• 제목/요약/키워드: video observation

검색결과 258건 처리시간 0.032초

VIDEO GAME CULTURE AND INTERACTIVITY -An exploration of digital interactive media through a metaphorical approach to video game culture-

  • 우탁
    • 한국게임학회지
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    • 제6권1호
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    • pp.70-72
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    • 2009
  • This research is focused on defining interaction within the context of digital media and creating a multi cultural definition of interactivity. The concept of multi digital culture and a definition of interaction in digital media have often been overlooked by other researchers and this has caused the emergence of many different notions on this issue. As a result of these varied notions of the concept, public confusion has arisen regarding interactivity. The main purpose of this research is to find a suitable multi definition of interaction through examining local digital culture. In order to analogise multi digital culture, the video game culture is employed as a metaphor to interpret local digital culture. The reason for this is that a specific national culture can be easily identified within the video game culture. Four countries, South Korea, Japan, the U.S. and the UK have been chosen for comparison purposes. Case study, questionnaire and publicly accessible video game related data, such as, video game charts, are used for formalising and analysing unique local digital culture. The Heyri POP UP IMAGE Festival, S. Korea, was also used as a pilot study, with some of the above research methods being employed to analyse South Korean digital culture. In relation to western cases, interview and questionnaire were primarily used. The data from the case countries was carefully compared and analysed and then it became the basis of a theory of multi definition of interaction in digital media. The case study employed the cultural metaphor for this research and in addition video game culture related questionnaires and interviews with experts of interactive art genre, regarding new notions of digital interaction were utilised. The survey was conducted simultaneously in the four different cultural case nations of this research. Twenty respondents from each case nation participated in the survey, in order to investigate firstly, the existence of 'local digital culture' and secondly, the trends and phenomena of 'digital culture' in these four different 'local digital cultural areas'. In terms of interviews with experts of the interactive art genre, these were focused on obtaining their understanding of contemporary digital culture in their research. Using gathered data from the observation of local digital culture, the basic theory of interaction and the terminology of interaction are reformed. Localised definitions of interaction on digital media, control based interaction and communication based interaction are presented, in order to identify a 'locality' in terms of various contemporary digital cultures. As a result of analysing digital culture, new definitions of 'multi definition of digital interaction' were formulated. As mentioned above, 'control' and 'communication' based interaction were initiated, based on 'user to media' relationships. Based on the degree of physical interaction, 'liminal' and 'transitive' interactions were initiated. Less physical digital interaction is named 'liminal' interaction and more physical digital interaction is named' transitive' interaction. These new definitions of interaction were applied to the real world examples of uses of digital interaction, such as, digital interactive installation artworks and video games. The newly defined meaning of digital interaction can be applied to analysing digital interactive installation artworks and possibly indicate their future development and the prospects of future electronic games. Three leading digital interactive artists were selected for this analysis and their works were studied in terms of the implementation of 'multi definition of digital interaction'. Throughout these processes, the meaning of 'communication' in digital interactive media was emphasised. Many of the selected artists' digital installations were focused on 'communication' or 'interaction between each user through digital media', rather than the concept of 'control' in digital interaction, otherwise termed, 'communication with digital media'. In their artworks, interaction between each audience was digitally engaged within the physical interactive environment which was created by the digital media. Both the audience's action and all the reaction throughout the interaction between the audiences, triggered the digital media' s reaction. This audience-audience-media interaction is the key to understanding the concept of 'communication' in physical digital media and it is the main interactive concept upon which the selected digital interactive installation artists for this research and many other artists from similar fields, are concentrating their efforts. In the case of the video game, a similar trend was noticed to that of digital interactive installations. Based on this research's 'multi definition of digital interaction', the video game has evolved from the early stage of being conventional game, which was focused on control based interaction, to the on-line game which was focused on communication based interaction, to physical interactive games, such as, Nintendo Wii, which are focused on more physical interaction and finally, the ubiquitous interactive game, which is mainly concentrated on the concept of 'communication' in physical digital interaction. It is possible that this evolution of the video game concept of interaction is comparable to the progress of digital interactive artworks. This view is based on the fact that both genres show evidence that they are developing in the direction of the concept of 'communication', in terms of physical digital interaction. The important emphasis of this research's results is 'locality' and 'communication' in physical digital interaction. The existence of different digital culture trends, which were assessed by the 'multi definition of digital interaction', can explain the concept of 'locality' in digital interaction. This meaning of 'locality' may assist in understanding contemporary digital culture and can reduce possible misunderstanding as regards 'local' digital culture. In the application of the concept of digital interaction to the field of either artworks or video games, it is possible to form the opinion that an innovative concept of physical digital interaction is 'communication' within this context. This concept and its applications can improve the potential of both digital interactive culture and technology.

