Background: The evaluation of Human Movements based on Taekwondo poomsae (movement patterns) is inherently subjective, leading to concerns about bias and inconsistency in scoring. This emphasizes the need for objective and reliable scoring systems leveraging artificial intelligence technologies. Objectives: This study seeks to enhance the accuracy and fairness of Taekwondo poomsae scoring through the application of camera-based pose estimation and advanced neural network models. Design: A comparative analysis was conducted to evaluate the performance of machine learning models on a large-scale Taekwondo poomsae dataset. Methods: The analysis utilized a dataset comprising 902,306 labeled frames from 48 participants performing 62 distinct poomsae movements. Five models—LSTM, GRU, Simple RNN, Random Forest, and XGBoost—were evaluated using performance metrics, including accuracy, precision, recall, F1- score, and log loss. Results: The LSTM model outperformed all others, achieving an accuracy, precision, recall, and F1-score of 0.81, alongside the lowest log loss value of 0.55. The GRU model demonstrated comparable performance, while traditional models such as Random Forest and XGBoost were less effective in capturing the temporal and spatial patterns of poomsae movements. Conclusion: The LSTM model exhibited superior capability in modeling the temporal and spatial complexities inherent in Taekwondo poomsae, establishing a robust foundation for the development of objective, scalable, and reliable poomsae evaluation systems.
목적: 본 연구는 인간작업 모델을 기반으로 한 여가활동이 지역사회 거주 장애인의 삶의 질, 자기효능감, 시간 사용에 미치는 영향을 알아보고자 하였다. 연구방법: 본 연구는 보건소 지역사회 재활 사업에 참여하는 지역사회 거주 장애인 15명을 선정하여 대상으로 했다. 대상자와 작업치료 학부생 봉사자 2~3명을 매칭하였고, 지역사회 재활 담당 작업치료사와 작업치료학과 교수의 지도하에 평가와 중재를 제공하였다. 연구설계는 단일집단 사전⋅사후 설계를 적용했다. 중재는 10주 동안 10회기 실시하였으며 중재 전⋅후를 비교하기 위해 삶의 질 평가를 위해 한국판 WHO 삶의 질 척도-단축형(Korean Version of The World Health Organization Quality of Life Brief Version), 자기효능감 평가를 위해 일반적 자기효능감 척도(General Self-efficacy Scale), 시간 사용 평가를 위해 작업 질문지(Occupational Questionnaire; OQ)를 사용하였다. 결과: 10주간의 인간 작업모델을 기반으로 한 여가활동을 통해 지역사회 거주 장애인의 삶의 질은 전반적 삶의 질, 신체적 건강, 사회적 관계에서 상승을 보였다. 자기효능감은 유의한 변화를 보이지 않았다. 시간사용은 OQ의 전 문항에서 유의하게 변화가 있었다. 결론: 지역사회 거주 장애인이 삶에서 원하는 여가활동을 할 수 있도록 많은 방문재활이 이루어지기를 기대한다.
A comprehensive understanding of actinide coordination chemistry and its structure is essential in many aspects of the nuclear fuel cycle, such as fuel reprocessing, waste management, reactor safety, and non-proliferation efforts. Managing radioactive waste generated during the nuclear fuel cycle has recently become more important, accordingly increasing the importance of designing appropriate waste forms and storage solutions for long-term waste disposal. Compared to the increase in the need for understanding the chemistry of major radioactive elements, the information on the local structure of the radioactive elements, especially actinides, remains unknown. To probe this issue, X-ray absorption fine structure (XAFS) can be applied. By analyzing the EXAFS (extended X-ray absorption fine structure) and XANES (X-ray absorption near edge structure), the local structure around atoms can be determined. However, the radioactive properties of the nuclides hindered the measurement of EXAFS and XANES, due to the difficulties of preparation, containment, and transfer of the sample. To measure the EXAFS of various compounds regarding the back-end nuclear fuel cycle, laboratory-based EXAFS (hiXAS, HP spectroscopy) has been introduced which can measure the EXAFS and XANES at the energy range of 5-18 keV. Compounds of Copper (Cu foil, CuO samples), Zirconium (Zr foil), and Europium (Eu2O3) were used for the verification of the laboratory -based EXAFS at a given energy range. The measured EXAFS spectrum of various compounds exhibit good agreement with the theoretical data, showing an R-factor of less than 0.02. It was found that each graph has a first peak corresponding to 2.55Å for Cu foil (Cu-Cu), 1.93Å for CuO samples (Cu-O), 3.23Å for Zr foil (Zr-Zr), and from 2.32Å to 2.34Å for Eu2O3 (Eu-O), which agree well with other values from the literature. From the result, it can be implied that this equipment can be used especially in the back-end nuclear fuel cycle field to enhance the understanding of local structure in radiochemistry.
