• Title/Summary/Keyword: 감각 보조

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Low Frequency Fluctuation Component Analysis in Active Stimulation fMRI Paradigm (활성자극 파라다임 fMRI에서 저주파요동 성분분석)

  • Na, Sung-Min;Park, Hyun-Jung;Chang, Yong-Min
    • Investigative Magnetic Resonance Imaging
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    • v.14 no.2
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    • pp.115-120
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    • 2010
  • Purpose : To separate and evaluate the low frequency spontaneous fluctuation BOLD signals from the functional magnetic resonance imaging data using sensorimotor active task. Materials and Methods : Twenty female archery players and twenty three control subjects were included in this study. Finger-tapping task consisted of three cycles of right finger tapping, with a subsequent 30 second rest. Blood oxygenation level-dependent (BOLD) data were collected using $T2^*$-weighted echo planar imaging at a 3.0 T scanner. A 3-D FSPGR T1-weighted images were used for structural reference. Image processing and statistical analyses were performed using SPM5 for active finger-tapping task and GIFT program was used for statistical analyses of low frequency spontaneous fluctuation BOLD signal. Results : Both groups showed the activation in the left primary motor cortex and supplemental motor area and in the right cerebellum for right finger-tapping task. ICA analysis using GIFT revealed independent components corresponding to contralateral and ipsilateral sensorimotor network and cognitive-related neural network. Conclusion : The current study demonstrated that the low frequency spontaneous fluctuation BOLD signals can be separated from the fMRI data using finger tapping paradigm. Also, it was found that these independent components correspond to spontaneous and coherent neural activity in the primary sensorimotor network and in the motor-cognitive network.

A Study on Parking Guideline Generation Algorithm (주차 가이드라인 생성 알고리즘에 대한 연구)

  • Heo, Jun-Ho;Lee, Seon-Bong
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.16 no.5
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    • pp.3060-3070
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    • 2015
  • Recently, novice driver or weak drivers was difficult to understand the movement characteristics of the car and are immature sense of width and length of the car according to various each driver's sex and age, model. To complement this problem, the use of rear sensor and the camera is increased. And the parking assistance system that improves the convenience of parking the driver is being developed. Accordingly, parking guide system is needed to reflect the difference in the steering angle and correct the error distance. In this study, it is proposed that the turning radius during backward by complementing the existing Ackerman Jentaud type. And it develops more accurate parking guideline to be able to generat algorithm by applying the formula to propose a steering wheel angle sensor value derived through the handle.

An art exhibition needs assessment survey of persons with visual impairment (시각장애인의 전시예술품 관람 욕구조사)

  • Lee, Yanghee;Kim, Sangwon;Eom, Munseol;An, Sae mi;Cho, Jun Dong
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.9 no.1
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    • pp.457-466
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    • 2019
  • The study was to improve the right to the enjoyment of culture of persons with visual impairment by increasing the accessibility to art exhibitions and exploring assistive measures through needs assessment survey of persons with visual impairment on arts exhibition. We used total 83 responses collected through an online survey. The result are as follows. First, watching movies at a teather was the most frequent leisure activity among persons with visual impairment, while respondents reported attending art exhibitions as the least frequent activity. Yet, 71.1% included attending art exhibitions as one of their top 5 culture and leisure activities. Most of the respondents reported the purpose of attending art exhibitions as fun. However, a primarily visual atmosphere prevented them from visiting the exhibition. Second, persons with visual impairment preferred approaching the art to have a closer look. More than about 50% of the respondents used their residual vision. Most of the respondents reported to use more than two senses when appreciating the exhibits. Moreover, respondents reported that devices/services for multi-sensory experiences would be helpful to appreciate the art. The findings imply that the consideration of the characteristics and needs of persons with visual impairment is required for establishing the environment of art exhibitions. This could further contribute to the improvement of the right to the enjoyment of leisure and culture of persons with visual impairment and lead to the realization of social integration.

