• Title/Summary/Keyword: Wearable Art

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IoT Industry & Security Technology Trends

  • Park, Se-Hwan;Park, Jong-Kyu
    • International journal of advanced smart convergence
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    • v.5 no.3
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    • pp.27-31
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    • 2016
  • High-tech industries in a state well enough to troubleshoot hacking information introduction a big barrier to delay the growth of the market related to IoT(Internet of Things) as is likely to be on the rise. This early on, security issues introduced in the solution, a comprehensive solution, including the institutional laws/precautions needed. Recent examples of frequent security threats while IoT is the biggest issue of introducing state-of-the-art industry information due to the vulnerable security hacking. This high-tech industries in order to bridge the information responsible for the target attribute, target range, and the protection of security and how to protect the subject, IoT environment (domestic industrial environment) considering the approach is needed. IoTs with health care and a wide variety of services, such as wearable devices emerge. This ensures that RFID/USN-based P2P/P2M/M2M connection is the implementation of the community. In this study, the issue on the high-tech industrial information and the vulnerable security issues of IoT are described.

Current Development in Bio-implantable Sensors

  • Swarup, Biswas;Yongju, Lee;Hyojeong, Choi;Hyeok, Kim
    • Journal of Sensor Science and Technology
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    • v.31 no.6
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    • pp.403-410
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    • 2022
  • Flexible and wearable sensing technologies have emerged as a result of developments in interdisciplinary research across several fields, bringing together various subjects such as biology, physics, chemistry, and information technology. Moreover, various types of flexible wearable biocompatible devices, such customized medical equipment, soft robotics, bio-batteries, and electronic skin patches, have been developed over the last several years that are extensively employed to monitor biological signals. As a result, we present an updated overview of new bio-implantable sensor technologies for various applications and a brief review of the state-of-the-art technologies.

Epistemological Study of the Spatial Experience by Use of Mobile Wearable Device (모바일 웨어러블 디바이스에 의한 공간경험의 인식론적 연구)

  • Cho, Byung Chul
    • Journal of Broadcast Engineering
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    • v.21 no.5
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    • pp.704-713
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    • 2016
  • Recently, the value and the status of the body that are due to the mobile wearable device have attracted attention globally confusing in media convergence age. The mobile wearable device connect worldwide that are networked to overcome the limitations of space and time, also it provide a great opportunity to be able to us to open a new cultural experience and value to the populace. In this study, spatial information acquired by the virtual reality 360 degrees camera around the Gangnam station. Also, extended spatial experience performed by use of virtual reality headset, smart phone connected to the Youtube platform. Sense of body can also lose its value due to voyeurism, it is facing the transformational period in civilization. In conclusion, through deep research into the intersections of technology and a human being for the future, maintaining the proper balance is the key. Therefore, this study identified the need for interdisciplinary research.

A Development of Extreme Escape Game using Virtual Reality (가상현실을 이용한 도망치기 게임 개발)

  • Kang, Myung Whan;Lee, Jai Kun;Lee, Han Gul;Kim, Han;Kang, Min Shik
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.10a
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    • pp.557-558
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    • 2014
  • ICT 기술발전으로 웨어러블 디바이스(wearable device)와 증강현실(augmented reality: AR) 및 가상현실(virtual reality: VR)등은 차세대 게임 산업에 새로운 재미와 가치를 부여할 기술로 주목받고 있다. 특히 가상현실 기술은 컴퓨터 시뮬레이션으로 창출된 3차원 가상공간으로 사용자가 현실 세계에서는 직접 경험하지 못하는 상황을 간접 체험할 수 있어 실재감과 몰입감을 경험하게 한다. 게임에서의 몰입과 실재감은 게임이용과 만족도에 큰 영향을 미치는 것으로 연구되고 있다. 따라서 본 논문에서는 가상현실을 이용하여 유저와 상호작용하고, 사용자에게 현실과 유사한 긴장감을 줄 수 있는 극한 도망 게임을 개발하였다.

