• 제목/요약/키워드: the whole body interaction

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세미 타이트 스커트의 스트라이프 디자인 변화에 따른 신체 이미지 (Body Image of Stripe Design Variations in Semi-tight Skirt)

  • 림해룡;어미경
    • 한국의상디자인학회지
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    • 제17권2호
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    • pp.145-154
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    • 2015
  • This study aims to identify the differences of body image when the stripe direction and width change of semi-tight skirt. The semi-tight skirt pattern was made using the standard size of a women in their 20s. 12 semi-tight skirt models combining 6 kinds of stripe directions and 2 kinds of stripe widths were made using CLO 3D virtual clothing system. The data was evaluated by 126 fashion design majors. The results were as follows; In accordance with the body image factor analysis of semi-tight skirt, three image factors were identified; whole body optical illusion, calf optical illusion and hip optical illusion. Among these factors, the whole body optical illusion factor is the most important factor. The body image depending on the stripe direction and width change of semi-tight skirt mostly showed the significant difference. In accordance with the analysis on the interaction effect of body image depending on the stripe direction and width change of semi-tight skirt, the whole body, calf and hip optical illusion factors showed the significance. The interaction of body image had independent influence on all factors of stripe direction and width. In particular, the interaction of stripe direction and width had the most significant influence on the whole body optical illusion.

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Tracking and Interaction Based on Hybrid Sensing for Virtual Environments

  • Jo, Dongsik;Kim, Yongwan;Cho, Eunji;Kim, Daehwan;Kim, Ki-Hong;Lee, Gil-Haeng
    • ETRI Journal
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    • 제35권2호
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    • pp.356-359
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    • 2013
  • We present a method for tracking and interaction based on hybrid sensing for virtual environments. The proposed method is applied to motion tracking of whole areas, including the user's occlusion space, for a high-precision interaction. For real-time motion tracking surrounding a user, we estimate each joint position in the human body using a combination of a depth sensor and a wand-type physical user interface, which is necessary to convert gyroscope and acceleration values into positional data. Additionally, we construct virtual contents and evaluate the validity of results related to hybrid sensing-based whole-body tracking of human motion methods used to compensate for the occluded areas.

Effects of Whole Body Electromyostimulation on Muscle Activity and Muscle Thickness of Rectus Femoris, and Muscle Thickness of Abdominis Muscle in Healthy Adults

  • Lee, Keun-hyo;Park, Se-jin;Chon, Seung-chul
    • 한국전문물리치료학회지
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    • 제26권4호
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    • pp.42-52
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    • 2019
  • Background: Whole body-electromyostimulation (WB-EMS) is widely used for the rehabilitation and recovery of patients with various neuromusculoskeletal disorders. Objects: To objectively measure changes in lower extremity and abdominal muscles after sit-to-stand dynamic movement training using WB-EMS. Methods: A total of 46 healthy adults (23 experimental and 23 control subjects) performed sit-to-stand exercise; the experimental group with WB-EMS, and the control group without WB-EMS. The muscle activity of the lower extremity, and the muscle thickness of the lower extremity and abdominal muscles were measured before and after the intervention. Results: In terms of electromyographic activity, there was a significant interaction effect for the rectus femoris (RF) muscle (F=30.212, p=.000). With regards to ultrasonographic imaging, the muscle thickness of the RF muscle had a significant interaction effect at the muscle contraction ratio (F=8.071, p=.007). The deep abdominal muscles, such as the transverse abdominal (TrA) and internal oblique (IO) muscles, also showed significant interaction effects at the muscle contraction ratio (F=5.474, p=.024, F=24.151, p=.000, respectively). Conclusion: These findings suggest that WB-EMS may help to improve the muscular activity of the RF muscle, and the muscle thickness of the RF muscle and deep muscles such as the TrA and IO muscles.

Near-body Interaction Enhancement with Distance Perception Matching in Immersive Virtual Environment

  • Yang, Ungyeon;Kim, Nam-Gyu
    • Journal of Multimedia Information System
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    • 제8권2호
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    • pp.111-120
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    • 2021
  • As recent virtual reality technologies provide a more natural three-dimensional interactive environment, users naturally learn to explore space and interact with synthetic objects. The virtual reality researcher develops a technique that realizes realistic sensory feedback to get appropriate feedback to sense input behavior. Although much recent virtual reality research works extensively consider the human factor, it is not easy to adapt to all new virtual environment contents. Among many human factors, distance perception has been treated as very important in virtual environment interaction accuracy. We study the experiential virtual environment with the feature of the virtual object connected with the real object. We divide the three-dimensional interaction, in which distance perception and behavior have a significant influence, into two types (whole-body movement and direct manipulation) and analyze the real and virtual visual distance perception heterogeneity phenomenon. Also, we propose a statistical correction method that can reduce a near-body movement and manipulation error when changing the interaction location and report the experiment results proving its effectiveness.