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Effect of Action Observational Training on Gait in People with Stroke

  • Lee, JongSu;Kim, YoungMi;Lee, DongKyu
    • The Journal of Korean Physical Therapy
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    • 제32권1호
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    • pp.1-6
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    • 2020
  • Purpose: This study examined the effects of action observational training to improve the gait function for patients with stroke. Methods: The participants were divided into two groups: right hemiplegia group (n=12) and left hemiplegia group (n=12). All groups received conventional therapy for five sessions for 30 minutes, each for three weeks. Left and right hemiplegia group practiced additional action observational training for five sessions for 20 minutes each for three weeks. They participated in three weeks of action observational training coupled with immediate physical practice (intervention), followed by a final assessment. The duration of each action observation video sequence was 10 minutes, followed immediately by practice of the observed motor skill (10 minutes). The gait velocity, cadence, swing time, step length, and BOS (base of support) were examined using the GAITRite system. Results: The results of this study showed significant improvement in the gait function. The outcomes of the gait abilities from gait velocity, cadence, swing time, step length of the affected side, and BOS (base of support) were improved significantly in the right hemiplegia group (p<0.05). In the left hemiplegia group, there was no significant improvement in the gait velocity, cadence, and BOS except for the swing time and step length of the affected side. The left and right group comparisons between the groups were not significant (p<0.05). Conclusion: Action observation training improves the gait function. These results suggest that action observational training is feasible and suitable for stroke patients.

Phenocam을 활용한 국내 습지 및 산림생태계 대표 수종의 계절적 변화 분석 (Analysis of Phenological Changes by Phenocams on Some Major Species Distributed in Wetland and Forest Ecosystems in Korea)

  • 홍민기;이효혜미;박정수
    • Ecology and Resilient Infrastructure
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    • 제10권4호
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    • pp.226-236
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    • 2023
  • 기후변화가 심화됨에 따라 식물계절연구의 중요도가 증가하고 있으며 자동영상촬영장치 (피노캠, Phenocam)을 활용한 연구방법이 급부상하고 있다. 본 연구에서는 국립생태원에서 운영하는 피노캠을 활용하여 국내 주요 생태계 유형에 대한 식물계절 변화의 경향을 확인하고 기후요인과의 상관관계를 분석했다. 식물계절의 변화 양상은 지역 및 수종별로 다르게 나타났다. 곰솔 및 소나무림은 전체 생장 기간이 증가하는 경향을 보이며 주로 겨울철 기온과 강수량과 양의 상관관계를 보였으나, 한라산 구상나무는 8월 강수량이 많을수록 생장종료일이 빨라졌으며 최근 발생하는 구상나무 고사 현상과의 연관성 분석이 추후 필요할 것으로 보인다. 분석 결과에서 더 나아가 데이터 수집 과정에서 발생할 수 있는 결측치 문제 등에 대한 해결책을 제시하였으며, 향후 연구 범위를 확장하고 다양한 생태계 유형을 반영하기 위해 피노캠 연구와 위성 관측을 결합하는 방안을 제안하였다.

과제지향적 동작관찰훈련이 뇌졸중 환자의 환측 상지기민성과 일상생활활동에 미치는 영향 (The Effect of Action Observation Training on Dexterity of Affected Upper Extremity Motor Function and ADL in Stroke Patients)

  • 엄숙;김수경
    • 대한지역사회작업치료학회지
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    • 제3권1호
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    • pp.55-66
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    • 2013
  • 목적 : 본 연구는 과제지향적 동작관찰훈련이 뇌졸중 환자의 환측 상지기민성과 일상생활활동에 미치는 영향을 알아보고자 하였다. 연구방법 : 15명의 뇌졸중 편마비 환자를 선정하여 단일집단 사전사후 설계를 사용하였다. 대상자는 동영상을 통하여 과제지향적 동작수행을 관찰한 후 동작을 반복적으로 모방 연습하였다. 훈련은 주 3회, 회당 20~30분, 3주간 실시하였다. 환측 상지기민성에 대해 MFT, 10초 검사, 박스와 나무상자 검사를 시행하였고, 일상생활활동은 MBI, MAL을 수행하였다. 전, 후 비교는 윌콕슨 부호순위검정를 사용하였다. 결과 : 훈련 후, 대상자의 환측 상지기민성은 훈련 전에 비해 유의한 차이를 보였고, 일상생활활동 또한 훈련 전과 훈련 후에 유의미한 증진을 보였다. 결론 : 과제지향적 과제를 적용한 동작관찰훈련은 뇌졸중 환자의 환측 상지기민성과 일상생활활동에 긍정적인 효과를 보였다. 따라서 동작관찰훈련을 작업치료 중재 유형의 한 전략으로 제안하고자 한다.

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인체를 대상으로 하는 혈허 혈어증 모델 개발을 위한 손톱 주름살의 모세혈관에 대한 영상장치 연구 ( I ) (Study on the Image Analysis System of Nail-fold Capillary Vessel( I ))

  • 김경철;황원덕
    • 동의생리병리학회지
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    • 제18권3호
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    • pp.789-791
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    • 2004
  • We study on the video-capillaroscopy system for look a.t the nail fold capillary by the computer. This system is composed of the luminous source-producer, image-input, phase microscope. The method and contents of observation on this system are seperated from the image-analysis of nail fold capillary form-patterns and the currents of hematocytes. Therefore we think this system is possible to the practical clinic use for the basic model on the cardiac failure and the deficiency(血虛), stagnant(血瘀) of blood in human.