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Technology Acceptance Model and fashion: Toward an integrated model for fashionable technology products (패션과 기술의 융합 제품을 위한 TAM과 패션의 통합 모형 연구)

  • Shim, Soo In
    • Korea Science and Art Forum
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    • v.30
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    • pp.217-230
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    • 2017
  • The purpose of this study is to develop a theoretical model identifying how consumers accept a fashionable technology product. A systematic review of 39 influential TAM studies focusing on theory development in the context of information technology results in three tendencies, which become backbone of the model of fashionable technology acceptance. A subsequent review of the nature of fashion fleshes out the backbone with detailed propositions in the more specific context of fashionable technology. The model of fashionable technology acceptance includes key propositions of Theory of Reasoned Action, in which internal beliefs consist of functional, aesthetic and symbolic values, and other factors, such as technology features (i.e., hardware specification, software specification, brand, and price factors), environmental conditions (i.e., technical infrastructure and user occasion), individual differences (i.e., age, gender, experience, personality, aesthetic sense, fashion innovativeness, and income), and social influence (i.e., subjective norms, social reputation, and cultural difference). Implications, limitations, and suggestions for future research are also discussed.

A Study on the Costume of Arts in the Russian Constructivism - Focused on Tatlin, Rodchenko, Stepanova & Popova - (러시아 구성주의(Constructivism) 예술의상 연구 - Tatlin, Rodchenko, Stepanova와 Popova를 중심으로 -)

  • Park, Yoon-Jeong
    • The Research Journal of the Costume Culture
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    • v.18 no.3
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    • pp.550-558
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    • 2010
  • Russian Constructivism, which took the lead in the Russian trend of art until the late 1920's, was influenced by European Cubism and Futurism. Breaking away from the previous realistic tendency, Russian Constructivism, to meet the ideology of the revolution, insisted the "Art into Street" and the "Art in Industry" with its abstract and geometric design. Russian Constructivism effected paintings of mid 1920's, as well as Industrial design and costume design. This operated remarkable changes in Russian form of costume and textile area. An unusual situation like revolution had provided the social justification to develop a new costume design not for the special class of people, but for the general public. In this atmosphere, the plan of clothing mass production began to progress. Although the Russian Constructivism costume of arts shows the similarity in the trend of fashion and the physical forms of those days, its fundamental idea in manufacturing costumes was 'to create costumes to be possible to mass-produce and to be wearable to anyone regardless of the social class'. Therefore, Constructivism costume of arts pursued dynamism and geometric form through non-objective design that has broken away from the handcrafted and traditional standards of the past. These distinct characteristics served as a momentum to seek costume design based on productivity and functionality.

Communication Failure Resilient Improvement of Distributed Neural Network Partitioning and Inference Accuracy (통신 실패에 강인한 분산 뉴럴 네트워크 분할 및 추론 정확도 개선 기법)

  • Jeong, Jonghun;Yang, Hoeseok
    • IEMEK Journal of Embedded Systems and Applications
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    • v.16 no.1
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    • pp.9-15
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    • 2021
  • Recently, it is increasingly necessary to run high-end neural network applications with huge computation overhead on top of resource-constrained embedded systems, such as wearable devices. While the huge computational overhead can be alleviated by distributed neural networks running on multiple separate devices, existing distributed neural network techniques suffer from a large traffic between the devices; thus are very vulnerable to communication failures. These drawbacks make the distributed neural network techniques inapplicable to wearable devices, which are connected with each other through unstable and low data rate communication medium like human body communication. Therefore, in this paper, we propose a distributed neural network partitioning technique that is resilient to communication failures. Furthermore, we show that the proposed technique also improves the inference accuracy even in case of no communication failure, thanks to the improved network partitioning. We verify through comparative experiments with a real-life neural network application that the proposed technique outperforms the existing state-of-the-art distributed neural network technique in terms of accuracy and resiliency to communication failures.