Governments around the world are enacting laws mandating explainable traceability when using AI(Artificial Intelligence) to solve real-world problems. HAI(Human-Centric Artificial Intelligence) is an approach that induces human decision-making through Human-AI collaboration. This research presents a case study that implements the Human-AI collaboration to achieve explainable traceability in governmental data analysis. The Human-AI collaboration explored in this study performs AI inferences for generating labels, followed by AI interpretation to make results more explainable and traceable. The study utilized an example dataset from the Ministry of Oceans and Fisheries to reproduce the Human-AI collaboration process used in actual policy-making, in which the Ministry of Science and ICT utilized R&D PIE(R&D Platform for Investment and Evaluation) to build a government investment portfolio.
본 연구는 코칭의 접근 방법으로써 행동 중심의 한계를 극복하기 위해 존재 중심의 접근 방법을 제시하는 데 있다. 이를 위해 행동중심 접근의 한계와 존재 중심 접근의 필요성을 살펴보았고 존재중심 접근을 위한 현상학의 적용 가능성 과 타당성을 논의하였다. 그리고 이를 토대로 현상학 기반 존재중심접근 코칭을 제시하였다. 그 결과는 다음과 같다. 첫째, 코칭 영역이 기업에서 인생 전반에 걸친 영역으 로 확장됨에 따라 ‘성과’ 위주의 행동중심 접근은 한계가 있으며 이를 극복하려 면 ‘안녕’을 위한 존재중심 접근이 필요함을 알 수 있었다. 둘째, 현상학이 존재 중심 접근을 위한 개념적, 방법적 토대로써 이론적 근거를 제공함을 볼 수 있었 다. 개념적 토대로써 존재중심의 당위성, 존재의 성격, 존재발견의 원리에 대해 방법적 토대로써 존재발견의 프로세스와 실행원리에 대해 적용 가능함을 알 수 있었다. 셋째, 현상학의 이념과 방법을 기반으로 한 존재중심코칭의 과정과 기 법이 제시되었다. 존재발견, 존재확장, 존재생산의 세 부분으로 구성되었고 주요 기법은 현상학에서 차용되었다. 존재발견은 문제의 본질과 존재방식에 대해, 존 재확장은 가능성과 잠재력에 대해 존재생산은 존재행동에 대한 것으로 그에 따 른 과정과 기법이 제시되었다. 학문적 배경을 가진 코칭의 독자적 접근 방법을 통해 안정된 코칭 효과를 확보하는 것은 물론 코치들이 현장에서 유용하게 사용 할 수 있는 새로운 접근 도구가 되기를 기대한다.
