• 제목/요약/키워드: reality show

검색결과 658건 처리시간 0.028초

뇌성마비 취학아동 어머니의 양육체험 (The Lived Experience of Mothers about Rearing of School Children With Cerebral palsy)

  • 백경선
    • Child Health Nursing Research
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    • 제7권4호
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    • pp.434-450
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    • 2001
  • This study is designed to understand the meaning and nature of raising children with cerebral palsy. It researches the experience of mothers of schoolchildren with cerebral palsy by the research method of hermeneutic phenomenology. The study was conducted from November 10, 1999 to December 20, 2000. When children with cerebral palsy usually show symptoms in the early stage of cerebral palsy, mothers do not take children to a doctor for diagnosis. And, most of mothers have a difficult time to accept the reality; they usually respond to the initial diagnosis with shock, reproach, and deny. When mothers start recognizing the reality, they consider that their children have cerebral palsy due to the their mismanagement during pregnancy, delivery, nursing, and initial treatment. They shelter their children from view and feel guilty that they cannot afford to try folk remedies for their children. As time passes, mothers face conflicts between families in diverse ways. Families put the blame on genetic effects. Mothers-in-law give their daughters-in-law a hard time, husbands shift the responsibility of raising children onto their wives, and trouble arises between families-in-law and mothers native families. When children grow up, it is physically difficult for mothers to take care their children. In addition, they suffer from all the troubles in family due to childrens handicap. Mothers try the diverse methods of bringing up children. However, they start getting tired of raising children as they experience failures and financial difficulties. Mothers feel collapsed recalling the ways of raising children. They feel anxiety, miserable, lonely, and worrying when they think how children would attend school, make friends, and live in the future. In this stage, mothers do their best to raise their children with hope. They tend to compare their children with others without handicap and spend money and time in attempting all the treatments. When mothers and children join the society at school, they find that the society does not understand disabled people, teachers show inconsiderate attitude, friends avoid them, and children hardly follow classes. Such experiences make mothers feel angry and frustrated. However, when children adapt to school, mothers see the possibility that children could accomplish schoolwork. They appreciate teachers help and others consideration. Mothers place appropriate expectations on their children and help them to prepare for the future. I would make following suggestions based on the results. 1. As a primary basic course of rehabilitation nursing intervention, solution-centered nursing intervention system should be developed. The intervention needs to be based on the understanding of mothers, who raise children with cerebral palsy, through in-depth interview. 2. Advance researches on the development of individual nursing intervention should be conducted. Individual nursing intervention needs to prevent and release actual pain focusing on mothers raising children with cerebral palsy. 3. Integrated curriculum that help children with cerebral palsy lead a normal school life with ordinary children should be developed. 4. Basic research on using of facilities and effective application of service volunteer to help children with cerebral palsy in school needs to be conducted.

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제한된 모션 센서와 애니메이션 데이터를 이용한 캐릭터 동작 제어 (Character Motion Control by Using Limited Sensors and Animation Data)

  • 배태성;이은지;김하은;박민지;최명걸
    • 한국컴퓨터그래픽스학회논문지
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    • 제25권3호
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    • pp.85-92
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    • 2019
  • 디지털 스토리텔링에 등장하는 3차원 가상 캐릭터에는 외형뿐만 아니라 자세나 동작에서도 캐릭터의 개성이 반영된 고유의 스타일이 부여된다. 그러나 사용자가 웨어러블 동작센서를 사용하여 직접 캐릭터의 신체 동작을 제어하는 경우 캐릭터 고유의 스타일이 무시될 수 있다. 본 연구에서는 가상 캐릭터를 위해 제작된 소량의 애니메이션 데이터만을 이용하는 검색 기반 캐릭터 동작 제어 기술을 사용하여 캐릭터 고유의 스타일을 유지하는 기술을 제시한다. 대량의 학습 데이터를 필요로하는 기계학습법을 피하는 대신 소량의 애니메이션 데이터로부터 사용자의 자세와 유사한 캐릭터 자세를 직접 검색하여 사용하는 기술을 제안한다. 제시된 방법을 검증하기 위해 전문가에 의해 제작된 가상현실 게임용 캐릭터 모델과 애니메이션 데이터를 사용하여 실험하였다. 평범한 사람의 모션캡쳐 데이터를 사용했을 때와의 결과를 비교하여 캐릭터 스타일이 보존됨을 증명하였다. 또한 동작센서의 개수를 달리한 실험을 통해 제시된 방법의 확장성을 증명하였다.

