• Title/Summary/Keyword: 감각자극

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Immediate Effects of Vibration Stimulation on the Range of Motion and Proprioception in Patients with Chronic Ankle Instability: Randomized Crossover Study (만성발목불안정성 환자의 진동자극이 가동범위 및 고유수용성감각에 미치는 즉각적인 효과: 무작위 교차 연구)

  • Chi-Bok Park;Sung-Hwan Park;Ho-Jin Jeong;Byeong-Geun Kim
    • Journal of the Korean Society of Physical Medicine
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    • v.18 no.1
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    • pp.9-14
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    • 2023
  • PURPOSE: This study examined the effect of vibration stimulation of a vibration foam roller on the change in the range of motion of the ankle joint and proprioception in patients with chronic ankle instability. An additional aim was to provide basic data for rehabilitation programs for chronic ankle instability patients. METHODS: This study was a randomized crossover design of 22 patients with chronic ankle instability. All subjects were divided into a vibrating group, a non-vibrating group, and a control group. The vibration and non-vibration groups performed the interventions, but the control group did not. For the measurement, the range of motion and proprioception of the ankle joint was measured using an electronic protractor (Electrogoniometer, BPM Pathway, UK). RESULTS: The vibration group showed significant differences in the dorsiflexion angle, dorsiflexion proprioception, and plantar flexion proprioception (p < .05). The non- vibration group showed significant differences in the dorsiflexion angle and dorsiflexion proprioceptive sensation (p < .05). The vibration group and the control group showed significant differences in dorsiflexion proprioception and plantar flexion proprioception (p < .05). CONCLUSION: The range of motion and proprioception of the ankle joint were improved in the group that received vibration stimulation after the intervention than before the intervention. Future research will be needed on patients with various diseases.

Factors Influencing the Intention to Participate in Digital Cultural Tourism on the Metaverse Platform (메타버스 플랫폼에서의 문화관광 활동 참여 의도에 영향을 미치는 요인에 관한 연구)

  • Jiaping Zang;Eunjin Kim
    • Journal of Intelligence and Information Systems
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    • v.29 no.3
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    • pp.341-359
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    • 2023
  • The metaverse applies various technological means such as digital twin modeling, 3D rendering, and holographic imaging, which can provide an immersive tourism service experience. However, since the development of the metaverse is still in its infancy, there is relatively little research on digital tourism from the perspective of the metaverse. This research empirically studies the factors that promote the participation behavior of users on the metaverse platform for digital cultural tourism. Our results show that users' internal motivations for learning and entertainment and the functions provided by metaverse, which are sensory stimulation and social interaction lead to the intention to participate in cultural tourism on metaverse with the mediating effects of immersion experience and perceived pleasure.

Effect of Whole Body Vibration Training on Proprioception and Tactile in Spastic Cerebral Palsy (전신진동 자극 훈련이 경직형 뇌성마비 아동의 고유수용감각 및 촉각에 미치는 영향)

  • Yun, Hye-Lyeong;Lee, Eun-Ju
    • PNF and Movement
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    • v.20 no.1
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    • pp.103-113
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    • 2022
  • Purpose: The purpose of this study was to investigate the effects of whole-body vibration stimulation on proprioception and tactile in patients with spastic cerebral palsy. Methods: This study was conducted on 9 children diagnosed with spastic cerebral palsy. Of the single case study methods, the ABAB design was employed in this study. Out of a 12-week study period, three weeks were allocated to each of two baseline periods and two intervention periods. The exercise was performed twice a week for 30 minutes. A general trunk stabilization exercise was performed during the baseline period and a trunk stabilization exercise accompanied with whole-body vibration was performed during the intervention period. Evaluation was performed five times in total: before the experiment, after baseline 1, after intervention 1, after baseline 2, and after intervention 2. To determine the effect of the exercise method, a skin sensory evaluation tool (monofilament kit) and a trunk proprioception sensor (digital dual inclinometer) were used. To compare the effects of the exercises at baseline and after intervention, an analysis of variance on repeated measures (repeated ANOVA) was performed to analyze the data. Results: The results showed that there were statistically significant increases from baseline in the means of proprioception and tactile during the intervention period with whole-body vibration (p <.05). Conclusion: Whole-body vibration can be proposed as an effective intervention method for improving the proprioception and tactile in children with spastic cerebral palsy, and this exercise method is expected to be actively used in clinical practice.

