The Journal of the Institute of Internet, Broadcasting and Communication
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v.21
no.3
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pp.115-121
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2021
Human's landing strategies have been explained through lower extremity kinetics in various conditions. However, how lower extremity kinetics respond when the two conditions between a load and landing height are combined is not yet understood. To achieve the purpose of this study, a total of 20 men and women were subjected to drop landing according to a load(No load, 10%, 20%, 30% of the body weight) at various landing heights(0.3 m, 0.4 m, 0.5 m). As a result of the study, the main effect of a load was not statistically significant in all variables. But increasing of the landing heights showed more flexion angle which was statistically significant in knee joint. In addition, as the landing height increased, the medial-lateral, anterior-posterior, vertical force, and loading rate increased, while time to peak vertical force decreased which was statistically significant. Thus, humans can successfully perform the landing motion even if the load is changed at various heights. However, it reacted more sensitively to the change in landing height than that load condition. The landing height can be prepared for recognition and shock absorption through visual information, but the weight level is difficult for the body to perceive and explains why it is more difficult to apply it to the landing strategy mechanism for shock absorption.
Purpose. To analysis of astigmatism in Korean adults from 20 to 29 years old. Methods. From January 2019 to February 2020, one hundred two subjects were performed in refraction test using the Auto-Refractometry. Results. In the type of astigmatism based on refractive error, the male's right eye was 4.26% simple myopic astigmatism and 95.74% complex myopic astigmatism, and the left eye was 2.22% simple myopic astigmatism and 97.78% complex myopic astigmatism. However, in the female's right eye, simple myopic astigmatism was 2.27%, complex myopic astigmatism was 97.73%, and left eye was simple myopic astigmatism was 2.17%, complex myopic astigmatism was 97.83%. The types of astigmatism in men and women similar to other. The mean refractive astigmatism values were -0.922±-0.798 diopter and -0.877±-0.707 diopter for male right and left eye, and -0.765±-0.599 diopter and -0.853±-0.586 diopter for female. On the other hand, the refraction values of the right and left eyes of men and women have statistical significance(p=0.000). The mean power comparative between refractive astigmatism and corneal astigmatism power were -0.186±-0.745 diopter, -1.091±-0.589 diopter in male and -1.140±-0.593 diopter, -1.140±-0.534 diopter in female. Therefore, the mean power values of the refractive astigmatism and corneal astigmatism of men and women were statistical significance(p=0.000). At the 0.75 diopter or more, which can have clinical symptoms of astigmatism power, males have 60.86% and 72.09% of the right and left eyes, and females have 47,64% and 60.10% of the right and left eyes. At 0.75 diopter or more, which can have clinical symptoms of corneal astigmatism power, males have 68.75% and 74% of the right and left eyes, and females have 86.50% and 82.35% of the right and left eyes. In the type of astigmatism axis, both men and women had a high frequency of the rule astigmatism. However, men had a high frequency of against-the-rule astigmatism and women showed a high frequency of oblique astigmatism. Conclusions. In this study, the complex myopic astigmatism and with-the rule astigmatism was the most common of all subjects. However, there was a statistical significance between right and left eyes of all subjects. The corneal astigmatism was higher refractive values in both males and females than refractive astigmatism. This study suggests that the analysis of the astigmatism can provide the useful diagnosis information for the correction of visual acuity.
The Journal of the Convergence on Culture Technology
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v.7
no.1
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pp.369-376
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2021
3D architectural visualization animation has become more important in architectural presentations due to the rapid development of digital technology. Unlike games and movies, architectural visualization animation most focuses on delivering visual information, and aims to express the sense of space that viewers feel in an architectural space, rather than simply providing an image of viewing buildings. The sense of space is affected not only by physical elements of architecture, but also by immaterial elements such as light, time, and human actions, and it is more advantageous to express it in animations that can contain temporality compared to a fixed image. Therefore, the purpose of this study is to search for elements to effectively convey a sense of space in architectural visualization animation. To this end, the works of renowned architectural visualization artists that are open to the public were selected and observed to search for elements to effectively convey a sense of space to viewers. The elements that convey the sense of space that are common to the investigated architectural animations can be classified into the movement and manipulation of the camera, the movement of surrounding objects, the change of the light environment, the change of the weather, the control of time, and the insertion of a surreal scene. It will be followed by a discussion on the immersion of architectural contents.
