• Title/Summary/Keyword: perception of movement

Search Result 257, Processing Time 0.025 seconds

The Effects of Trunk Stabilization Training on the Self Posture Control Efficacy, Physical Self-Description and Perception Stress in High School Students (일부 고등학생의 체간 안정화 훈련이 의식적 자세조절 효능감, 신체적 자기개념, 지각된 스트레스에 미치는 영향)

  • Lee, Dae-Ro;Kong, Sun-Woong;Jung, Yeon-Woo
    • The Journal of Korean Academy of Orthopedic Manual Physical Therapy
    • /
    • v.19 no.1
    • /
    • pp.33-39
    • /
    • 2013
  • Background: The purpose of this study was to find out the effect of trunk stabilization training on the self posture control efficacy, physical self-description and perception stress in high school students. Methods: 92 voluntary students (73 females, 19 males) participated in this study. They received trunk stabilization training for 40 minutes per day and a time per week during 6 weeks period. Trunk stabilization training was an approach of education in proper posture and coordination of movement. In the evaluation, the self posture control efficacy scale (SPCES) was used to measure the posture control efficacy, the physical self-description questionnaire (PSDQ) was used to measure the physical self description and the perception stress scale (PSS) was used to measure the stress. All measurement of each subject were measured before and after stabilization training. Results: The SPCES were significantly different before and after (p<.05). The PSDQ and PSS were no significantly different before and after (p>.05) but the means were increased slightly. Conclusion: Conclusionally these results suggest that the trunk stabilization training increased the self posture control efficacy and would give help to control Students themselves.

  • PDF

Exploring Movement Culture's Perception Based on Semantic Network Analysis: Focusing on K-pop Dance and Taekwondo performance (의미연결망 분석을 적용한 Movement Culture의 인식 탐색: K-pop Dance와 태권도 공연을 중심으로)

  • Shin, Jin-Ho;Kim, Hye-Ryeon
    • Journal of the Korean Applied Science and Technology
    • /
    • v.37 no.4
    • /
    • pp.733-743
    • /
    • 2020
  • The purpose of this study is to explore the perception of K-pop dance and Taekwondo performances in Movement culture using semantic network analysis. The research subjects were selected from 105 students from K University in Daejeon. The method of selecting the research subject was a snowball sampling method among non-probability sampling methods, and a mobile Google questionnaire was used as the research tool. The results are as follows. First, it was found that the concepts of 'globalization', 'culture', and 'celebrity' in K-pop dance are the main cognitive concepts calculated more than 20 times. Second, as a result of analyzing the meaning network of K-pop dance recognition, it was found that the concepts of 'culture', 'popularity', and 'famous' are the main concepts of k-pop dance recognition. Third, the Taekwondo performance can be confirmed that the concepts of 'good', 'Korea', and 'temperance' are the main concepts calculated more than 20 times. Fourth, as a result of analyzing the meaning network of Taekwondo performance recognition, it was found that the concepts of 'movement', 'Korea', and 'good' are the main concepts of Taekwondo performance recognition.

Directing User's Eye Gaze Movement in an Interactive VR Animation (인터랙티브 VR 애니메이션의 시선 유도를 위한 연출)

  • Ahn, Chan-Je;Lee, Tae-gu
    • The Journal of the Korea Contents Association
    • /
    • v.21 no.3
    • /
    • pp.103-113
    • /
    • 2021
  • Rather than a directing method of existing animations, VR animation needs a different method of direction. Existing animations were displayed on a screen in movie theaters. But using an existing direction method for the 360° perspective in a VR animation makes it difficult for the user's gaze to move in a way the directors have intended. I analyzed 3 VR animations with a theoretical background of Rudolf Arnheim's visual perception theory and Bruce Block's visual factors that bring high attention. In the process of perception of space, focus on the gaze, movement of the gaze, the 'movement' factor was used most often to attract the gaze. An interactive VR animation attracts user's gaze by allowing users to participate in important points of the story. With an analysis of the animation, it proposed a gaze attraction through the movement of the character with an interaction directing method for reducing motion sickness. Also, it proposed intuitively attracting gaze movement by using GUI and attracting user's participation by using an interactive event with an interaction directing method of storytelling comprehension. With two types of directing proposal, we expect it to be utilized as a basic research method for attracting users to be immersed in storytelling while reducing cyber motion sickness, which is a problem in VR animation.