최근 심층 학습 기반의 표정 재연 기술에 대한 많은 연구가 진행되고 있다. 표정 재연 기술이란 입력 이미지 속 사람의 표정을 원하는 표정으로 재연하는 기술이다. 표정 재연 기술은 게임 산업 분야에 유용하게 활용될 수 있을 것이나 표정 재연 기술을 게임 캐릭터에 적용하는 것은 쉽지 않다. 게임 캐릭터의 AU(Action Unit)를 추출하는 것이 힘든 일이기 때문이다. 따라서 본 논문에서는 색상 모듈을 사용하여 게임 캐릭터에도 적용할 수 있는 심층 표정 재연 기술을 제안한다. 게임 캐릭터에서 AU 추출이 가능하도록 색상 모듈을 이용, 캐릭터의 얼굴 색을 실제 사람 얼굴의 색으로 조정한다. 본 논문의 모델은 GAN 기반 구조이다. 본 논문이 제시한 프레임 워크는 색상 모듈, 두가지 생성자, 두가지 판별자, Identity 보존 모듈로 이루어진다. 입력 이미지를 색상 모듈을 통해 얼굴 색을 조정한 후 입력 AU에 따라 생성자를 통해 중립 이미지를 생성한 후 재연 이미지를 생성한다. 그 후 색상 모듈을 통해 입력 이미지 캐릭터의 피부색으로 다시 조정하여 결과 이미지를 생성한다. 이미지가 생성될 때마다 판별자를 통해 이미지의 품질을 측정하고 Identity 보존 모듈을 통해 Identity를 예측하여 보존한 다. 본 연구의 결과는 게임 캐릭터에 대해 기존 연구들보다 표정 변화가 잘 일어난 이미지를 생성했고 이를 게임 분야에 활용할 수 있을 것이다.
Objectives: This study is aimed at describing the needs, readiness for implementation of, and perceived strategies to deliver Occupation-Based Practice (OBP) using the Model of Human Occupation (MOHO).
Methods: We invited a systemic random sample of 1,100 practitioners to complete an online survey for 3 weeks. The invitation reached 468 email addresses, and 121 recipients consented, giving a response rate of 25.9%. However, we only included respondents who met the inclusion criteria (n = 111) for the analysis.
Findings: Participating practitioners reported high consensus regarding the necessity of OBP, indicating habituation and motor skills areas among the six theory-based areas as the most challenging for clients, yet support for OBP readiness was found to be insufficient. Correlation analysis revealed that time spent at the graduate level was associated with perceived usefulness (r = .659); perceived usefulness in the graduate program on MOHO was largely associated with desire to use MOHO (r = .857), and the adoption level of MOHO was modestly associated only with the desire to use MOHO (r = .285). We identified prioritized strategies, including translation of assessments and tailored professional development components.
Conclusion: Practitioners consented on the necessity of OBP sharing empirical needs seen among clients and commented with strategies to support implementation of OBP. Such findings inform the next step in developing the culture of the OBP practice environment in Korea.
There has been a significant decline in the number of rail accidents in Korea since system safety management activities were introduced. Nonetheless, analyzing and preventing human error-related accidents is still an important issue in railway industry. As a railway system is increasingly automated and intelligent, the mechanism and process of an accident occurrence are more and more complicated. It is now essential to consider a variety of factors and their intricate interactions in the analysis of rail accidents. However, it has proved that traditional accident models and methods based on a linear cause-effect relationship are inadequate to analyze and to assess accidents in complex systems such as railway systems. In order to supplement the limitations of traditional safety methods, recently some systemic safety models and methods have been developed. Of those, FRAM(Functional Resonance Analysis Method) has been recognized as one of the most useful methods for analyzing accidents in complex systems. It reflects the concepts of performance adjustment and performance variability in a system, which are fundamental to understanding the processes of an accident in complex systems. This study aims to apply FRAM to the analysis of a rail accident involving human errors, which occurred recently in South Korea. Through the application of FRAM, we found that it can be a useful alternative to traditional methods in the analysis and assessment of accidents in complex systems. In addition, it was also found that FRAM can help analysts understand the interactions between functional elements of a system in a systematic manner.