A study for finding human non-habitual behavior in daily life

  • Shimada, Yasuyuki;Matsumoto, Tsutomu;Kawaji, Shigeyasu
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 2003년도 ICCAS
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    • pp.491-496
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    • 2003
  • This paper proposes modeling of human behavior and a method of finding irregular human behavior. At first, human behavior model is proposed by paying attention to habitual human behavior at home. Generally, it is difficult to obtain the information of individual life pattern because of high cost for setting sensors such as cameras to observe human action. Therefore we capture turning on/off consumer electronic equipments as actual human behavior action, where some or many consumer electric equipments were used such as television, room light, video and so on in our daily life. Noting that are some relations between turning on/off those consumer electric equipments and our action, we proposes how to construct a human behavior knowledge by analyzing human behavior based on observation of human habitual life. Also an algorithm to identify on find irregular behavior different from habitual life behavior are described. Finally, the significance of the proposed method is shown by some experimental results.

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어린이집 내 장난감도서관 구성에 대한 유아들의 이야기 (Children's Story on Spatial Composition in a Child Care Center Toy Library)

  • 이순희;서영숙
    • 한국보육지원학회지
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    • 제12권2호
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    • pp.201-218
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    • 2016
  • The aim of this study is to examine children's desires in a toy library and what they want to do there in order to reflect their opinions on constructing a toy library in a child care center. The study has been conducted by participatory observation on a 'toy library' project consisting of 20 five-year-olds attending B public child care center in Seoul. Observational notes were taken with voice and video recordings. The results of analysis on collected data are as follows. First, the children wanted to call the toy library a toy playground because a toy library is not for study but for play and they wanted space for rest and display with no surveillance camera. Second, they wanted to play freely without any interruption, even leaving things scattered and also wanted to play with parents and friends. Discussion followed in the view of children's right to play and to express their opinions.

대물 다툼 상황에서 2세아의 또래 갈등 과정 분석 (Processes in Peer conflicts of Two-Year-Olds: Disputes over Objects)

  • 이강이;이순형
    • 아동학회지
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    • 제20권1호
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    • pp.79-97
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    • 1999
  • This study investigated interactions of two-year-old toddlers in peer conflicts caused by disputes over objects. Thirty pairs of same-gender peers were recruited from 10 child care centers. The age of these toddlers ranged from 24 to 36 months. The data were collected by experimental observation. The interaction processes between the pairs of subjects were recorded by video camera. 24 pairs displayed peer conflict over objects. The data were analyzed qualitatively and quantitatively employing content analysis and the SPSSW in 6.0. Major findings showed that when the toddler was in conflict with a peer for toys, (1) he or she interacted actively with the other child, employing both non-verbal and verbal strategies to resolve the conflict; (2) behaviors and statements reflected an egocentric tendency; (3) they recognized ownership of toys; and (4) he or she employed some prosocial strategies which could provide a basis for developing social skills in a conflict situations with peers.

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Job Hazard Analyses for Musculoskeletal Disorder Risk Factors in Pressing Operations of Dry-cleaning Establishments

  • Park, Jung-Keun
    • Safety and Health at Work
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    • 제7권4호
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    • pp.389-393
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    • 2016
  • Job hazard analyses were conducted to assess exposure to musculoskeletal disorder (MSD) risk factors in seven workers of three dry-cleaning establishments. In accordance with the Washington State Ergonomics Rule, the analyses were performed in two separate steps: (1) observation and checklist approaches were made to identify a "caution zone job" in the seven workers' pressing operations across the three shops; and (2) detailed posture and motion analyses were undertaken to determine a "MSD hazard" in one worker's operation using a video technique. One "caution zone job" was identified and it was the pressing operation job in which five physical risk factors were found in the pressing operations. The detailed analyses confirmed that one "MSD hazard", i.e., awkward posture in shoulders, was prevalent in the pressing operations of the three dry-cleaning facilities. It would be desirable to reduce MSD risk factors including awkward shoulder posture in the dry-cleaning industry.

Effects of Intervention Using PARO on the Cognition, Emotion, Problem Behavior, and Social Interaction of Elderly People with Dementia

  • Koh, In Soon;Kang, Hee Sun
    • 지역사회간호학회지
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    • 제29권3호
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    • pp.300-309
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    • 2018
  • Purpose: This study aims to investigate the effects of intervention using the therapeutic robot, PARO, on the cognition, emotion, problem behavior, and social interaction of elderly people with dementia. Methods: A nonequivalent control group pretest-posttest design was used. A total of 33 elderly people with dementia living in a nursing home facility participated in the study, with 17 in the experimental group and 16 in the control group. The intervention program with PARO was administered twice a week for 6 weeks, for a total of 12 sessions. Data were collected before and after intervention, using a questionnaire, direct observation, and video recording. Results: There were statistically significant differences in positive emotions and problem behaviors between the groups. The experimental group demonstrated a significant improvement in social interaction. Conclusion: PARO intervention can be utilized as an effective nursing intervention to increase positive emotions and social interaction, as well as decrease problem behaviors, in elderly people with dementia living in nursing home facilities.