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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

用於動作引導之穿戴式觸覺回饋系統 / An Exploratory Study Of Wearable Motion Guidance System

陳彥妤, Chen, Yen Yu Unknown Date (has links)
當今運動健身蔚為風潮,加上網路資源普及,許多人藉由數位教學影片鍛鍊體 魄,不但能自由安排時間,也能在家參與課程,成為新世代的學習方式。傳統上,運 動健身較好的方式為教練在旁協助,除了口頭給予即時的指示,還能直接以身體觸碰 學員姿勢不良的部位,引導其肢體伸展、調整身體重心、提醒放鬆過於緊繃之部位, 然而新世代的學習方式透過教學影片無法立即對運動者當下的肢體動作做出反應,過 程中全倚賴運動者本身對於肢體的認知,往往和影片中教練的動作有落差而不自知, 因此,本研究期望藉由觸覺回饋輔助使用者做出正確的姿勢或動作。 過去針對觸覺回饋的研究相當地多,甚至可回溯至1950年代,然而將觸覺回饋應 用於運動指引的研究近年才漸漸出現,其應用層面僅限於提示作用,無法引導使用者 該如何動作,且目前回饋方式仍需倚賴受測者記憶動作與觸覺回饋的對應關係,無法 直覺做出反應。本研究模仿肌肉群收縮帶動肢體運動之方式,設計人工外部肌肉引導 手臂旋前旋後動作,人工外部肌肉包含步進馬達產生拉力、魚線及鬆緊帶模擬肌肉分 佈、收縮以及袖套包覆手臂帶動旋轉,系統設計歷經三版本的演進,最終設計出一套 具引導效果的觸覺回饋穿戴式裝置。 系統評估共邀請10位受測者進行實驗,結果證實此套裝置能有效提供方向性指示 (正確率98%),且受測者普遍反應裝置提供的回饋方式相當直覺,手臂會有被帶動 的感覺,能馬上知道該如何轉動手臂。實驗更進一步測試引導手臂轉動特定角度,實 驗結果效果也相當好,平均誤差在3度以內,此外,亦探討實驗過程中受測者對觸覺回 饋的行為反應,作為日後系統改良或觸覺回饋設計的參考。 / Nowadays, exercise and fitness have become a growing trend. Since the access to the internet resources is very easy and popular, many people choose to do exercise through digital online videos, which not only they can arrange their own exercising schedule, but also they can learn the courses at home. Traditionally, a better way for exercise learning is getting assistance from a professional coach, who can give instruction immediately, and adjust by direct body contact right away while the exercisers act incorrectly. However, the online video can not accomplish the purpose. On the condition that the exercisers rely only on the cognition of their own bodies they might not notice their posture different from the video. This research aimed to provide guidelines to do the correct posture or movement through tactile feedback. From past till now, the researches of tactile feedback are of considerable numbers, we can find the related researches back to 1950s. Recently it starts to be applied in exercising guiding. However, the applications only provide passive instructions, which require users to memorize the relationship between the tactile feedbacks and the correspond actions. Users are unable to react by instinct. In this research, we imitate the way of body movement driven by the muscles contraction. We design artificial external muscles on a sleeve to guide forearm pronation and supination. The wearable tactile feedback sleeve consists of stepper motors to provide pulling force, fishing wires and elastics to imitate muscle contraction to drive the forearm to roll. This system design has been revised three times, and we finally established a wearable tactile feedback device which has guiding effect. 10 participants are recruited for the experiments. The result showed that this device can guide forearm rolling successfully (the accuracy is 98%). The participants commented that the feedback is very close to instinct. They felt their arm was guided by the device, and knew the exact moment to roll their forearm. In the second experiment, we tried to guide the forearm rolling for several target angles and the result was quite promising. The mean error is within 3 degrees. We also reported the participants’ reactions through our tactile feedback system. We will expand the system to guide the other parts of human body in the future.
2

從遠程醫療的運作看中國大陸醫療改革- 以穿戴式裝置引入為例 / Medical reform in mainland China from the operation of telemedicine - Take the introduction of wearable devices as an example