HMI 기능 시뮬레이션 기반 개인용 휴대전자제품의 가상시작 (Virtual Prototyping of Portable Consumer Electronic Products Based on HMI Functional Simulation)

  • 박형준;배채열;문희철;이관행
    • 한국경영과학회:학술대회논문집
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    • 한국경영과학회/대한산업공학회 2005년도 춘계공동학술대회 발표논문
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    • pp.854-861
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    • 2005
  • The functional behavior of a portable consumer electronic (PCE) product is nearly all expressed with human-machine interaction (HMI) tasks. Although physical prototyping and computer aided design (CAD) software can show the appearance of the product, they cannot properly reflect its functional behavior. In this paper, we propose a virtual prototyping (VP) system that incorporates virtual reality and HMI functional simulation in order to enables users to capture not only the realistic look of a PCE product but also its functional behavior. We obtain geometric part models of the product and their assembly and kinematics information with the help of CAD and reverse engineering tools, and visualize them with various display tools. We adopt state transition methodology to capture the HMI functional behavior of the product into a state transition chart, which is later used to construct a finite state machine (FSM) for the functional simulation of the product. The FSM plays an important role to control the transition between states of the product. The proposed VP system receives input events such as mouse clicks on buttons and switches of the virtual prototype model, and it reacts to the events based on the FSM by activating associated activities. The VP system provides the realistic visualization of the product and the vivid simulation of its functional behavior. It can easily allow users to perform functional evaluation and usability testing. Moreover, it can greatly reduce communication errors occurring in a typical product development process. A case study about VP of an MP3 player is given to show the usefulness of the proposed VP system.

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고속 처리량을 위한 NS-2 기반 IEEE 802.11n MAC/PHY 연동 기법분석 (Analysis of IEEE 802.11n MAC and PHY Integration Method for High Throughput Performance based on NS-2)

  • 김주석;이윤호;송재수;김경석
    • 한국콘텐츠학회논문지
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    • 제9권7호
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    • pp.67-75
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    • 2009
  • 최근 무선 인터넷 수요의 증가와 더불어 IEEE 802.11 WLAN의 표준화 작업도 활발히 진행 중이다. 고속처리량을 위한 IEEE 802.11n의 연구 동향은 크게 두 가지로 MAC 계층에서 패킷 간의 Aggregation을 통하여 시스템 처리량을 높인 결과와PHY 계층에서 MIMO 시스템을 적용하여 데이터 전송속도를 높인 결과로 정리될 수 있다. 그러나 아직까지 MAC 계층과 PHY 계층의 연동을 고려하여 IEEE 802.11n의 성능 분석을 보인 결과는 발표되지 않았다. 본 논문에서는 IEEE 802.11n 시스템에서 MAC 계층과 PHY 계층의 연동을 고려하여 성능을 분석한다. MAC 계층에서의 A-MPDU 기법과 PGY 계층에서 MIMO 방식을 적용한다. 결과적으로 기존의 방식에 비해 데이터 전송속도의 증가와 처리량이 향상되었음을 보인다. 또한, MAC과 PRY의 연동을 고려하여 현실성 있는 시뮬레이터인 NS-2를 사용하기로 한다.

A Real-Time Spatial DSS for Security Camera Image Monitoring

  • Park, Young-Hwan;Lee, Ook
    • 한국경영과학회:학술대회논문집
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    • 한국경영과학회 1998년도 추계학술대회 논문집
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    • pp.413-414
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    • 1998
  • This paper presents a real-time Spatial Decision Support System(SDSS) for security camera image monitoring. Other SDSSs are not real-time systems, i.e., they show the images that are already transformed into data format such as virtual reality. In our system, the image is broadcasted in real-time since the purpose of the security camera needs to do it in real-time. With these real-time images, other systems do not add up anything more; the screen just shows the images from the camera. However in our system, we created a motion detection system so that the supervisor(Judge) of a sec.urity monitoring system does not have to pay attention to it constantly. In other words, we created a judge advising system for the supervisor of the security monitoring system. Most of small objects do not need the supervisor's attention since they could be birds, cats, dogs, etc. if they show up in the screen image. In this new system the system only report the unusual change to the supervisor by calculating the motion and size of objects in the screen. Thus the supervisor can be liberated from the 24-hour concentration duty; instead he/she can be only alerted when the real security threat such as a big moving object like an human intruder appears. Thus this system can be called a real-time Spatial DSS. The utility of this system is proved mathematically by using the concept of entropy. In other words, big objects like human intruders increase the entropy of the screen images significantly therefore the supervisor must be alerted. Thus by proving its utility of the system theoretically, we can claim that our new real-time SDSS is superior to others which do not use our technique.hnique.

