• Title/Summary/Keyword: Wearable Art

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Study on Visual Communication Design of Wearable Computing Devices (웨어러블 컴퓨팅 디바이스를 이용한 시각 디자인 구현 및 연구)

  • Lee, Su Jin
    • Korea Science and Art Forum
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    • v.34
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    • pp.251-262
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    • 2018
  • The purpose of this study is to understand how wearable computing devices are designed and how to design them in a technology based wearable device design research. Research is premised on the consideration of producers and consumers. There is wearable computer of eyeglasses, watches, clothes, and so on. The user can always wear these products comfort and use as part of the body without any sense of discomfort, and the goal is to supplement or double the ability of the human being. It should be easy to use them convenient, wear comfortable, safe and sociable at any time. For the satisfaction these conditions, the wearable computing devices have several factors. There are technical performances, visual aesthetics, Human body system and devices communication and safety. Furthermore, these factors have to match to operating system, real-time operating system and applied software. To comprehend wearable computing devices should be offered the design of the both software and hardware designed.

Technology Requirements for Wearable User Interface

  • Cho, Il-Yeon
    • Journal of the Ergonomics Society of Korea
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    • v.34 no.5
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    • pp.531-540
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    • 2015
  • Objective: The objective of this research is to investigate the fundamentals of human computer interaction for wearable computers and derive technology requirements. Background: A wearable computer can be worn anytime with the support of unrestricted communications and a variety of services which provide maximum capability of information use. Key challenges in developing such wearable computers are the level of comfort that users do not feel what they wear, and easy and intuitive user interface. The research presented in this paper examines user interfaces for wearable computers. Method: In this research, we have classified the wearable user interface technologies and analyzed the advantages and disadvantages from the user's point of view. Based on this analysis, we issued a user interface technology to conduct research and development for commercialization. Results: Technology requirements are drawn to make wearable computers commercialized. Conclusion: The user interface technology for wearable system must start from the understanding of the ergonomic aspects of the end user, because users wear the system on their body. Developers do not try to develop a state-of-the-art technology without the requirement analysis of the end users. If people do not use the technology, it can't survive in the market. Currently, there is no dominant wearable user interface in the world. So, this area might try a new challenge for the technology beyond the traditional interface paradigm through various approaches and attempts. Application: The findings in this study are expected to be used for designing user interface for wearable systems, such as digital clothes and fashion apparel.

Wearable Art-Chameleon Dress (웨어러블 아트-카멜레온 드레스)

  • Cho, Kyoung-Hee
    • Journal of the Korean Society of Clothing and Textiles
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    • v.32 no.12
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    • pp.1837-1847
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    • 2008
  • The goal of this study is to express the image of chameleons-that change their colors by light, temperature and its mood-into the sexy styles of corresponding coquettish temperamental people in Wearable Art. The method used in this study was experimenting various production mediums, including creating the textured stretch fabric, in the process of expressing the conceptual characteristics of the chameleon in Wearable Art. The concept of the work was a concoction of 'tempting', 'splendid', 'brilliant', 'fascinating', etc. that highlighted the real disposition of the chameleon. The futuristic preference of the researcher was also implicated. "Comfortable" and "enjoyable" concepts via motions were improved with the its completeness. The point of the design and production is to express symbolically the chameleon in real life, analyzing its sleek body lines, conditional colors changing, outer skins and the cubic textures. The coquettish temperamental image, the conceptual image of the chameleon, was also expressed by implication into the whole work. The entire line of this work is body-conscious silhouette. It was symbolically selected to image the outline of the chameleon that has the slim and sleek body. The exposed back is intended to express symbolically the projected back bones of the chameleon. The hood of gentle triangle line expresses the smooth-lined head part. The irregular hemlines represent the elongated chameleon's tale. The chameleon with its colors of vivid tones is characterized the colors changing by its conditions. This point was importantly treated in the working process by trying the effects that the colors are seen slightly different according to the light and angles. The material was given the effect that its surface colors are seen different in lights and angles because of the wrinkles protruded lumpy-bumpy. The various stones of red and blue tones are very similar to the skin tones of the real chameleon, and their gradation makes the effect that the colors are visibly changed with each move. The textures of the chameleon were produced via the wrinkle effect of smoke-shape, which is the result of using the elastic threads on the basic mediums stitched with 50/50 chiffon and polyester along with velvet dot patterns. The stretching fabric by the impact of the elastic threads is as much suitable for making the body-conscious line. The stones are composed of acrylic cabochon and gemstone. They are symbolically expressed the lumpy and bumpy back skin of the chameleon and produced the effect of the colors visibly different. The primary technique used in this dress is the draping utilizing the biased grains. The front body piece is connected to the hood and joined to the back piece without any seam. For the irregular hemline flares, leaving the several rectangular pieces with bias grains, they were connected by interlocking. What defines the clothes is the person in action. Therefore, what decides the completeness of clothes might be its comfortable and enjoyable feeling by living and acting people. The chameleon dress could also reach its goal of comforting and pleasing Wearable Art in the process of studying the techniques and effects that visibly differentiate the colors. It is considered as a main point of the Wearable Art, which is a comfortable enjoyable clothing tempered with the artistic beauty.