Arm Armor System Performance Study: Net Effect (Perceptual Response) Analysis

  • Nam, Jin-Hee;Peksoz, Semra;Branson, Donna H.;Cao, Huantian
    • International Journal of Human Ecology
    • /
    • v.13 no.1
    • /
    • pp.117-128
    • /
    • 2012
  • This study compares the net effect of wearing different shoulder/arm armor systems on garment impediment perception and wearer acceptability. Two independent variables in this study were armor systems and shoulder/ arm movements. There were four armor systems of control garment and arm armor systems A, B, and C as well as five types of arm/shoulder movements, (shoulder flexion, should extension, shoulder abduction, shoulder horizontal flexion, and shoulder horizontal extension). Ten male volunteers wearing size medium battle dress uniform (BDU) with recent relevant military experience participated in this study. The volunteers performed shoulder/arm movements (while wearing each armor treatments) and completed the garment impediment perception as well as wearer acceptability scales. The body areas of neck side, shoulder top, and armscye front showed the highest frequency of reported impediments. Resistance to movement and localized pressure were the most frequently mentioned types of impediment. The armor system B had the most areas of impediment, and was rated as more restrictive than the control garment and armor system A for each movement. For wearer acceptability, no significant differences were found between the control garment and armor system A for all eight items; this indicated that subjects did not perceive a difference between wearing the control garment and armor system A. There was a trend for wearer acceptability to decrease from wearing the control garment to armor systems A to C to B.

Eye Movement-based Visual Discomfort Analysis from Watching Stereoscopic 3D Contents Regarding Brightness and Viewing Distance (눈 움직임을 이용한 밝기와 시청거리에 따른 3D 콘텐츠 피로도 분석)

  • Kim, Yong-Woo;Kang, Hang-Bong
    • Journal of Korea Multimedia Society
    • /
    • v.19 no.9
    • /
    • pp.1723-1737
    • /
    • 2016
  • When watching 3D contents, people often experience various visual discomforts like tiredness, dryness, headaches, and dizziness. Previous researches on visual discomfort analyzed and concluded vergence-accommodation conflict, viewing distance, and brightness changes to be the causes of visual discomfort. Yet it is necessary to systematically analyze the visual discomfort due to the changes in object, background brightness and viewing distance. In this paper, we produce four videos that have four different background brightness and two different viewing distances to solve analyze the visual discomfort from watching 3D contents. We measure and analyze eye-blink and saccadic movement, saccadic latency, Nearest Point of Convergence (NPC), and participant survey for amore accurate result compared to previous researches. Our results show that the eye-blink rate and saccadic latency increase when the background is bright and viewing distance is close while the saccadic movement decreases in the same environment. However, NPC only changes when the background brightness changes. We confirm that the bright background and near viewing distance create greater visual discomfort and decrease depth perception abilities.

Effects of whole body movements in using virtual reality headsets on visually induced motion sickness (전신 움직임을 요구하는 컨트롤러가 가상현실 디바이스에서 시지각과 가상현실 멀미에 끼치는 영향)

  • Kim, Sung-ho;Shin, Dong-Hee
    • Journal of Digital Contents Society
    • /
    • v.18 no.2
    • /
    • pp.283-291
    • /
    • 2017
  • Though new body movement based input system immerged in Virtual Reality (VR), VR still has a visually induced motion sickness (VIMS) problem to be accepted for users. VIMS are caused by changes in visually perceived movement that discord with vestibular system's sense of movement. Not only Head-body movements, but also hand gestures to make commands and torso movement can affect visual movement perception by enhancing immersion and its psychological product; presence. The question arises does whole body movement and hand gesture to make commands are more dominant to arousal, presence, and VIMS? To address this question, we conducted "2 (IV1; head-body movements only vs. whole body movements) * 1" between subject design experiment. The results showed that significant effect on whole body movements and arousal, marginally significant effect on presence. Eyewear usage was a moderator between hand gesture and presence relationship.