謝宗憲 Unknown Date (has links)
近年來遠程醫療成為中國大陸大力推動的政策,其不僅被賦予催化分級醫療的角色,在照護產業應用上亦被寄予厚望。本研究透過穿戴式裝置的例子,說明遠程醫療的推動仍面臨諸多挑戰。中央政府透過組建醫療聯合體、跨省技術等試點政策,大力推動遠程醫療。地方醫院基於保護醫療收益,對於遠程醫療抱持著不配合的態度,地方政府之間的競爭亦加劇了這樣的發展,推動過程面臨了明顯的瓶頸。與遠程醫療最相近的產品應用,當屬穿戴式裝置,本研究指出在穿戴式裝置依然以地區醫院為母體,鮮少有跨不同事業單位的大規模串聯。從政策與產業兩大領域來看,遠程醫療要全面性推廣仍有一段路要走,然而中國大陸強力推動產業的決心仍值得吾人關注。 / In recent years, policy of telemedicine, proposed by Chinese mainland, played an important role in hierarchical medical system. The care industry has been highly expected. This study research data of the formation of medical treatment combination, interprovincial technology and other pilot policies which were proposed by central government with wearable device to describe the challenge of the promotion in telemedicine industry. In fact, local hospital keep an uncooperative attitude to develop remote medical care in order to protect the medical benefits. Furthermore, competitiveness between local governments made things worse. It is clear that the promotion of telemedicine is facing a bottleneck now. Wearable device, the closest product application in telemedicine industry, is used as keyword to search the data in dilemma of local hospitals. The result show that there is few small units across the large industry chain.From the policy and industry two major areas of view, comprehensive promotion of telemedicine is still a way to go, nonetheless, the Chinese mainland’s determination to promote the industry's is still worthy of my attention.
3

穿戴式互動展演創新應用與即時追蹤技術研究 / Interactive Performance Using Wearable Devices: Real-time Tracking Technology and Innovative Applications

鄭仲祐, Cheng, Chung Yu Unknown Date (has links)
近年來越來越多虛實整合技術不斷地湧出,像是電影阿凡達或虛實互動型態的表演。這樣的表演會根據事先預錄好的虛擬角色進行演出,但要成功地演出需要演員們不斷的練習。另外,許多電影利用攝影機捕捉人體姿態來與虛擬角色互動,但此方法受限於燈光環境以及障礙物。 此篇論文運用穿戴式裝置與新一代無線網路藍芽4.0,提出即時追蹤技術套用於這類表演,可使得演出更加豐富並且能即興創作。然而,目前受限於穿戴式平台上的藍芽訊號強度更新頻率每秒只有5至10次且傳輸容量有限,所以本篇論文結合體態感測裝置輔助無線網路藍芽4.0,提升對穿戴者的即時追蹤能力。實驗結果與真實位置只有0.3至0.5秒的延遲時間,並在校內進行兩場互動式展演作驗證成果。未來期許可以將此技術運用於多人展演場,讓更多使用者可以互動體驗。 / Recently, more and more interactive performance technologies appear such as Avatar or virtual-character integrated art perform. Such performs are based on pre-made animations and physics simulations. However, this kind of shows need a lot of practice, and it is impossible that audience or performers play with or interact with the virtual characters. In addition, many moviemakers use high quality cameras to distinguish body postures. Although cameras can record anything with high precision, it is constrained on the light and obstacles of the environments. If we, somehow, can capture the motion of the performers in real time, then we are able to interact with virtual characters and make improvisation possible. This thesis aims to use the wearable sensors and the Received Signal Strength Indication (RSSI) of BLE to track in real-time. However, the update rate of RSSI is limited to 5~10 per second. This thesis proposed a tracking technique which combines with wearable motion sensors to assist BLE localization. The tracking lag can be reduced to only 0.3~0.5 seconds, and also real performance was experimented in the campus. In the future, we hope to use this technique on interactive performance with many people in different places.
4

透過高齡幸福價值最大化達到成功的在地老化 / Successful Aging through Senior Well-being Valuation and Maximization

