The purpose of this study is to analyze the trend of exercise intervention applying various devices to increase the physical activity of the disabled, and to suggest the exercise intervention using converged devices that meet the needs of the times due to the increase of elderly people with disabilities. Exercise intervention using converged devices applicable to the disabled is divided into two types: first, exercise intervention using virtual reality-based gamification, and second, exercise intervention based on wearable devices of wearable or body-attached such as bands and watches. For exercise intervention using converged devices that can be enjoyed by the elderly with disability, minimize of environmental limitations, and easy to personalize, there is a need for configuration requirements such as easy operation and simple rules of operation, easy device installation and wearing, a trainer who can complement immature device utilization. In order to maintain and improve the daily living performance of the elderly with disabilities who experience a significant decrease in their cognitive and physical functions, it is necessary to use a physical activity game that can be experienced and can be interested in everyday life or a variety of devices to increase the amount of physical activity.
Kang Leen-Seok;Kwak Joong-Min;Jee Sang-Bok;Kim Chang-Hak;Lee Yong-Su
Proceedings of the Korean Institute Of Construction Engineering and Management
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2004.11a
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pp.349-352
/
2004
4D system has applied to construction project as a management tool after the late 1990's. Various 4D systems have been developed, however they have some problems that should be improved. Especially, the 4D system for civil engineering project needs synthesized 3D model between natural ground condition and physical facility type. It is a different problem comparing with the system for building project. 1'his study suggests an automatically synthesizing methodology between ground triangulate network and design triangulate network. Furthermore the study develops an application methodology of multi-texturing technique defined in virtual reality modeling language (VRML) for skipping the 3D model synthesizing process from the 4D model development processes. The suggested methodology is applied to the prototype of real 4D system. The proposed technique for 3D modeling may be used as an essential methodology for developing 4D system for civil engineering projects.
Journal of The Korean Association For Science Education
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v.40
no.1
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pp.13-28
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2020
This study attempted to understand the characteristics of images of scientific experiments represented and consumed on YouTube, a representative of today's new media. In particular, this paper analyzes the case studies of YouTube's hydrogen peroxide decomposition experiment based on Baudrillard's theory of Simulation and Simulacra, which discusses the strong status of images and the ambiguity of the boundary between virtual and reality. A total of 14 YouTube videos related to hydrogen peroxide decomposition experiments were analyzed. In those videos, hydrogen peroxide decomposition experiments were typically conducted with several signs representing scientific experiments, but the most important sign in the videos were bubbles produced through experiments. For more public consumption of the content, the bubbles resulted from hydrogen peroxide decomposition reproduced in YouTube have been transformed into a more spectacular image as 'super-huge' and 'explosive' bubble. Considering the influence of new media that can be accessed by students anytime and anywhere, it is positive that science experiments in new media enhance students' intimacy and access to science. At the same time, however, it is also important to note the danger that the purpose of scientific experiments will be limited to only 'showing specular images', due to the nature of new media, which mainly deals with immediate and superficial images. Furthermore, this study argues that improving students' science media literacy is required to critically examine the science-related images represented in the new media based on understanding the characteristics and limitations of new media that deeply affect daily life.
Due to the rapid development in information technology, countries of advanced information technology and multi-national information communication industries have expanding their invesment in constructing a cyber territory or a cyber city, and even a cyber globe that combines the real world with the cyber world. As such, in order to keep up with the competition with other countries to secure the Invisible Continent, Korea cannot afford to fall behind in the preparation and efforts to construct a cyber territory. Therefore in preparation for the inevitable establishment of a cyber territory, this study defined the concept of a cyber territory clearly and proposed a promotional strategy needed by the government for the establishment of a cyber territory. A cyber territory is 'the dynamic second territory that realizes various values in various aspects through organically combining innumerable active bodies in a surreal space and that are created by systematically and optimally connecting the physical topographical space and activity of the first nation to the cyberspace'. To explain further, a cyber territory is defined as another simulated space not only to manage the land systematically and deal with administrative services far the greater population, but also to contain economic activities of corporations and the citizens' everyday lives in a virtual reality by digitizing the entire territory including even the sea. In order to establish such cyber territory, it is necessary to revise related laws and policies, to foster related technology and industry as a main engine for national development, to promote public awareness, and to train related human resources.
International journal of advanced smart convergence
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v.9
no.1
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pp.54-62
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2020
According to the Ministry of Health and Welfare, "Status of Registered Persons with Disabilities", the number of people with disabilities is 2,494,460 as of 2015. The lowest rates of children with disabilities were intellectual disabilities (23%) and mental disorders (33.3%). The highest rates of screening were blindness (97%), heart failure (94.4%), and hearing impairment (92.7%). 65.2% of visually impaired people who have already had a disability at the time of marriage, and the remaining 34.8% can be thought to be the cause of high incidence of disability after marriage. 'SID (Seed in the Dark)' project was designed to recapture the visually impaired parent's desire for attachment and the space difficulties of the blind who want to be a normal parent to their children through a visual impairment of a father with 7-year-old daughter. Using Gear VR(Virtual Reality), the general public was able to feel the surroundings as if they had no vision and focused on the hearing. Especially, We expressed the sound wave visually and added the hilarious game element which grasps the terrain of the maze by sound wave like a 'blind person who perceives the surroundings by sound' and catches up with daughter. People with disabilities who are far from mental illness often have a form of family with children. The fact that the rate of childbirth is high means that there is relatively little problem in daily life. It is wondered that the rate of blindness among the visually impaired, which accounts for 10% of the total disabled, is the highest at 97%. This is because, in the case of the visually impaired, the obstacle is often caused by aging, accidents, or diseases due to inherited causes rather than the visual disorder. In particular, However, the fact that there is an obstacle in vision that accounts for 83% of the body's sensory organs causes other difficulties in the nursing process of children who are non-disabled. Parents do not know the face of child when their visual impairment is severe. Parents are extremely anxious about worry that they will be lost or abducted if their children are not by their side. And that the child recognizes the disability of his or her parents other than the other parents easily and takes it as a deficiency. Since visually impaired parents are mentally mature parents with non-disabled people, they may want their children not to feel deprived of their disability. The number of people with visual impairments has been increasing since 2001, and people with impairments often become disabled. In addition, there is much research on the problem of nondisabled parents who have children with disabilities, while there is relatively little interest and research on the problem of nondisabled child rearing of parents with disabilities.