The Effects of Ankle Strengthening Training and Whole Body Vibration on the Balance of Older Adults Who Have Experienced a Fall

  • Choi, Jung Hyun;An, Ho Jung
    • 국제물리치료학회지
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    • 제6권2호
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    • pp.884-890
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    • 2015
  • This study observed the effects of ankle strengthening exercise and whole body vibration on the balance ability of older adults, thereby intending to provide basic materials for intervention methods aimed at improving older adults' balance ability. The subjects were 20 older adults who had experienced a fall. They were equally divided into two groups. Ankle strengthening training was applied to one group and ankle strengthening training and whole body vibration were applied to the other group, a timed up and go (TUG) test and Tinetti performance oriented mobility assessment (POMA) were performed, and changes in the subjects' limits of stability were observed. The TUG and POMA results significantly differed between before and after the experiment in the angle strengthening training (AST) group and the angle strengthening training with whole body vibration (ASTWV) group. In addition, the interaction between timing and each group was statistically significant. The limits of stability significantly changed after the intervention in both groups. Differences in the posterior and right limits of stability were significant between the AST group and ASTWV group. Therefore, ankle strengthening exercise and whole body vibration improve older adults' balance maintenance and reduce falls or the risk factors for falls in older adults.

AR 전신 상호작용을 위한 이종 센서 간 좌표계 보정 기법 (Heterogeneous Sensor Coordinate System Calibration Technique for AR Whole Body Interaction)

  • 김항기;김대환;이동춘;이기석;백낙훈
    • 정보처리학회논문지:소프트웨어 및 데이터공학
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    • 제12권7호
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    • pp.315-324
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    • 2023
  • 꾸준히 증가하는 노인성 질환 환자 대상으로 몰입형 디지털 콘텐츠를 이용한 쉽고 정확한 전신 재활 상호작용 기술이 필요하며, 본 연구에서는 이를 위해 홀로렌즈와 키넥트를 사용한 전신 상호작용 기술을 소개한다. 이를 위해 메쉬 특징점 기반 변환, AR 마커 기반 변환, 신체 인식 기반 변환 방법의 3가지 좌표 변환 방식을 제안한다. 메쉬 특징점 기반 변환은 공간 메쉬에 3개의 특징점을 지정하고 변환 행렬을 이용하여 좌표계를 일치시킨다. 이 방법은 수작업이 필요하여 사용성이 떨어지지만 정확도가 8.5mm로 상대적으로 높다. AR 마커 기반 방식은 홀로렌즈s와 키넥트가 동시에 인식하는 AR, QR마커를 사용하여 평균오차 11.2mm로 준수한 정확도를 달성했다. 신체 인식 기반 변환 방법은 두 기기가 동시에 인식하는 머리 혹은 HMD위치와 양 손 혹은 컨트롤러 위치를 이용하여 좌표계를 일치시킨다. 이 방법은 정확도가 떨어지지만 부가적인 도구나 수작업이 필요 없으므로 사용성이 좋다. 또한 후처리 기술로 RANSAC을 적용함으로써 오차를 10% 이상 줄였다. 이러한 3가지 방식은 콘텐츠가 필요한 사용 편의성과 정확도에 따라서 선택적으로 적용할 수 있다. 본 연구에서는 이 기술을 이용해서 '썬더펀치'와 재활 치료 콘텐츠에 적용하여 검증하였다.

멀티모달 인터페이스(3차원 시각과 음성 )를 이용한 지능적 가상검객과의 전신 검도게임 (A Full Body Gumdo Game with an Intelligent Cyber Fencer using Multi-modal(3D Vision and Speech) Interface)

  • 윤정원;김세환;류제하;우운택
    • 한국정보과학회논문지:컴퓨팅의 실제 및 레터
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    • 제9권4호
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    • pp.420-430
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    • 2003
  • 본 논문에서는 멀티모달(multi-modal) 인터페이스를 통해 지능적 가상검객과 체감형 검도게임을 할 수 있는 시스템을 제안한다. 제안된 검도게임 시스템은 멀티모달 인터페이스(시각과 청각), 인공지능(AI), 피드백(스크린과 사운드) 등 크게 세 가지 모듈로 구성된다. 첫 번째로, 멀티모달 인터페이스는 시각기반, 3차원 인터페이스를 이용하여 사용자가 자유롭게 3차원 공간에서 움직일 수 있도록 하고, 음성기반 인터페이스를 이용하여 사용자가 현실감 있는 검도게임을 즐길 수 있도록 한다. 두 번째, 인공지능은 가상검객에게 멀티모달 인터페이스에서 입력되는 시각과 음성을 인식하여 가상검객의 반응을 유도한다. 마지막으로, 대형 스크린과 스피커를 통한 시청각 피드백은 체감형 상호작용을 통하여 사용자가 몰입감을 느끼며 검도게임을 경험할 수 있도록 한다. 따라서 제안된 시스템은 전신의 움직임으로 사용자에게 몰입감의 검도게임을 제공한다. 제안된 시스템은 오락 외에 교육, 운동, 예술행위 등 다양한 분야에 적용될 수 있다.