Physical Therapist's Perception of Correct Breathing Method and the Effectiveness of Breathing Training

  • Sungbae Jo;Jae Hwan Kim;Changho Song
    • Physical Therapy Rehabilitation Science
    • /
    • v.13 no.1
    • /
    • pp.113-123
    • /
    • 2024
  • Objective: The study analyzed the awareness of physical therapists regarding correct breathing methods and the effect of breathing training on patients. Design: A cross-sectional survey study. Methods: Physical therapists who agreed to participate in the study, held a license as a physical therapist, and had training or experience in breathing were included as subjects. A total of 136 questionnaires were collected, out of which 129 were analyzed. The questionnaire consisted of 26 items, divided into several sections covering awareness of breathing methods, breathing and muscles, breathing and mind, breathing and movement, perception of mouth breathing and nose breathing, experience applying respiration as a treatment, perception of breathing and treatment, awareness of breathing and pain, awareness of breathing and chronic diseases and prevention, perceptions related to breathing and sleep, and educational background. Results: The study found that most therapists were aware of diaphragmatic breathing, but not Lamaze breathing. 76.7% claimed to that there is a correct breathing method, and the majority were aware of the reasons for correct breathing. The majority believed in the therapeutic effect of breathing, with core exercise breathing training being the most commonly used in therapy. 81.7% of therapists had taught a specific breathing method to a patient, and diaphragmatic breathing was the most provided treatment. There was no significant difference in perception according to clinical experience, but there was a significant difference in perception according to educational background. Conclusions: The study provided clinical background on Physical Therapists' belief on correct breathing method, and uses of breathing training during treatment. The results suggest there is a need for a coherent education on breathing method and techniques among Physical Therapists.

Swarm Group Mobility Model for Ad Hoc Wireless Networks

  • Kim, Dong-Soo S.;Hwang, Seok-K.
    • Journal of Ubiquitous Convergence Technology
    • /
    • v.1 no.1
    • /
    • pp.53-59
    • /
    • 2007
  • This paper proposes a new group mobility model for wireless communication. The mobility model considers the psychological and sociological behavior of each node and the perception of other nodes for describing interactions among a set of nodes. The model assumes no permanent membership of a group, capable of capturing natural behaviors as fork and join. It emulates a cooperative movement pattern observed in mobile ad hoc networks of military operation and campus, in which a set of mobile stations accomplish a cooperative motion affected by the individual behavior as well as a group behavior. The model also employs a physic model to avoid a sudden stopping and a sharping turning.

  • PDF

Reducing Visual Discomfort for VR Browser based on Visual Perception Characteristics (사람 시각 특성을 활용한 가상현실 브라우저에서의 시각적 피로도 절감 기술)

  • Kim, Kyungtae;Kim, Haksub
    • Annual Conference of KIPS
    • /
    • 2017.11a
    • /
    • pp.888-890
    • /
    • 2017
  • VR browser is one of the most popular applications for VR(Virtual Reality) environment. However, because most of the web contents are not designed considering the VR environment, scrolling the web pages in the VR browser causes much visual discomfort. We found it's because the angular velocity of the eye movement during scrolling increased because the viewing distance got closer compared with legacy devices. So we have developed a technology that regulates the scrolling to reduce the visual discomfort in the VR browser, in reference of the visual perception characteristics of the human visual system.

A Study on the Expression of Space-Time Concept in Modern Architecture (근대건축에서 시공간개념의 표현특성에 관한 연구)

  • 최은희;박영순
    • Proceedings of the Korean Institute of Interior Design Conference
    • /
    • 1999.04a
    • /
    • pp.102-105
    • /
    • 1999
  • The purpose of this study is to analyze the meanings and expressional characteristics of space-time concept in modern architecture. As the architecture spaces reflect and represent the characteristics of times, the meaning and modern expression of space-time concept was studied in the developmental process of space concept on the base of the background of philosophy, science and psychology. At the late 19th century, space concept was changed with relative time-space in philosophy and science and the theory of visual perception. In the beginning of 20th century, space-time concept that combined space with time in the process of image open space expanded movement was developed. In modern architecture, it was expressed as the freedom of movement by open space expanded infinitely and/or abstract space without spacial measure, multiple view point by superimposed and/or polyhedric space and kinetic vision by dynamic and/or continuous space.

  • PDF