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단안 카메라와 저정밀 GPS-IMU 신호를 융합한 맵매칭 방법 (High accuracy map matching method using monocular cameras and low-end GPS-IMU systems)

  • 김용균;구형일;강석원;김준원;김재관
    • 한국산학기술학회논문지
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    • 제19권4호
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    • pp.34-40
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    • 2018
  • 본 논문에서는 단안 카메라와 비교적 오차가 큰 GPS-IMU 센서를 이용하여 이동체의 정확한 포즈를 예측하는 고정밀 맵매칭 방법을 제안한다. 제안하는 방법은 카메라로부터 입력 받은 영상을 딥뉴럴 네트워크를 이용하여 의미상으로 분할한 결과와 시맨틱 지도 정보를 비교함으로써 달성된다. 카메라로부터 입력 받은 주행 영상은 시맨틱 분할 알고리즘을 통해서 두 개의 클래스로 분할되며, 시맨틱 지도 정보와 가능한 레이블 페어에 대해 설정된 가중치에 따라 비교 정렬함으로써 현재 이동체의 정확한 포즈를 예측할 수 있도록 한다. 이 과정에서 비교적 오차가 큰 GPS-IMU 센서의 신호는 해 공간의 범위를 효과적으로 줄여준다. 본 논문은 비교적 저렴한 센서를 이용하여 증강현실 및 자율주행 등에 필요한 고정밀 맵매칭이 가능함을 보여준다. 보정 전후의 차량 경로를 지도에 비교 도시하고 시맨틱 지도를 현재 입력 영상에 오버레이 하여 제안한 방법의 효과를 입증하였다. 또한 non-open-sky 환경과 같은 GPS-IMU 수신이 어려운 환경에서도 성능 개선이 있음을 확인하였다.

수자원시스템의 용수공급량 결정방법의 문제점 분석 (Analysis of Problems of Water Supply Capacity Determination in Water Resources Systems)

  • 이광만;이재응
    • 한국수자원학회논문집
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    • 제47권4호
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    • pp.331-342
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    • 2014
  • 수자원 계획에 있어 적정 용수공급량(계획공급량)을 결정하는 것은 매우 중요한 문제이다. 댐과 같은 중요 수자원시설물의 경우 한번 계획이 결정되면 이후 수십년간 국가 수자원 환경 전반에 영향을 미치게 된다. 실제 1980년대 이후, 보다 체계화된 수자원 계획이 시행되었음에도 여러 가지 문제점들이 내포되어 있는 것으로 지적되고 있다. 특히 대부분의 댐에 적용되어온 신뢰도 지표의 분석방법이나 기준에 대한 문제점이 지속적으로 제기되고 있다. 본 연구는 수자원시스템의 용수공급량 결정방법의 신뢰도 지표 문제점을 진단하고 적정 적용방안을 제시하고자 하였다. 분석결과, 기간신뢰도의 경우 분석시간단위에 따른 차이는 크지 않았으며, 분석시간단위와 평가단위시간을 달리할 경우 큰 차이를 보였다. 양적신뢰도는 기간신뢰도보다 2~3% 큰 값을 보이며, 회복도와 취약도 역시 분석시간단위에 따라 차이를 보였다.