EFFECT OF TRYPSIN-DIGESTED BOVINE GROWTH HORMONE ON WHOLE-BODY PROTEIN SYNTHESIS IN VITRO IN CHICKEN EMBRYOS

  • Kita, K.;Hatano, S.;Okumura, J.;Muramatsu, T.
    • Asian-Australasian Journal of Animal Sciences
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    • 제6권2호
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    • pp.319-323
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    • 1993
  • The effect of bovine growth hormone digested with trypsin on whole-body protein synthesis in vitro of chicken embryos was investigated by using a whole-embryo culture system. Bovine growth hormone at 5.3 and 530 ng/ml was digested partially and completely with trypsin for 4 min and 18 h, respectively. After culturing chicken embryos with a synthetic medium containing $L-[4-^3H]$ pheylalanine, whole-embryo protein synthesis was determined from the ratio of specific radioactivities of free and protein-bound pheylalanine. Whole-embryo protein synthesis of the control group cultured with no bovine growth hormone was $49.5{\pm}2.2%/d$. There was no significant interaction between digestion time and the concentration of trypsin-digested bovine growth hormone. Tryptic digestion of bovine growth hormone increased fractional synthesis rates of whole-body protein compared to the 0-min groups, and there was no significant difference between the 4-min and 18-h groups. The higher concentration (530 ng/ml) of trypsin-digested bovine growth hormone was more effective in enhancing whole-embryo protein synthesis than the lower concentration (5.3 ng/ml).

Effect of Trunk and Upper Arm Angle on Lifting Capacity

  • Chang, Seong Rok
    • International Journal of Safety
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    • 제10권1호
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    • pp.32-35
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    • 2011
  • Lifting capacity and difficulty of task are influenced by body posture. In RULA and REBA, the body was divided into segments which formed two groups, A and B. Group A includes the upper and lower arm and wrist while group B includes the neck, trunk and legs. This ensures that whole body posture is recorded so that any awkward or constrained posture of the legs, trunk or neck which might influence the posture of the upper limb. This study aimed to measure MVC (maximum voluntary contraction) and subjective judgment in psychophysical method (Borg's scale) according to trunk and upper arm angle and to analyze results statistically. The results of this study were that lifting capacity was more influenced by interaction of body posture rather than angles of each part, and MVC variation according to trunk and upper arms angles should different patterns. This means that we consider the interaction of trunk angles and upper arm angles when we access risk factors of the postures. This survey would be also the basic data to evaluate difficulty of lifting tasks according to body postures ergonomically.

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전신 뼈 검사에서 $^{99m}Tc$-DPD의 미만성 간 섭취: MRI 조영제의 영향 (Diffuse Hepatic Uptake of $^{99m}Tc$-DPD on Whole Body Bone Scan: The Influence of MRI Contrast)

  • 윤종준;정지욱;황주원
    • 핵의학기술
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    • 제16권2호
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    • pp.57-61
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    • 2012
  • 전신 뼈 검사에 이용되는 방사성의약품의 주된 집적부위는 뼈 무기질이며 그 섭취기전은 명백히 밝혀져 있지 않다. 전신 뼈 검사에서 일시적으로 미만성 간 섭취가 나타날 수 있으며, 간내 섭취의 원인은 다양하게 보고되고 있다. 본 연구에서는 전신 뼈 검사에서 $^{99m}Tc$-DPD의 미만성 간 섭취에 MRI 조영제가 미치는 영향을 알아보았다. 2010년 1월부터 12월 사이에 $^{99m}Tc$-DPD 전신 뼈 검사를 시행한 환자 중 982명을 연구의 대상으로 하였다. 982명의 환자는 전신 뼈 검사 이전에 MRI 조영제를 사용한 검사를 시행하였다. 혈액학검사 및 일반화학검사 소견을 조사한 결과 전신 뼈 검사에서 46명의 환자(남:여=39:7)가 미만성 간 섭취를 보였다. 추적 전신 뼈 검사를 시행하였으며, 이전에 보였던 미만성 간 섭취는 모두 소실되어 정상적인 소견을 보였다. 간기능 및 신기능 검사는 모두 정상이었다. 전신 뼈 검사에서 $^{99m}Tc$-DPD의 미만성 간 섭취에 MRI 조영제가 간접적인 영향을 주고 있다. $^{99m}Tc$-DPD의 미만성 간 섭취를 피하기 위해서 전신 뼈 검사는 MRI 조영제를 사용한 검사를 시행하기에 앞서서 먼저 시행하여야 하고, MRI 조영제를 사용한 검사가 있을 경우에는 조영제가 몸에서 제거된 후 검사를 시행하여야 할 것이다.

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