A Light-weight ANN-based Hand Motion Recognition Using a Wearable Sensor (웨어러블 센서를 활용한 경량 인공신경망 기반 손동작 인식기술)

  • Lee, Hyung Gyu
    • IEMEK Journal of Embedded Systems and Applications
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    • v.17 no.4
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    • pp.229-237
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    • 2022
  • Motion recognition is very useful for implementing an intuitive HMI (Human-Machine Interface). In particular, hands are the body parts that can move most precisely with relatively small portion of energy. Thus hand motion has been used as an efficient communication interface with other persons or machines. In this paper, we design and implement a light-weight ANN (Artificial Neural Network)-based hand motion recognition using a state-of-the-art flex sensor. The proposed design consists of data collection from a wearable flex sensor, preprocessing filters, and a light-weight NN (Neural Network) classifier. For verifying the performance and functionality of the proposed design, we implement it on a low-end embedded device. Finally, our experiments and prototype implementation demonstrate that the accuracy of the proposed hand motion recognition achieves up to 98.7%.

A Technical Planning for Emotion Evaluation of Art Performance using the Human Emotional Data (공연에 대한 고객감동 평가를 위한 감성데이터 활용 방안)

  • Moon, Hyo-Jung;Ko, Hee-Kyung;Park, Young-Ho
    • Journal of Digital Contents Society
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    • v.18 no.1
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    • pp.87-91
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    • 2017
  • Recently, several kinds of researches using IoT wearable devices are active in the field of sports, design, emotional sciences and so on. The human bio data such as blood pulse, ECG, SKT signal, and GSR Signal producing from IoT wearable devices such as Watch, Smart-band, Grass can adapt to the meaningful future applications. Using the human's emotional data and a physical status with variation and so on, we can individually get the personal status. Due to knowing the personal emotion or physical status is related and connected to the valuable wallet of customers, the approach is more important in nowadays. Therefore, the personal information can effectively adapt to the marketing of the culture industry, which deals with emotions of customers. The research shows implementation steps for explaining overall architecture of the convergence research between Art and Technologies.

A Study of Up-cycling in 21st Century Fashion Art (21세기 패션아트에 나타난 업 사이클링에 관한 연구)

  • Kim, Sun-Young
    • The Research Journal of the Costume Culture
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    • v.20 no.3
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    • pp.295-308
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    • 2012
  • This study intends to analyze the up-cycling trend that is attracting great attention these days and its internal meaning in the context of fashion art. And, based on this, to provide enhanced value and creativity in the future fashion artwork and design businesses, keeping abreast of further fashion art developments. As part of the study methodology, both a literature review and a case study were carried out, along with an examination of up-cycling and research into related pictures and content. The materials covered in this work include design and fashion related books and domestic and foreign magazines from 2000 to 2011, when the up-cycling movement was initiated as a form of eco-friendly design. For the analysis of fashion art pieces, generic terms included art wear, wearable art wear, and unwearable art. Case review was followed by the works of artists shaping their fashion concept and meaning entirely from abandoned clothes and fabrics, waste materials, and their art collection. Consequently, key elements of the value of up-cycling fashion art are that it is eco-friendly, has a unique identity, and reflects multi-dimensionalism. This research saw the integration of fashion with other variables, artistic attributes, and reuse of resources. This could lead to a new realm where value-addition is formed and extended, thus providing another chance for the fashion industry.