Analysis of users' needs for developing mobile health based prevention and intervention programs for the metabolic syndrome in college students (대학생의 모바일 헬스 기반 대사증후군 예방 및 중재 프로그램 개발을 위한 사용자 요구 분석)

  • Kang, MinAh;Lee, Soo-Kyoung
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.9
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    • pp.429-442
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    • 2017
  • This study was performed to investigate and analyze users' needs for m-health based prevention and intervention programs that are intended to improve the awareness of metabolic syndrome and promote health behaviors of college students. A questionnaire survey was conducted to 200 college students of 2 university in D city. Data were analyzed using descriptive statistics, t-tests, chi-square test with the SPSS Version 20.0. The result showed that users wanted customization of prescriptions and accurate measurement of health applications, and provided a positive feedback on information exchange between those who manage their health. The most preferred content was proper exercise methods, and the preferred gamification factors were goal-setting, compensation, and competition. The optimal price for wearable devices was between 10,000 to 50,000 won, and calorie consumption function was also preferred. Although users with experiences of wearable devices and health apps had a higher knowledge score pertaining to metabolic syndrome, there was no significant difference in the overall score. Concerning the health behaviors associated with lifestyles, individuals without the experiences of wearable devices and health apps showed a remarkably lower score. The research has a significance that it investigated and analyzed the contents needed for the development of effective moblie health based prevention and intervention programs targeting the population in their early adulthood. Therefore, based on the findings, we propose a rich and concrete follow-up study on the needs and characteristics of different user types by collecting a population with experiences of wearable devices, and a development of differentiated mobile health based prevention and intervention programs.

Analysis of Domestic Patent Trends Related to Functional Clothing Products for Daily Wearable Human Body Protection and Correction (일상 착용형 인체 보호 및 교정 기능성 의류제품 관련 국내 특허 동향 분석)

  • Lee, Ah Lam;Han, Hyunjung
    • Journal of the Korean Society of Clothing and Textiles
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    • v.44 no.4
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    • pp.764-775
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    • 2020
  • Lifespans are increasing and many consumers are interested in health issues in these busy modern days, developing functional clothing that can be worn everyday is one of the competitive solutions in the oversaturated clothing market. When developing a new item with a fresh idea, it is important to look into prior art beforehand to avoid unnecessary intellectual property right-related disputes. This study investigates Korean domestic patents and utility models about functional clothing in terms of human body performance and health promotion in order to suggest essential data to relevant developers. We selected 324 patents and utility models and made an analysis according to the year, functions, applied technologies, frequency of claims, target wearers and item types. We found problems in current functional clothing patent application trends and suggested new aspects when developing innovative functional clothing items. Data was limited to Korean domestic patents; however, this study is still meaningful giving references to technology roadmaps and encouraging new intellectual property development.

A Study on Wearable Augmented Reality-Based Experiential Content: Focusing on AR Stone Tower Content (착용형 증강현실 기반 체험형 콘텐츠 연구: AR 돌탑 콘텐츠를 중심으로)

  • Inyoung Choi;Hieyong Jeong;Choonsung Shin
    • Smart Media Journal
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    • v.13 no.4
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    • pp.114-123
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    • 2024
  • This paper proposes AR stone tower content, an experiential content based on wearable augmented reality (AR). Although wearable augmented reality is gaining attention, the acceptance of the technology is still focused on specialized applications such as industrial sites. On the other hand, the proposed AR stone tower content is based on the material of 'stone tower' so that general users can relate to it and easily participate in it, and it is organized to utilize space in a moving environment and find and stack stones based on natural hand gestures. The proposed AR stone tower content was implemented in the HoloLens 2 environment and evaluated by general users through a pilot exhibition in a small art museum. The evaluation results showed that the overall satisfaction with the content averaged 3.85, and the content appropriateness for the stone tower material was very high at 4.15. In particular, users were highly satisfied with content comprehension and sound, but somewhat less satisfied with object recognition, body adaptation, and object control. The above user evaluations confirm the resonance and positive response to the material, but also highlight the difficulties of the average user in experiencing and interacting with the wearable AR environment.