This study focused on the movement adaptability of 19th century classical opera stage costumes. Researchers focused on a basic 19th century women’s jacket. The study analyzed movement adaptability using ROM (range-of-motion) tests of the upper limb flexion and abduction postures. It developed two research garments to mimic basic 19th century style jackets with or without gussets at the axilla. The ROM experiment identified the gusset size as 11cm in length. Experimental postures included upper limb flexion and abduction. The study measured subjective comfort at 8 postures. These postures included the flexion and abduction of the arms and torso. Subjects also evaluated the subjective comfort of the rotation posture of the torso. Researchers evaluated the similarities between research garments’ silhouettes and the 19th century women’s jacket. The study used a 3D virtual fitting system to evaluate fit, and specialists further analyzed fit with photographs and 3D virtual graphics. The results are as follows. The silhouettes of both research garments were similar to the silhouettes of the 19th century western women’s jacket. The jacket with axilla gusset had a better fit than the basic style jacket. The basic style jacket without the axilla gusset showed limited movement adaptability at the shoulder joint and it caused discomfort at the axilla and elbow. The 3D virtual fit test was not a suitable method for analyzing silhouette similarity.
In this paper, we present a serious game that can prevent elderly people from brain illness using natural finger interaction and Fumanet exercise. As population of elderly people has continually grown in our society, brain illness like dementia can be naturally observed, which makes treatment cost up rapidly. Hence, we propose Leap-Motion based serious game for elderly people, which uses natural finger motions to interact with game contents. In our approach, we enhance finger motion recognition rate by adding auxiliary conditions that is superior to ordinary Leap-Motion APIs. Finally, we have also carried out user study and quantitative analysis to verify our methods.
본 논문에서는 사용자의 신체 평형능력 재활 및 향상 운동을 지루함 없이 재미있게 할 수 있도록 Physio-Feedback 시스템을 접목한 기능성 게임 콘텐츠(‘Falling’)를 개발하였다. 이 게임은 가속도 센서라는 플랫폼의 특수성을 고려하여 개발하였으며, 심플한 그래픽 리소스와 간단하면서도 속도감 있는 레벨디자인을 통하여 짧은 시간 동안 최대의 운동효과를 기대할 수 있다. 향후 다양한 인터페이스로 플랫폼 확장(PC, 스마트TV)을 통하여 일반인을 대상으로 재미있게 운동을 할 수 있고 학습 기능이 가능한 콘텐츠를 개발하여 기능성 게임의 활용범위를 극대화 할 수 있다.
This study is to present a female high school summer blouse with high movement functionality and satisfying appearance. For the experimental research 6 subjects with closest average body shapes and their body surface was measured at beginning and after selecting a representative movement the tested uniform was worn and the appearance and movement functionality was evaluated. The results of this research are as follows. In the research with the aims to improve the sleeve designed the height in 3 types as A.H/4+3, A.H/4+2, A.H/4+1 and their evaluation showed that in the order of best appearance was A.H/4+2, A.H/4+1, A.H/4+3. In the order of best comfort was A.H/4+2, A.H/4+3, A.H/4+1 and the best order for movement functionality was A.H/4+1, A.H/4+2, A.H/4+3. Additional height types designed produced from elastic materials were A.H/4+3, A.H/4+2, A.H/4+1 and the resulting order of appearance was A.H/4+3, A.H/4+2, A.H/4+1, order of comfort was A.H/4+3, A.H/4+2, A.H/4+1 and the order of movement functionality was A.H/4+1, A.H/4+2, A.H/4+3. Integrating these results shows that in using the same concurrent materials, the experiment pattern of setting the sleeve height as A.H/4+2 was the best while in using elastic materials, the experiment pattern of setting the sleeve height as A.H/4+3 was the best.
일상생활을 살아나가면서 발생하는 안전사고 중에 어린이에게 가장 위협적인 사고는 보행 중 발생하는 교통사고이다. 사고발생 후의 대책이나 처리보다 사고를 미연에 방지하기 위해 어린이 스스로 몸을 유지할 수 있는 안전에 대한 바른 습관 및 태도를 형성시켜주는 교통안전 교육이 강조되야 한다. 본 논문에서는 기능성게임으로서 교통안전교육을 가장 효율적으로 학습할 수 있는 방안의 하나로 어린이의 몸을 활용해 교통안전 준수체험 교육훈련을 할 수 있는 체감형 교통안전교육게임을 설계해보고 3차원 동작인식기술을 다양한 기능성게임에 적용할 수 있는 가능성을 제시하였다.