謝承豫, Hsieh, Cheng Yu Unknown Date (has links)
大多數的已開發國家都逐漸成為高齡化社會;同時,可以幫助高齡族群的科技發明變得越來越流行和重要。本研究提出一個以穿戴式裝置為基礎的服務系統,不只專注在健康,也重視正向情緒、投入程度、人際關係、人生意義和成就感(PERMA,幸福模型)。本系統的目標是透過以活動為基礎的介入,促進幸福價值;亦即透過整合服務系統內的所有資源以提供個人化的活動介入給戰後嬰兒潮族群,並整合子系統的最佳化機制以得到整體的價值最大化。 因為幸福被定義為一種多維度的觀念,為了衡量並評價幸福,我們使用一個以影子價格為基礎的計算矩陣來比較各個活動介入的價值。透過幸福價值最大化,本研究試著幫助戰後嬰兒潮族群成功的在地老化。本研究初探性的結果指出,此系統被證實是有效的,且活動介入有能力增加使用者感受的幸福價值,介入品質和高齡幸福評價被發現有高度關聯性。 / Most of the societies of developed countries are becoming “aging population society”. Technologies that help baby boomers stay healthy become more popular and essential. We propose a wearable-device-based service system that focused not only on vitality but also positive emotion, engagement, relationship, meaning and accomplishment (PERMA as well-being model). Since the system aims at improving well-being value through activity-based interventions, it is necessary to integrate all the resources within the service system and provide the most appropriate personalized interventions with most expected value to the baby boomers. The system generates those interventions through greedy approach, which means they are generated by local mechanism first and combine them to get the global optimality. In order to measure well-being, which is definitely a multi-dimensional concept, we use an evaluation matrix based on shadow price to compare the value between each intervention, i.e. activities. By the well-being valuation and maximization, we try to make the baby boomers live a successful aging. Our exploratory evaluations show that the system is justified to be effective and activity-based interventions are able to increase baby boomers’ perceived value. The correlation between intervention quality and senior well-being valuation is found along with other findings.
5

網路外部性的創造與管理-以Garmin Sports為例 / The network externality of platform – A case study of Sport Industry

林逸安 Unknown Date (has links)
近年來,國人追求健康、愛美等因素而運動風氣蔚為盛行,連帶擴大穿戴型裝置產業發展,越來越多廠商加入。而在競爭激烈的全球市場中,不少廠商以平台經濟模式的建立及善用網路外部性的發展為轉型的策略,其中,如何有效率擴大平台規模及提高顧客黏著度尤其重要。本研究著重於以下三點:個案公司之平台商業模式的運作機制、如何創造不同種類之網路外部性及如何管理網路外部性創造更多效益。 本研究採取單一個案研究法,並挑選從GPS大廠成功涉足智慧型穿戴式裝置且近年來積極轉型之台灣國際航電股份有限公司(Garmin Corp.),經過研究個案公司平台商業模式與網路外部性的創造及管理,歸納本研究之發現:Garmin透過Garmin Sports平台的管理,建立與外部用戶的關係;並藉由穿戴式裝置的租借與其他廠商合作活動帶動運動市場貿易;再教練培訓為中心出發,提供一套專業、完整的課程,建立平台生態圈,擴大平台規模。 本研究之貢獻在於透過Garmin Sports的案例建立一套平台發展與網路外部性的創造與管理之架構,以期了解透過平台網路外部性發展如何提升使用者價值、為使用者帶來更多效益。歸納出三項因素如下: 1. 專業人士與外部廠商 2. 互補品的發展與資料庫的建立 3. 透過多方用戶的選擇與舉辦活動來管理網路外部性 此外,本研究為Garmin Sports平台成立初期,上線時間較短,部分網路外部性的交互影響研究受限。故建議後續研究,可待Garmin Sports平台運作期間較長,其網路外部性的創造與管理及不同種類網路外部性之相互作用亦會較為明顯。 / In recent years, the atmosphere of physical workout becomes prevalent, which results in the expansion of wearable device industry, causing more and more companies join in this industry. Under such a highly competitive global markets, platform transformation gradually becomes a popular strategy. In the research, our main focus lies on what the platform business model is and how to create and manage different kind of network externality. The case study method is applied for this research. We select Garmin Corp, a GPS corporation which successfully develops wearable devices in recent years and has transformed into a new business model as our research subject. With in-depth case study of platform business model and the creation and management of network externality, we conclude our findings as below: Garmin establishes the relationship with external users and cooperates with other companies through the management of the Garmin Sports platform by leasing wearable devices. To expand the scale of the platform, Garmin provides a set of professional training camp and competitions, so as to establish the platform ecosystem. The academic contribution of this study is to create the structure of developing platform and managing network externality, hoping to bring more value and benefits. The factors are as below: 1. Experts and external companies 2. Complementary products and database setup 3. multi-user selection and managing network externality through events In addition, this study is about the beginning of Garmin Sports platform in which on-line time is short and the interaction of network externality is limited. It is recommended that, for the follow-up research, researches should wait for Garmin Sports platform to operate for a longer period of time. Therefore, the creation and management of network externalities and the different types of network interaction will be more obvious.
6

