• Title/Summary/Keyword: movement functionality

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Torso Pattern Design for Korean Middle-Aged Women using 3D Human Body Scan Data (차원 인체 스캔 데이터를 활용한 한국 중년여성 토르소 원형 설계)

  • Kim, Hye-Jin;Park, Soon-Jee
    • Fashion & Textile Research Journal
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    • v.13 no.4
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    • pp.600-613
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    • 2011
  • The purpose of this study is to provide Torso pattern for Korean middle-aged women using 3D human body scan data. 155 women in their 40's or 50's were measured by Martin's anthropometry. Merging the data of 914 middle aged women provided by Korean agency for technology and standards, total of 1,069 subjects' data were analyzed. For data analysis, ANOVA, factor analysis and cluster analysis were done using SPSS PC+. And representative subject of each cluster was selected and they participated in 3D scanning and Torso pattern suggested for middle-aged women Torso pattern which investing the amount of ease according to each group for diffuse front interscye 30%, armscye circumference 30%, back interscye 40% using 3D human body scan data. The results of this study are as follows. Firstly, as a result of the factor analysis, the first factor was 'obesity index of body', The second factor was 'verticality size of body', The third factor was 'verticality length of upper bodice', The fourth factor was 'drop value to represent silhouette', and the fifth factor was 'physique of upper bodice'. And, middle-aged women type were classified 3 types according to the cluster analysis. Type 1(Y-type) was the long upper Torso with wide shoulder. Type 2(H-type) was flat-body type with comparatively thin upper bodice and thin lower bodice. And type 3(A-type) was the obese type with comparatively thin upper bodice and fat lower bodice. Secondly, using CAD program, point filtering was performed and approximated surface model was made. It used that generated surface smoothing corrected for abnormally extruded points and scattered points based on the curvature information. And 3D surfaces were flatted onto the plane by the internal tools of CAD program. Difference ratios of outline length and area between 3D curves and 2D plane were 0.42% and 0.54%, respectively. Third, wearing test by the sensory evaluation showed that distinct difference almost every category. The movement functionality test shows that, in all the tests which reveal significant differences, especially, 'comparison pattern A' experienced inconvenience to neck width and neck depth.

An Educational Platform for Digital Media Prototype Development: an analysis and a usability study (디지털 미디어 콘텐츠 개발을 위한 교육용 플랫폼의 활용성)

  • Kim, Na-Young
    • The Journal of the Korea Contents Association
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    • v.11 no.8
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    • pp.77-87
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    • 2011
  • The advent of new platforms each year along with the advancement of technology provides a new opportunity for digital media designers to develop creative and innovative contents. This phenomenon affect the same way the students that major in the digital media, and the use of the platforms that is based on the new technology in the development of contents gives a newer and useful opportunity for learning to the students who recently study the digital media area. As the main technology of the recent digital media that attract many students' attention, we are presenting virtual reality display, movement cognition, physical engine and the gesture interface, and developed the consolidated platform based on these four technologies, and designed them in a way that can be more easily implemented in a simpler way. In order to study the efficiency of the platform with the objective of the development of digital media contents, we have developed four different prototype contents, and have measured based on the user's preference, efficiency and satisfaction. In the results of usability evaluation, functionality, effectiveness, efficiency, satisfaction were rated as 'high'. This results shows that the suggested 3D platform environment provides students to develop a rapid prototype fast and easy, and this may have a positive influence on students major in the digital media to conduct creative development research.

Three-Dimensional Kinematic Model of the Human Knee Joint during Gait

  • Mun, Joung-Hwan;Seichi Takeuchi
    • Journal of Biomedical Engineering Research
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    • v.23 no.3
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    • pp.171-179
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    • 2002
  • It is well known that the geometry of the articular surface plays a major role in the kinematic and kinetic analysis to understand human knee joint function during motion. The functionality of the knee joint cannot be accurately modeled without considering the effects of sliding and lolling motions. We Present a 3-D human knee joint model considering sliding and rotting motion and major ligaments. We employ more realistic articular geometry using two cam profiles obtained from the extrusion of the sagittal Plain view of the representative Computerized Tomography image of the knee joint compared to the previously reported model. Our model shows good agreement with the already reported experimental results on Prediction of the lines of force through the human joint during gait. The contact point between femur and tibia moves toward the Posterior direction as the knee undergoes flexion, reflecting the coupling of anterior and Posterior motion with flexion/extension. The anterior/posterior displacement of the contact Point on the tibia plateau during one gait cycle is about 16 mm. for the lateral condyle and 25 mm. for the medial condyle using the employed model Also. the femur motion on the tibia undergoes lateral/medial movement about 7 mm. and 10 mm. during one gait cycle for the lateral condyle and medial condyle. respectively. The developed computational model maybe Potentially employed to identify the joint degeneration.