A Study of Library and IT Services Improvement for enhancing the Domestic Reading Disabled People's Information Accessibility (국내 독서장애인의 정보접근 지원을 위한 도서관 및 IT 서비스 개선 방안 연구)

  • Kim, Tae-Eun;Lee, Kyung-Hee;Lee, Jong-Woo;Lim, Soon-Bum;Park, Hee-Min
    • Journal of Digital Contents Society
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    • v.12 no.2
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    • pp.253-262
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    • 2011
  • IT skills might be just a product for people without disabilities; however it can be "another sense" that is able to give the disabled the same social abilities as non-disabled people. Library services are necessary to help disabled people have access to information. The effectiveness of the library services for the disabled depends on the level and the size of library. If 10% of the total domestic population couldn't participate in their social activities, it must be a huge individual at the same time national loss. This paper will look into supporting technologies and services for the reading disabled through literature researches and visiting domestic and international libraries. Based on this analysis, this paper suggests development plans for enhancing domestic situation. We are sure that our suggestions can contribute to give a long-term service development strategy for improving the reading disabled people's information accessibility.

3D Mobile Management Simulation Game (모바일 환경 기반의 3D 경영 시뮬레이션 게임의 제작)

  • Kim, Jin-Young;Kim, Yun-Jun;Kim, Ji-Youn;Song, Ji-Hyun;Oh, Kyoung-Su
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.1341-1347
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    • 2006
  • 기존의 모바일 게임의 경우에는 간단한 스토리를 갖는 2D 게임이 주종을 이루었다. 그러나 이 논문에서는 PC 에서만 가능하다고 여겨지던 3D 경영 시뮬레이션 게임을 모바일에 접목해 보고자 하였다. 시공간의 제약이 없으며 간편성과 이동성을 가진 모바일 게임의 장점을 살리며 3D 게임의 현실감, 시뮬레이션 게임의 재미를 모두 가질 수 있는 게임을 제작하고자 하였다. 게임의 기본적인 줄거리에는 고구려의 역사적 사건을 넣어서 게임을 하면서 고구려의 역사를 직접 느껴보도록 하였다. 세금의 단위나 정책에 관한 내용은 고구려의 실제 역사적 내용을 따랐으며 게임의 중간 중간에 시행되는 고구려의 정책 결정 과정을 통하여 고구려 왕의 생각과 흐름을 느끼도록 하였다. 게이머는 왕을 보조하는 입장에서 고구려의 정책을 간언할 수 있으며 왕의 정책을 지지할 수도, 반대할 수도 있다. 시간의 변화에 따라 왕도 변화하며 왕족의 계도도 고구려의 수순을 따르며, 왕의 역사적인 주요 정책도 게임을 통하여 자연스럽게 적용된다. 이로써 단순한 도시 경영이 주 테마가 아닌 고구려의 역사적 배경을 자연스럽게 삽입한 게임을 제작함으로써 게임의 사실성을 높였으며 한국적인 그래픽과 음악을 삽입하여 통적인 감각을 살렸다. 전본 논문에서는 3D 경영 시뮬레이션 게임 [한고을]의 전체적인 구성과 본 게임의 알고리즘을 소개하고 있다. 본 게임 개발의 가장 큰 목적은 모바일 기반의 3D게임 개발을 통한 사실적인 게임을 제작하고 탄탄한 스토리를 가진 게임 제작이다. 그러나 역사적인 내용을 사용함으로써 부가적으로 교육적인 효과도 있었다. 이 게임개발을 계기로 하여 급속하게 성장하고 있는 모바일 컨텐츠 시장에서도 컨텐츠의 수가 아닌 질적인 증가가 이루어 졌으면 하는 바램을 가진다.

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Men's Jewelry using Mario Botta's Architectural Images (마리오 보타의 건축이미지를 이용한 남성장신구)

  • Park, Seung-Chul;Ryu, Ki-Hyun
    • The Journal of the Korea Contents Association
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    • v.9 no.8
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    • pp.231-236
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    • 2009
  • Men's jewelry are thought to have a limited role as assisting women's jewelry or wedding gifts. The variety of designs are limited, and most of them are just copies of Japanese designs. In order to bring out a new kinds of variety in men's jewelry design, I have chosen architectural structures as a motif. Architectural structures have strong symbolical meanings that express man. They are powerful and challenging, and symbolize wealth and authority. Mario Botta, the wolrd famous architect is an architect with this kind of spirit. His architectural style does not lose his own color in a chaotic situation, but keeps the feeling of shape and space on the basis of locality. In this study I have started with a motif that may express specific and modem feelings by compressing the shape and spatial images of Mario Botta's structures minimally into men's jewelry in order to grope the possibilities in all aspects. I have done these in order to rediscover the beauty of the architectural structures by using the shape and spatial images that are found in Botta's structures, so that I may propose a new kind of men's jewelry with stresses on their shapes.