Applications of the Sediment-Transport Path Model to the Tidal Flats of Garolim Bay, West Coast of Korea

  • Shin, Dong-Hyeok;Yi, Hi-Il;Han, Sang-Joon;Oh, Jae-Kyung;Won, Joong-Sun
    • International Union of Geodesy and Geophysics Korean Journal of Geophysical Research
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    • 제23권1호
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    • pp.39-51
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    • 1995
  • Bidirectional transport trend using the sediment-transport path model was identified in the two areas, sand ridge area and tidal mudflat in Garolim Bay, which is located in the mid-western coast of Korean Peninsular. This model exhibits the two-dimensional view of clear sediment transport trend based on data of changes in sediment statistics such as mean, sorting, and skewness, Garolim Bay was selected to test for the sediment-transport path model developed by McLaren and Bowles [1985]. Line-S, a typical tidal mudflat and representative of the Garolim Bay tidal flats, is well tested by this model, showing a clear seasonal change and coarsening-trend seaward (case C). This indicates that strong ebb currents carried relatively coarser sediments seaward with respect to high energy regime. Seasonally, this energy regime slowly decreases toward the summer in contrast with an increase of energy regime of flood tides, carrying coarser sediments landward (case C) in the summer. However, the Line-D area does not show consistent transport trend with respect to time-series. Separated and scattered events show fining trend landward (case B) in the sand ridge itself. The finining-trend (case B) either seaward and landward is not chiefly important in both the entire Line-D area and sand ridge itself. Also, the coarsening-Trend (case C) landward is not significant in the sand ridge itself. Consequently, in reality, the selection of suitable and representative locations are very important to fit with this model.

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판타지영화 캐릭터와 의상에 관한 연구 - 신화적 캐릭터를 중심으로 - (A Study on the Characters and Costumes in Fantasy Movies - With a Focus on the Mythic Characters -)

  • 김수경;이인성
    • 복식문화연구
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    • 제18권5호
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    • pp.1031-1047
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    • 2010
  • This study examines the conceptual characteristics of fantasy movies. It also studies the process of socio-cultural changes of the mythical images such as heroes, goddesses and the devil that have often become the centre of fantasy movie characters. This study further examines the features of each character that correspond to specific mythical images. The purpose of this research is to suggest the conceptual and aesthetic characteristics of fantasy reflected in the characters and the costumes of fantasy movies, which were released since the year 2000. The followings are the results of the research: The conceptual characteristics of fantasy reflected in the characters and the costumes of fantasy movies are summarized as representation of reality, allegory and symbols, horror, desire, deconstruction and metamorphosis, otherness and counter-cultural sentiments. The aesthetic characteristics of the costumes of fantasy movies are defined as typicality and symbolism, grotesqueness, sensuality, hybridization, and otherness. These characteristics are very interconnected. The costumes of heroic characters appearing in fantasy movies show strong side of standard while the costumes of the evil characters revealed the limit of dualistic point of worldview centered on West. Heroic characters show realistic and human side that reflects the ethos of the time. Negative characters such as the devil or witches, which were created in human imagination and emotion, become the dynamic force of fantasy movies through their deviant actions. Their clothes, with variety and hybridization, become the source of creativity expected in present society.

창의 융합인재 양성을 위한 집단지성기반 협력학습 콘텐츠 연구: tvN의 커넥티브(connective) 강연쇼 '창조클럽 199'를 중심으로 (Creative Talent for Fusion-Positive Collective Intelligence-based Collaborative Learning Content Research ; Focusing on the tvN Connective Lecture Show 'Creation Club 199')

  • 임윤서
    • 한국콘텐츠학회논문지
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    • 제15권2호
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    • pp.529-541
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    • 2015
  • 대학교육에서 이상적인 '집단지성기반의 협력학습' 모델은 아직 합의되지도 않았고 여전히 이론적인 수준에 머물러 있다. 집단지성기반의 협력 학습이 되기 위해선 다양한 구성원들이 자신이 가진 최대한의 역량을 동원하여 공동의 목표 달성을 위한 기여에 능동적으로 참여할 수 있도록 촉진하고 배려해야 한다. 아직 교육현장에서 실제 모형이 개발되지 않고 있는 집단지성기반의 협력학습모델은 창의적 융합인재 양성에 핵심적 프로그램이라 판단된다. 그러하기에 현대 강연의 주요 특징인 집단지성형 콘텐츠로의 진화는 수시로 확인하고 눈여겨 볼 필요가 있다. 그와 연관된 시도의 일환으로 본 연구는 tvN이 기획하고 시도한 커넥티브 강연쇼 '창조클럽 199' 콘텐츠에 주목하였다. 지향하는 기획 의도도 시대의 요구를 잘 수렴하고 있지만 더욱 돋보이는 것은 참여자들과 함께하는 집단지성 기반의 '방법' 들을 현실에 구현해내었다는 점이다.