Haptic Perception presented in Picturesque Gardens - With a Focus on Picturesque Garden in Eighteenth-Century England - (픽처레스크 정원에 나타난 촉지적 지각 - 18세기 영국 픽처레스크 정원을 중심으로 -)

  • Kim, Jin-Seob;Kim, Jin-Seon
    • Journal of the Korean Institute of Landscape Architecture
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    • v.44 no.2
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    • pp.37-51
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    • 2016
  • Modern optical mechanisms slanted toward Ocular-centrism have neglected diverse functions of vision, judged objects in abstract and binary perspectives, and organized spaces accordingly, there by neglecting the function of eyes groping objects. Recently, various experiences have been induced through communication with other senses by the complex perception beyond the binary perception system of vision. Haptic perception is dynamic vision that induces accompanying bodily experiences through interaction among the various senses; it recognizes the characteristics of material properties and various sensitive stimulations of human beings. This study elaborates on the major features of haptic perception by examining the theoretical background of this concept, which stimulates the active experience of the subject and determines how characteristics of haptic perception are displayed in picturesque gardens. In order to identify the major features of haptic perception, this study examines how Adolf Hildebrand's theory of vision is developed, expanded, and reinterpreted by Alois Riegl, Wilhelm Worringer, Walter Benjamin, Maurice Merleau Ponty, and Gilles Deleuze in the histories of philosophy and aesthetics. Based thereon, the core differences in haptic perception models and visual perception models are analyzed, and the features of haptic perception are identified. Then, classical gardens are set for visual perception and picturesque gardens are set for haptic perception so that the features from haptic perception identified previously are projected onto the picturesque gardens. The research results drawn from this study regarding features of haptic perception presented in picturesque gardens are as follows. The core differences of haptic perception in contrast to visual perception can be summarized as ambiguity and obscureness of boundaries, generation of dynamic perspectives, induction of motility by indefinite circulation, and strangeness and sublime beauty by the impossibility of perception. In picturesque gardens, the ambiguity and obscureness of boundaries are presented in the irregularity and asymmetric elements of planes and the rejection of a single view, and the generation of dynamic perspectives results from the adoption of narrative structure and overlapping of spaces through the creation of complete views, medium range views, and distant views, which the existing gardens lack. Thus, the scene composition technique is reproduced. The induction of motility by indefinite circulation is created by branching circulation, and strangeness and sublime beauty are presented through the use of various elements and the adoption of 'roughness', 'irregularity', and 'ruins' in the gardens.

A Study on Sensibility Evaluation of Ceramic Surface: Comparison between Tactility and Visual Tactility (세라믹 표면의 감성 평가 연구: 촉감과 시각적 촉감의 비교를 중심으로)

  • Kim, Jihyun;Song, Min Jeong
    • Science of Emotion and Sensibility
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    • v.19 no.2
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    • pp.101-112
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    • 2016
  • Selecting appropriate materials can be significantly important to make different image in the product and also give distinguished express to the users. A material for the ceramic product surface consists of the combination between a glaze and a body, and each attribution of materials and the way of the combination creates different texture and color. This study analyzes the difference between visually and tactually sensibility of ceramic surface to through the simulating both visual and tactual stimulation by verbal evaluation method. Totally 13 adjectives are selected from homepage of local and global ceramic product brand. And totally 12 ceramic samples are created with the consideration of color, glossiness and roughness. These 12 samples are the combination between four ceramic bodies (White porcelain, Celadon_c, Sancheong and Black soil) and three glazes (Transparent, Celadon_g, Black glaze). The respondents of first survey were asked to rub, touch and hold before evaluating the sensibility of ceramic surface and other respondents of second survey were asked to evaluate visual images of 9 samples which showed meaningfully difference from first survey. The surface which scored the highest sensibility with the first survey was 'pure' on a surface of White porcelain body with Transparent glaze, and the lowest was also 'pure' on a surface of Black soil body with Transparent glaze. The highest score in the second survey was the same result as the first survey, but the lowest scored 'casual' and the surface was Black soil body with Celadon glaze. By the comparison with two survey results, not every sensibility is same result shown as the first survey and the second survey, but the tactile sensibilities such as 'artistic', 'luxurious', 'sensuous', 'romantic' and 'mysterious' can be experienced by via visual materials of ceramic surfaces.