360 VR technology is used not only in movies, but also in performing arts such as music, theater, dance, and so on due to the characteristics of immersion and presence. The technology allows the audience can be perceived a feel of participation in a story. This study is conducted an analysis of the techniques of 360 video shooting in order to find the answers of the following questionaries: how to make viewers enhance to a better understanding of a space, how to make the viewer feel comfortable ceding control of the experience, how to generate greater empathy with a 360 video. Thirty cases were analysed 360-degree videos of live performances performed on stage among 360-degree images of music performance content shared on Youtube from 2015 to 2020. The result shows that live performances are performed with the audience, so the stage shape and the layout of the audience seats are preferred to the characteristics of the performance. It was also shown that directing using a 360 VR camera was also greatly affected by the stage and audience placement. The stage is manly classified into three types, and the camera layout and characteristics mainly used are organized according to the number of 360 VR cameras, whether fixed or mobile cameras are used.
Journal of Korean Tunnelling and Underground Space Association
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v.22
no.5
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pp.515-528
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2020
Underground concrete structures are usually designed to be used for decades, but in recent years, many of them are nearing their original life expectancy. As a result, it is necessary to promptly inspect and repair the structure, since it can cause lost of fundamental functions and bring unexpected problems. Therefore, personnel-based inspections and repairs have been underway for maintenance of underground structures, but nowadays, objective inspection technologies have been actively developed through the fusion of deep learning and image process. In particular, various researches have been conducted on developing a concrete crack detection algorithm based on supervised learning. Most of these studies requires a large amount of image data, especially, label images. In order to secure those images, it takes a lot of time and labor in reality. To resolve this problem, we introduce a method to increase the accuracy of crack area detection, improved by 0.25% on average by applying adversarial learning in this paper. The adversarial learning consists of a segmentation neural network and a discriminator neural network, and it is an algorithm that improves recognition performance by generating a virtual label image in a competitive structure. In this study, an efficient deep neural network learning method was proposed using this method, and it is expected to be used for accurate crack detection in the future.
The recent development of 3D and its application contents have made it possible for people to experience more various 3D contents such as 3D/4D, VR, 3D ride film, I-max, sensory 3D games at theme parks, large-scale exhibitions, 4D cinemas and Video ride. Among them, Video ride, a motion-based genre, especially is getting more popularity, where viewers are immersed in and get indirect experiences in virtual reality. In this study, the production process of the genre of sensory 3D image getting attention recently and ride film are introduced. In the material selection of 3D images, the space and the setting up which is suitable to the fierce movement of rides are studied and some examples of the realization of creative direction ideas and effective technologies using the functions of Stereo Camera which has been first applied to MAYA 2009 are also illustrated. When experts in this 3D image production create more interesting stories with the cultural diversity and introduce enhanced 3D production techniques for excellent contents, domestic relevant companies will be sufficiently able to compete with their foreign counterparts and further establish their successfully unique and strong domains in the image contents sector.
The KISTI (Korea Institute of Science and Technology Information) began to produce the Korean human information called Visible Korean and Digital Korean since 2000 because there was no human information in Korea which could represent the physical characteristics of Korean human body. The Visible Korean consists of CT, MR, sectioned and segmented images of Korean human body. We obtained the serially sectioned images by grinding the Korean cadaver in horizontal direction and segmented these images by outlining the inner organs of human. We have produced the sectioned images of Korean male whole body, male head, and female pelvis in2008. The segmentation and 3D reconstruction of these images are now in proceeding. The Digital Korean consists of CT images of about 100 Korean cadavers. These CT images were segmented by individual bone, reconstructed to produce the 3D bone models and the skin surface model was also added. The mechanical properties of individual bones were obtained by measuring the property of individual bone sample. We have distributed these Korean human informations to users in domestic and abroad. About 70 institutes in domestic, and 20 institutes in abroad have used our data in research use and nearly 160 proceedings and articles were published since 2001. We think these human informations have a role of medical information infrastructure that could be used in the field of medical education, biomechanics, virtual reality etc.
A cyber crime has been evolving, as other crimes have. Beyond physical damages such as financial crimes in the cyber world, it has evolved into psychological forms like cyber-bullying. In today's crimes, measures that consider psychological effects of crimes are highly regarded in that fear of crime is considered as well as visible crimes. Accordingly, cyber bullying, which causes psychological damages, needs to be treated very importantly. Because the characteristics of cyber crime is caused by different circumstances from the real world, measures should be taken in different aspects. Rather than physical damages, which can be found in the conventional crimes, cyber crimes cause psychological damages, so the effect that has on inflicting should be specified. Especially, in the environment that virtual reality is ubiquitous through smart phones, it is very difficult to establish measures by considering all the causes of general cyber crimes. Therefore, this study estimated what affects cyber bullying by focusing on personalized faith factor among social bond theory, which can control cyber crimes. As a result, self-controling faith was verified to have a negative effect on cyber bullying, so faith is a very important factor in personalized environment. Thus, it is suggested that the characteristics of cyber space and education of humanism, which can affect individuals' faith should be emphasized.
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