A Research on Effect of Motion Modality on Aspects of Genre and Medium (모션의 양태성이 매체·장르에 미치는 효과 연구)

  • Lee, Yong-Soo
    • Cartoon and Animation Studies
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    • s.28
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    • pp.125-153
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    • 2012
  • This study is regarding what motion modality has influences on aspects of genre and media. Nowadays, motion modality becomes an element which is actively manipulated in live actions as well as animations. And, it has been generally accepted that a strategy on manipulation of motion depends on matters of genre or medium. As respected, can we say the premise is correct? if it is, can we refine the premise more theoretically, without using the words, 'genre' or 'media' which have not been are not been defined on an academic aspect. I intend to discuss on this issue. I will speculate the issue of manipulation of motion modality on theoretical bases. According to McLuhan's hot/cool media theory and Bolter's oscillation theory, the effect of it turns out to be same as manipulation of sentience ratio of media readers, and the ideal result will be examined by an example analysis. In the analysis, I will explore what effects manipulation of motion has on several examples. Then, by examining what kind of correlation these effects has with media/genre positioning, I ultimately will evaluate the genre/medium-based determinism of motion modality, which is represented by a typical premise like "Animation is most realistic when it has the most animation-like movement." Conclusively I suggest a refined premise like the following. Modality of motion is a strategy depending on issues of genre, with no regard to issues of medium, and the issue of genre is a category which is positioned considering mixture ratio of sentience. With this reason, A strategy of modality of motion depends to sentience a certain sequence needs. So, motion modality becomes a strategy which has to be approached in functionality of genre rather than economic values which spring from technical devices like a motion capture.

A Study on the Wearing Condition and Satisfaction of Pesticide Protective Clothing (농약방제복 착용실태 및 만족도에 관한 연구)

  • Oh, Young-Soon;Lee, Kyung-Suk;Chae, Hye-Seon;Kim, Kyung-Ran;Kim, Sung-Woo
    • Journal of the Korea Fashion and Costume Design Association
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    • v.16 no.4
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    • pp.217-228
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    • 2014
  • The purpose of this study is to grasp inconveniences and improvements by examining wearing condition and satisfaction of protective clothing targeting 114 Korean farmers and to suggest basic data for enhancement of pattern and wearing satisfaction of protective clothing by understanding problems of pesticide-proof clothing through comparative analysis on the size of its commercial products. Most of male subjects were in charge of spraying pesticide, whereas female were most likely to play an assistant role to hold the hose of pesticide applicator. Both of female and male subjects were very aware of the harmful effect of pesticide on human body and tried to take off the clothes immediately after spraying it to reduce possible damage caused by pesticide. As a result of examining wearing condition, the farmers avoided wearing protective clothing because that it feels hot, stuffy, and uncomfortable to move. This hesitant response of wearing the clothing was not shown significantly in case of female subjects who play an assistant role for spraying. Although the farmers wore protective equipments such as mask or gloves in a proper way as compared to protective clothing, they seemed to choose alternative way rather than best way to block pesticide completely. The satisfaction regarding to the fitting of protective clothing which the subjects showed low in all items of upper-lower clothes except waistline. It is necessary to improve the functionality such as relief from heat stress and convenience for movement rather than design or economic in protective clothing development. As a result of comparing the size of five kinds of commercial protective clothing, the farmers got confused to choose the product since designation method of size across companies showed a significant difference in an identical clothing size. In addition, the sizing system developed on a basis of a well-built man has become a hindering factor in wearing satisfaction of female farmers.

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The Effect of Gesture Based Interface on Presence Perception and Performance in the Virtual Reality Learning Environment (가상현실 학습환경에서 동작기반 인터페이스가 실재감 지각 및 수행에 미치는 효과)

  • Ryu, Jeeheon;YU, SEUNGBEOM
    • (The)Korea Educational Review
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    • v.23 no.1
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    • pp.35-56
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    • 2017
  • This study is to examine the effects of gesture based interface and display methods to make an effective virtual learning environment. The gesture based interface can provide interactive interface to make objects in the virtual learning environment by generating natural movement of users' gesture. This natural functionality leads users to apply natural movements as they do in real actions. Because of the natural user interface, the gesture based interface is expected to maximize learning outcomes. This study examined how the gesture based interface can be used when a head mounted display is applied for a virtual reality learning environment. For this study 44 colleagues students were participated. Two display methods (head mounted display vs. monitor) and two interface (gesture based interface vs. joystick) were tested to identify which might be more effective. The study was applied to different learning tasks which require different levels of spatial perception. The dependent variables are three constructs of virtual presence (spatial perception, immersiveness, and realness) and task completion time and recall tests. This study discussed potential disadvantages of gesture based interface while it showed positive usages of gesture based interface.