The Arterial Blood Pressure Response to the Stimulation of Peripheral Afferent Nerves in Cats (말초감각신경 자극이 동맥혈압변화에 미치는 영향에 관한 연구)

  • Lim, Seung-Pyung;Kim, Jun;Kim, Chong-Whan
    • Journal of Chest Surgery
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    • v.20 no.3
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    • pp.439-450
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    • 1987
  • The arterial blood pressure response elicited by stimulating the peripheral afferent fibers of different groups and origins was studied in cats. Experimental animals were anesthetized with a-chloralose [60mg/kg] and artificially ventilated with a respirator. The lumbosacral spinal cord was exposed through a laminectomy and L7 ventral root was isolated. The sural, medial gastrocnemius and common peroneal nerves were also exposed in the hindlimb. The arterial blood pressure was monitored continuously while the exposed peripheral nerves and L7 ventral root were being stimulated. Then, spinal lesions were made on the dorsolateral sulcus area, dorsolateral funiculus and other areas at the thoracolumbar junction. The arterial blood pressure responses were compared before and after making spinal lesions. The following results were obtained. 1. The mean arterial blood pressure was elevated from 103*7.3 to 129*8, 1 [mean*S.E.] mmHg [p<0.001] during stimulation of the sural nerve with C-strength [1000T], 20Hz. Stimulation with Ad-strength, 1Hz resulted in the depression of the arterial pressure by 8 mmHg [p<0.01]. 2. Stimulation of the medial gastrocnemius nerve with Ad-strength did not elicit any significant change in arterial blood pressure. Stimulation with C-strength, 20 Hz induced a pressor response from 102*6.2 to 117*6.4 mmHg [p<0.01] while that with C-strength, 1Hz induced a depressor response from 104*6.1 to 93*4.9 mmHg [p<0.001]. 3. A pressor response by 56 [from 107*7 5 to 163*9.4] mmHg [p<0.001] was induced during stimulation of the common peroneal nerve with C-strength, 20Hz stimuli. Stimulation with A4-strength, 1Hz depressed the arterial blood pressure from 111~9.3 to 94*7.8 mmHg [P<0.005]. The activation of the ventral root afferent fibers with C-strength, 20 Hz stimuli induced a pressor response by 22 mmHg [from 115*9.4 to 137*8.6 mmHg] [p<0.001]. 4. The pressor response elicited during stimulation of the sural nerve was abolished by making lesions on the dorsolateral sulcus area bilaterally. With the medial gastrocnemius nerve, the pressor response had not been abolished completely by the dorsolateral sulcus lesions. The pressor response disappeared completely with addition of the bilateral dorsolateral funiculus lesions. 5. The depressor response induced by stimulation of the sciatic nerve with Ad-strength, 1Hz was decreased by making lesions on the dorsolateral funiculus. 6. From the above results it is concluded that the difference in the blood pressure responses to the activation of the muscular afferent and the cutaneous afferent fibers is responsible for the groups of afferent fibers and the spinal ascending pathways.

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Motor Imagery Brain Signal Analysis for EEG-based Mouse Control (뇌전도 기반 마우스 제어를 위한 동작 상상 뇌 신호 분석)

  • Lee, Kyeong-Yeon;Lee, Tae-Hoon;Lee, Sang-Yoon
    • Korean Journal of Cognitive Science
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    • v.21 no.2
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    • pp.309-338
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    • 2010
  • In this paper, we studied the brain-computer interface (BCI). BCIs help severely disabled people to control external devices by analyzing their brain signals evoked from motor imageries. The findings in the field of neurophysiology revealed that the power of $\beta$(14-26 Hz) and $\mu$(8-12 Hz) rhythms decreases or increases in synchrony of the underlying neuronal populations in the sensorymotor cortex when people imagine the movement of their body parts. These are called Event-Related Desynchronization / Synchronization (ERD/ERS), respectively. We implemented a BCI-based mouse interface system which enabled subjects to control a computer mouse cursor into four different directions (e.g., up, down, left, and right) by analyzing brain signal patterns online. Tongue, foot, left-hand, and right-hand motor imageries were utilized to stimulate a human brain. We used a non-invasive EEG which records brain's spontaneous electrical activity over a short period of time by placing electrodes on the scalp. Because of the nature of the EEG signals, i.e., low amplitude and vulnerability to artifacts and noise, it is hard to analyze and classify brain signals measured by EEG directly. In order to overcome these obstacles, we applied statistical machine-learning techniques. We could achieve high performance in the classification of four motor imageries by employing Common Spatial Pattern (CSP) and Linear Discriminant Analysis (LDA) which transformed input EEG signals into a new coordinate system making the variances among different motor imagery signals maximized for easy classification. From the inspection of the topographies of the results, we could also confirm ERD/ERS appeared at different brain areas for different motor imageries showing the correspondence with the anatomical and neurophysiological knowledge.