使用穿戴裝置實現即時相對方向定位 / Real-time relative directional positioning using wearable devices

蔡育銓, Tsai,Yua Chan Unknown Date (has links)
近年來穿戴相關發展越來越蓬勃,特別是在虛擬-實境的綜合藝術表 演中,例如: 電影「猩球崛起」。然而大部分虛擬實境的綜合內容是 基於腳本預先錄製好的,而且演員需要大量的練習,使表演能夠完美 演出。此外,如果我們想要在兩人的相對方向定位上有特殊效果,那 麼預先錄製的的方法是不合適的。解決這個問題的一個方法是,使用 高品質的相機偵測身體的姿勢或位置。但是精准度常會受限於光線或 是障礙物。 本篇論文中,我們提出一個即時相對方向定位方法,這方法使用無線 可穿戴式設備解決這個問題。我們結合BLE 所發送的Received Signal Strength Indicator (RSSI)與IMU 感測器資訊,來追蹤兩個表演者的相對方向定位的位置。但是RSSI 資料有波動與不穩定性、IMU 會引起 累積的誤差。我們發明了「可靠程度」的RSSI 量測概念,並且把這 概念運用在IMU 定期校正上。我們實驗的情況是,兩個人的舞蹈來 驗證準確性,結果是令人滿意的。我們還使用Unity 來實踐人體骨架, 以便與兩個舞者動作做比較。在未來,我們開發的方案可以用於藝術 表演,使內容更豐富,更具互動性。 / In recent years, wearable-related applications are flourishing, especially in virtual-real integrated art performance, such as “Rise of the Planet of the Apes”. However, most of the virtual-real integrated contents are pre-recorded based on the script, and the performer needs a lot of practice to make the integration perfect. Moreover, if we want to make special effect based on the relative directional positions of two performers, the pre-recorded approach is not suitable. One way to tackle this problem is to use the high-quality camera to detect the body posture or position.But the accuracy is usually limited in light intensity or obstacles. In this thesis, we propose a real-time relative directional positioning approach using wireless wearable devices to solve this problem. We use Received Signal Strength Indicator (RSSI) of BLE, combined with IMU sensors to track two performers’ relative directional positions. The RSSI fluctuates and the IMU causes accumulated errors. We invent the concept of “reliable level” of RSSI measures to periodically correct the IMU errors. We experiment the scenario of two-person dance to validate the accuracy, and the result is satisfactory. We also use Unity to real-time render the human skeleton for comparison with the two dancers’ motion.In the future, our developed scheme can be used in the art performance to make the content richer and more interactive.
7

銀髮族的智慧穿戴服務設計 / A Service Design of Smart Wearable Device for Seniors

葉致豪, Yeh, Chih Hao Unknown Date (has links)
本論文研究專注於研究穿戴科技對於銀髮族遠距照護服務創新的可能性,利用系統思維與設計思維的研究方法來進行服務設計。研究問題設定為”一個罹患慢性病並獨自在家生活的銀髮族,如何自主健康生活,並能讓家人感到安心呢” 。透過顧客驅動價值共創的服務設計模型,確認利害關係人,並實際訪談利害關係人後深入分析使用者潛在問題及需求,以不同視角來找出創新的洞見。依據此洞見來發展可行的方案,並展開成為完整的服務系統,再將此服務系統雛型具體化產出後進行風險分析。最終的研究結果以商業模式草圖來呈現完整的商業模式。 / The aim of this thesis is to study the possibility of the wearable technology and to create a service innovation toward the tele-health for elders. The research method of the service design is based on the design thinking and the system thinking.We set up a hypothetical situation as follows: A solitary elder who has chronic diseases knows to how to manage her/ his life well without making the family worry. Through the service design models from the co-creation of the customer empowerment, we affirm the stakeholder at the beginning and then interview her/ him to get to know more about the needs and some main details. The purpose is to look for the insight into the innovation in different aspects. Based on this insight, we start a feasible plan and develop the integrity of the service design. Next thing we externalize the service design prototype and provide the follow-up risk assessment.As the final result, we use business model canvas to bring out the coherence and the integrity to our business models.

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