information and space users and among users, realization of cyberspace and simultaneous coexistence of multiple space-time multi-layer.

주택 창에서 조망의 시각적 효과에 관한 연구 (A Study on the Visual Effect of Landscape on Window in Living Space)

  • 김혜영
    • 한국주거학회논문집
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    • 제15권4호
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    • pp.17-23
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    • 2004
  • The purpose of this study is to grasp visual effects of landscape on window in living space. The visual effects in the 1/3 living room scale models that are different in the dimension of window, the place of window and the landscape through the window is judge using a method of magnitude estimation. In consequence of these experiment, the following results were obtained. 1) The brightness influences the evaluation marks on visual effects of window on living space. 2) The existence of landscape has an effect on a sense of extent for living space. 3) The existence of window in visual field makes a great difference to the visual effects.

함수적 속성을 가지는 협업 지원 시각언어 (A Visual Language supporting Collaboration with Functional Attributes)

  • 김경덕
    • 한국정보처리학회논문지
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    • 제7권9호
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    • pp.2807-2814
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    • 2000
  • 본 논문에서는 함수적 속성을 가지는 협업 지원 시각언어를 제안한다. 제안한 시각언어는 객체 아이콘과 연산자들로 구성되는 시각 문장의 집합이다. 객체 아이콘은 협업에 참여하는 사용자를 의미하고 연산자는 사용자간 상호작용 시점에 따른 협업 관계를 의미한다. 시각 문장은 함수적 속성에 따라 연산되며, 연산 결과에 따라 다양한 협업을 지원한다. 함수적 속성은 시각 문장에서 다양한 연산 순서를 지원함으로서 협업 관계의 융통성을 제공한다. 또한, 동기 및 비동기 협업을 함께 표현함으로써 기존 시각언어보다 효율적인 협업을 지원한다. 그리고 시각 문장의 함수적 속성은 $\lambda$수식으로 분석한다.

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