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A Gamer Perception Study of Analyzing by Ecological Psychology in Virtual Environment -Focus on Battleground- (생태학적 심리학관점에서 분석한 게이머의 가상환경 지각연구 -배틀그라운드 중심으로-)

  • Kim, Dae-Woo
    • Cartoon and Animation Studies
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    • s.50
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    • pp.239-273
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    • 2018
  • There have been many topics in gamer research on gamers' game addiction, education, and psychological interest. This paper investigates how to perceive the virtual environment of gamers based on James Gibson 's theories of cognitive science. Gibson's theory is not a stimulus input through individual sensory receptors, but rather a learning process such as establishing a cognitive relationship between perceptual systems, external invariant property separation, behavioral learning, invariant property separation of events, selectiveism development. Based on this analysis tool, I collected and verified gamers' perception of game environment of by FGI survey method. The results of the analysis showed that Gibson 's perceptual learning process was perceived as a virtual environment as in reality, and there was also perceptual difference found only in games. Patterned perception develops in the direction of classifying invariant properties appearing in the game based on the purpose of the game. In this study, it can be seen as a result of the research that FGI interview can be summarized as patterning (typification) perception process based on the goal consciousness of gamers. But,The results of the study suggest that the psychological analysis of the gamer can not be presented by the FGI results alone. In the future, we need a model study to confirm the causality and the verification through statistical analysis.

TEMPERAMENTAL CHARACTERISTICS OF KOREAN CHILDREN WITH COMMUNICATION DISORDERS (한국 의사 소통 장애 아동의 기질 특성)

  • Joung, Yoo-Sook;Hong, Sung-Do;Kim, E-Yong;Lee, Soo-Geun
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
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    • v.10 no.1
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    • pp.43-49
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    • 1999
  • Objectives:One of the most common developmental problems is communication disorder in which a child appears normal in every way but who has failed to begin speaking or speaks very little. A few studies have examined the temperamental characteristics of children with communication disorders. This study was to investigate the temperamental characteristics of Korean children with communication disorders. Methods:The parents of 20 Korean children with communication disorders and the parents of 50 normal control children, the age of both groups ranges from 3 to 7, completed Korean version of Parental Temperamental Questionnaire developed by Thomas and Chess. Children with a pervasive developmental disorder, mental retardation, or speech-motor or sensory deficit were excluded. The scores of each temperamental scale of two groups and the diagnostic clusters of two groups were compared. Results:The children with communication disorders were characterized by lower mood scores and higher intensity of reaction scores than normal controls. The two groups showed no significant correlation in terms of the temperamental diagnostic clusters. Conclusion:This findings suggest the existence of a distinct temperamental profile of the children with communication disorders. Early detection of the profile may be of great value for parents in understanding the developmental characteristics of the children with communication disorders and in providing appropriate parenting approaches.

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Multi-Channel Analog Front-End for Auditory Nerve Signal Detection (청각신경신호 검출 장치용 다중채널 아나로그 프론트엔드)

  • Cheon, Ji-Min;Lim, Seung-Hyun;Lee, Dong-Myung;Chang, Eun-Soo;Han, Gun-Hee
    • Journal of the Institute of Electronics Engineers of Korea SD
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    • v.47 no.1
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    • pp.60-68
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    • 2010
  • In case of sensorineural hearing loss, auditory perception can be activated by electrical stimulation of the nervous system via electrode implanted into the cochlea or auditory nerve. Since the tonotopic map of the human auditory nerve has not been definitively identified, the recording of auditory nerve signal with microelectrode is desirable for determining the tonotopic map. This paper proposes the multi-channel analog front-end for auditory nerve signal detection. A channel of the proposed analog front-end consists of an AC coupling circuit, a low-power 4th-order Gm-C LPF, and a single-slope ADC. The AC coupling circuit transfers only AC signal while it blocks DC signal level. Considering the bandwidth of the auditory signal, the Gm-C LPF is designed with OTAs adopting floating-gate technique. For the channel-parallel ADC structure, the single-slope ADC is used because it occupies the small silicon area. Experimental results shows that the AC coupling circuit and LPF have the bandwidth of 100 Hz - 6.95 kHz and the ADC has the effective resolution of 7.7 bits. The power consumption per a channel is $12\;{\mu}W$, the power supply is 3.0 V, and the core area is $2.6\;mm\;{\times}\;3.7\;mm$. The proposed analog front-end was fabricated in a 1-poly 4-metal $0.35-{\mu}m$ CMOS process.