This research is based on the design of pictures in picture books, and the spatial representation of illustrations in the picture books contains the significantly important objective. Various texts, pictures, spaces, etc. in a picture must have the operator's various editing skills so that spatial arrangement is made smoothly.In this paper, the characteristics of spatial expression of design in picture books are derived by analyzing several examples of paintings and studies on classic picture books. First, the fusion of picture and text, that is, that both picture and text convey spatial information together as elements of the screen. Second, as a characteristic of the coherence of the space design in picture books, the story and content must be smoothly connected when reading the book. Third, when expressing a space, the creator should utilize the strengths and weaknesses of each other between abstract and conceived spatial expressions as needed. Fourth, as a symbolic feature of picture book spatial expression, it can be seen that many symbolic expression techniques are applied to the spatial expression of picture books according to the semiotic principle, which greatly improves the cognitive efficiency of reading picture books. The fifth characteristic is that the spatial expression of an excellent picture book has excellent interesting element, rich design means, and interestingly conveys screen contents and screen format to readers. In this research, it is thought that designers and artists should guide the creation within a spatial framework as designing picture books, thus greatly improving the efficiency of the creation process, while also provide a reader-centered visual Interesting experience.
A hyper-connected intelligence information society is emerging that creates new value by converging IoT, AI, and Bigdata, which are new technologies of the fourth industrial revolution, in all industrial fields. Everything is connected to the network and data is exploding, and artificial intelligence can learn on its own and even intellectual judgment functions are possible. In particular, the Internet of Things provides a new communication environment that can be connected to anything, anytime, anywhere, enabling super-connections where everything is connected. Artificial intelligence technology is implemented so that computers can execute human perceptions, learning, reasoning, and natural language processing. Artificial intelligence is developing advanced technologies such as machine learning, deep learning, natural language processing, voice recognition, and visual recognition, and includes software, machine learning, and cloud technologies specialized in various applications such as safety, medical, defense, finance, and welfare. Through this, it is utilized in various fields throughout the industry to provide human convenience and new values. However, on the contrary, it is time to respond as intelligent and sophisticated cyber threats are increasing and accompanied by potential adverse functions such as securing the technical safety of new technologies. In this paper, we propose a new data modeling method to enable IoT integrated security control by utilizing artificial intelligence technology as a way to solve these adverse functions.
With the recent increase in dementia patients due to aging, measures to prevent their wandering behavior and disappearance are urgently needed. To solve this problem, various authentication methods and location detection techniques have been introduced, but the security problem of personal authentication and a system that can check indoor and outdoor overall was lacking. In order to solve this problem, various authentication methods and location detection techniques have been introduced, but it was difficult to find a system that can check the security problem of personal authentication and indoor/outdoor overall. In this study, we intend to propose a system that can identify personal authentication, basic health status, and overall location indoors and outdoors by using wristband-type wearable devices in a private blockchain environment. In this system, personal authentication uses ECG, which is difficult to forge and highly personally identifiable, Bluetooth beacon that is easy to use with low power, non-contact and automatic transmission and reception indoors, and DGPS that corrects the pseudorange error of GPS satellites outdoors. It is intended to detect wandering behavior and abnormal signs by locating the patient. Through this, it is intended to contribute to the prompt response and prevention of disappearance in case of wandering behavior and abnormal symptoms of dementia patients living at home or in nursing homes.
Journal of the Korean Society of Floral Art and Design
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no.42
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pp.97-116
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2020
In this paper, the need for lifelong education and distance education is increasing due to the decrease of population and the increase of life expectancy. In addition, the popularization and everydayization of education, which combines daily life and learning, is an educational feature. Individuals can more easily access knowledge, and video plays an important role. Video content is the most basic medium that leads to the popularization and daily life of education. With the development of information and communication technology, popularization of media content production and editing technology, anyone can easily create and share. The video education contents business is expected to increase globally through SNS. Especially, the video contents education industry related to flower design is regarded as a suitable content field in an era where environment is essential. In the modern era, characterized by the "one-person household, one-person media" era, the environment of plants protects people from stress by restoring human emotional efficiency, environmental comfort, and stability. In other words, because humans have a preference for nature, plants play an important role for humanity recovery. Against this backdrop, flower design is expected to be a promising industrial sector with high growth, high value added and high job creation effects. In the era of the fourth revolution of the human race, competitive video contents are expected to influence the growth of the future country. will be.