At present, ECDIS has been widely used in ship positioning, collision avoidance and navigation, and has developed into an important part of integrated navigation and automation system. However, most ECDIS software focuses too much on system function and technical level when realizing powerful navigation AIDS, neglecting the problems that the crew are most concerned about, such as realizing the human-computer interface operation quickly and simply as well as obtaining the information of human-computer interaction effectively and accurately. In order to improve the design of Electronic Chart Display and Information system(ECDIS)human-computer interface and its usability effectively, a new method for evaluating ECDIS human-computer interface is proposed. Starting from the concept and connotation of usability, five-factor personality model is used to measure the users’ personality type in reference to the essence of usability (user’s emotional experience) and calculate the basic emotional variant of users. Then, according to the users’ emotional stimulation after finishing the given ECDIS task and combining with the system Usability scale (SUS), a tool dedicated to usability testing and five dimensions of usability evaluation proposed by Jakob Nielsen, father of usability, the emotion relationship model of usability and users is established by using partial least square method ( PLS ), and the validity of the model is verified with an aim to locate the key indicators that affect the usability of the ECDIS human-computer interface, It will be more helpful to improve the usability of ECDIS human-computer interface.
사용자의 수요가 증가함으로 인하여 최근의 마커 기반 증강현실 기술은 제스처 기반 인간-컴퓨터 상호작용 분야에서 주목을 받고 있다. 그러나 개체가 프레임에서 빠른 움직임을 보일 때 발생하는 모션 블러 효과에 의하여 마커의 추적 및 감지의 한계점이 발생한다. 기존의 디블러링 기술들에서 전체 프레임 중 특정 프레임을 추출하는 작업이 없다면 실시간 비디오에서 사용하기에 문제가 있다. 본 논문에서는 인간-컴퓨터 상호작용을 위하여 ArUco 마커를 사용한 특징점 기반 광학흐름 추적 방법을 제안하며, 마커를 이용한 자세 추정 방법을 설명한다. 이 방법은 ArUco 마커를 감지하고 특수한 마커 추적 방법을 통해 마커 감지를 보완한다. 특히 마커 추적 방법은 FAST 알고리즘을 사용하여 특징점을 추출하고 루카스-카나데 방법을 사용하여 특징점의 움직임을 분석하여 움직임 벡터를 계산한다. 또한 Perspective-n-Point 문제를 해결하여 마커 포즈 추정을 구현했다. 제안된 시스템은 기존의 방법보다 높은 검출률을 보였으며, 마커를 포함한 비디오 에서 프레임 처리 속도가 약 37% 향상되었다. 또한 마커 포즈 추정을 그래픽으로 구현하였다. 이 연구는 실제 환경에서 카메라를 통한 제스처 기반 인간-컴퓨터 상호작용 분야와 또한 이동 로봇 분야에도 도움이 될 것이라 기대된다.
The nexus between science and human rights are intertwined in many ways. Though the acknowledgment in international law have been available for decades, the right to savor the fruits of scientific advancement and its applicability has gained just small recognition of the human rights from the international community. A human rightsbased approach to science, technology, and development endeavors a concern for human rights at the heart of the international community facing with critical global challenges. Thus, the paper initially discusses the relevant international human rights instruments including laws, regulations, declarations, conventions and provides a thorough analysis. The doctrinal and qualitative study of the paper presents human rights approaches in order to show insight on the ethical implications of new technologies and investigate how policy can compete with briskly advancing science. The paper also recommends the international community to promote regulatory processes that can help in blocking the disputes by securing an equilibrium between human rights and science.
The purpose of this study was to analyze the relationship between the emotional factors of human and the physical design elements of shopping mall website and to improve the desire to purchase the products through the screening of emotional factors influencing the purchasing decision. The results of the study suggested the effective ways to develop the internet on-line website design that the users want through human sensibility ergonomics approach.
The purpose of this study is to examine location-based games from the post-human point of view, which is a combination of human and technology in digital games, devoid of media-oriented discussion of mobile media. In a location based game, there is a hybrid play aspect of topological character and player-driven self-generated play in a space where reality and virtual overlap. This is based on post-human characteristics of the player's spatial-temporal replication through the ubiquity of mobile technology. Through this, digital game has meaning as a game action that can be combined with various actors rather than a material object.