Body Food: Touch Mat for Emotional and Physical Development of Children

  • Jo, HanGyeol;Kang, EunJeong;Yoon, Youngjun;Choi, Yongsoon
    • International Journal of Advanced Culture Technology
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    • v.7 no.1
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    • pp.162-173
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    • 2019
  • This study proposed 'Body Food,' an interactive tactile mat that provides interactive visual responses and induces physical activity in young children at the time of developing tactile and five senses, along with the touch of various stimuli. The product combines fiber materials and digital content to achieve a variety of visual and auditory responses in real time when children touch the fabric. User tests were conducted for 4-year-olds and the result was positive in terms of physical exercise and artistic experience, but quantitative testing is required to generalize it. In the future, we will complement physical and digital contents to realize more complete product.

An Interactive Method between HSE System and Wearable Components through Analysis on Risk Scenarios (위험 시나리오 분석을 통한 스마트 HSE 시스템 및 웨어러블 컴포넌트 연동방안)

  • Shon, DongKoo;Lim, Dong-Sun;Im, Kichang;Park, Jeong-Ho;Kim, Jong-Myon
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.8 no.5
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    • pp.407-416
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    • 2018
  • The development of modern technology has rapidly grown the field of wearable devices. Wearable equipments should satisfy low power consumption and small/lightweight because of characteristics of body wearing. In this paper, an overview of wearable equipments is explained, and wearable device market is investigated. In addition, we investigate developed technology of wearable components, which is divided into component and communication technology. Meanwhile, a smart HSE system is required to meet the demand of the society for the serious industrial accident. To address this issue, we propose an interactive method between the wearable component and the HSE system, which are expected to be effective in safety management. As a detailed case study, a risk scenario is made with risk factors in welding workshop, and then we propose an interactive method between a wearable component and an HSE system that can reduce the risk. This proposed method is useful to achieve high level of worker's safety.

Trend of IoT-based Healthcare Service (사물인터넷 기반 헬스케어 서비스 기술 동향)

  • Heo, Sung-Phil;Noh, Dong-Hee;Moon, Chang Bae;Kim, Dong-Sung
    • IEMEK Journal of Embedded Systems and Applications
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    • v.10 no.4
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    • pp.221-231
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    • 2015
  • This paper provides the trend of Internet of Things (IoT) for smart healthcare services and applications. IoT has provided a promising opportunity to build intelligent healthcare system and smart wearable applications by using the growing capability of wireless mobile devices, interactive sensors/actuators, and RFID technologies. For analysis of state-of-art technology of smart healthcare system, this paper includes comparative analysis and investigation of existing standard, network protocol, and devices, etc. In this paper, we examine the market trend of IoT healthcare. In particular, we examine the variety of IoT based healthcare type such as mobile, wearable device. After that, we examine the technologies of IoT healthcare such as standard, sensor, network and security. This survey contributes to better understanding of the challenges in existing IoT healthcare and further new light on future research directions.

The Analysis of the Activity Patterns of Dog with Wearable Sensors Using Machine Learning

  • Hussain, Ali;Ali, Sikandar;Kim, Hee-Cheol
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.05a
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    • pp.141-143
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    • 2021
  • The Activity patterns of animal species are difficult to access and the behavior of freely moving individuals can not be assessed by direct observation. As it has become large challenge to understand the activity pattern of animals such as dogs, and cats etc. One approach for monitoring these behaviors is the continuous collection of data by human observers. Therefore, in this study we assess the activity patterns of dog using the wearable sensors data such as accelerometer and gyroscope. A wearable, sensor -based system is suitable for such ends, and it will be able to monitor the dogs in real-time. The basic purpose of this study was to develop a system that can detect the activities based on the accelerometer and gyroscope signals. Therefore, we purpose a method which is based on the data collected from 10 dogs, including different nine breeds of different sizes and ages, and both genders. We applied six different state-of-the-art classifiers such as Random forests (RF), Support vector machine (SVM), Gradient boosting machine (GBM), XGBoost, k-nearest neighbors (KNN), and Decision tree classifier, respectively. The Random Forest showed a good classification result. We achieved an accuracy 86.73% while the detecting the activity.

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