Journal of Korea Entertainment Industry Association
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v.14
no.3
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pp.251-265
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2020
The Drone shot is moving images captured by a remotely controlled unmanned aerial vehicle, takes usually bird's eye view. The hand-held shot is moving images recorded by literal handheld shooting which is specialized to on-the-spot filming. It takes a walker's viewpoint through vivid realism of its self-reflexive camera movements. The purpose of this study is to analyze comparatively aesthetic functions of the drone shot and the hand-held shot. For this, the study understood Certeau's concepts of 'place' and 'space,' chose World Travel 'Peninsula de Yucatan' episode as a research object, and analytically applied two concepts to the scenes clearly presenting two shots' aesthetic characteristics. As a result, the drone shot took the authoritative viewpoint providing the general information and atmosphere as it overlooked the city with silent movements removing the self-reflexivity. This aesthetic function was reinforced the narration and subtitles mediating prior-knowledge about proper rules and orders of the place. The drone shot tended to project the location as a place. Conversely, the hand-held shot practically experienced the space with free walking which is free from rules and orders inherent in the city. The aesthetics of hand-held images represented the tactic resisting against the strategy of a subject of will and power in that the hand-held shot practiced anthropological walking by means of noticing everyday lives of the small town and countryside than main tourist attraction. In opposition to the drone shot, the hand-held shot tended to reflect the location as a space.
Game engines have the advantage of enabling efficient content production, such as reducing development time, with minimal visual quality guarantees and support for multi-platforms. Recently, game engines have provided various functions that can easily, quickly, and effectively produce immersive content using virtual reality (VR) HMD. Therefore, this study conducts a comparative study on the development environment in VR content production using Oculus Quest 2 HMD, focusing on Unity and Unreal game engines, which are widely used in the content production industry, including games. First, we compare the basic setup process of building a development environment using Oculus Quest 2 HMD and a dedicated controller based on a VR template project that includes the minimum functions and settings provided by each engine. Next, we present a simple experience environment that can interact in a virtual environment and compare the development environment to use a dedicated controller and the process of building a development environment that directly utilizes hands through the hand tracking function provided by Oculus Quest 2. Through this process, we will understand the basic process of building a VR development environment, and at the same time, we will check the characteristics and differences of the engine and use it as a research that can be applied to various immersive content production.
Kdyrova, I.O.;Grynyshyna, M.O.;Yur, M.V.;Osadcha, O.A.;Varyvonchyk, A.
International Journal of Computer Science & Network Security
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v.22
no.5
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pp.39-48
/
2022
The main purpose of the work is to analyze modern innovative educational practices in the field of culture and art and their effectiveness in the context of the spread of digitalization trends. The study used general scientific theoretical methods of analysis, synthesis, analogy, comparative, induction, deduction, reductionism, and a number of others, allowing you to fully understand the pattern of modern modernization processes in a long historical development and demonstrate how the rejection of the negativity of progress allows talented artists to realize their own potential. The study established the advantages and disadvantages of involving innovative technologies in the educational process on the example of European experience and outlined possible ways of implementing digitalization processes in Ukrainian institutions of higher education, formulated the main difficulties encountered by teachers and students in the use of technological innovation in the pandemic. The rapid development of digital technologies has had a great impact on the sphere of culture and art, both visual, scenic, and musical in all processes: creation, reproduction, perception, learning, etc. In the field of art education, there is a synthesis of creative practices with digital technologies. In terms of music education, these processes at the present stage are provided with digital tools of specially developed software (music programs for composition and typing of musical text, recording, and correction of sound, for quality listening to the whole work or its fragments) for training programs used in institutional education and non-institutional learning as a means of independent mastering of the theory and practice of music-making, as well as other programs and technical tools without which contemporary art cannot be imagined. In modern stage education, the involvement of video technologies, means of remote communication, allowing realtime adjustment of the educational process, is actualized. In the sphere of fine arts, there is a transformation of communicative forms of interaction between the teacher and students, which in the conditions of the pandemic are of two-way communication with the help of information and communication technologies. At this stage, there is an intensification of transformation processes in the educational industry in the areas of culture and art.
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