Guillain-Barre Syndrome After Resection of Lung Cancer (폐암절제 후 발생한 기엥-바레 증후군)

  • Hyung-Ho Choi;Bo-Young Kim;Bong-Suk Oh;Hong-Joo Seo;Young-Hyuk Lim;Jeong-Jung Kim
    • Journal of Chest Surgery
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    • v.35 no.11
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    • pp.835-838
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    • 2002
  • A 68-year-old man with Guillain-Barre syndrome after the resection of right upper lobe for squamous cell lung cancer is presented. He developed a sudden, symmetric, extremity weakness, respiratory insufficiency, and sensory ataxia on postoperative day 6. He was intubated emergently and placed on a ventilator. Electrodiagnostic studies were performed on days 2, 20, and 40 following the onset of weakness. Motor nerve conduction abnormalities were the predominant findings. Prolonged motor distal latencies, temporal dispersion, and partial motor conduction blocks were present and formed the diagnostic features of Guillain-Barre syndrome. With supportive care and additive use of intravenous immunoglobulin, the illness resolved 6 weeks later after the onset of weakness.

Development of Home Training System with Self-Controlled Feedback for Stroke Patients (키넥트 센서를 이용한 자기통제 피드백이 가능한 가정용 훈련프로그램 개발)

  • Kim, Chang Geol;Song, Byung Seop
    • Journal of Korea Society of Industrial Information Systems
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    • v.18 no.1
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    • pp.37-45
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    • 2013
  • Almost of stroke patients who experience aftereffects such as motor, sensory and cognitive disorders have to take some rehabilitation therapies. It is known that the consistent training for rehabilitation therapy in their home is more effective than rehabilitation therapy in hospital. A few home training programs were developed but these programs don't give any appropriate feedback messages to the client. Therefore, we developed a home training program which can provide appropriate feedback message to the clients using the Kinect sensor which can analyze user's 3-D dimensional motion. With this development, the client can obtain some feedback messages such as the knowledges of performance, results and self-controlled feedback. The program will be more effective than any existing programs.

A Study on Methods for the Visualization of Stage Space through Stage Lighting (무대조명을 통한 무용 예술의 무대공간 시각화 방안 연구)

  • Lee, Jang-Weon;Yi, Chin-Woo
    • Journal of the Korean Institute of Illuminating and Electrical Installation Engineers
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    • v.23 no.4
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    • pp.16-28
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    • 2009
  • Stage art basically builds upon the essence of "seeing," and at the same time, possesses relativity in showing and seeing. Stage lighting uses artificial light to solve the essence of "seeing", which is the foundation of stage art, and coming into the modern age, its role has been enhanced to an important medium for visual expression in stage art, due to the lighting tools that developed at a rapid pace along with the discovery of electricity, as well as the development of optics. Therefore, not only does lighting use a medium known as light in a field of stage art that gives mental and emotional inspiration to the audience, and aesthetically expresses time and space. In other words, stage lighting is a complex function of light engineering (technology and science) and aesthetic sense (feeling and art). This study aims to do research on methods for the visualization of stage space through lighting, mainly focused on dancing. I have studied the basics of stage lighting, its relations with other fields of stage art, and the functions and characteristics of lighting. Results show that lighting could be used to maximize the visualization of dancing and emphasizing the artistic growth of lighting and its ability to aesthetically express and I came to the following conclusions. First, lighting uses the forms and directions of light that various tools are able to produce in order to visualize the space on stage, and can maximally express the image that the work seeks. Second, it is possible to use lighting, through the movement of light, as a visual representation of the configuration of space in dancing works. Third, through the expression of visual and spatial aspects created by light, the work's dramatic catharsis can bring out mental and emotional feelings form the audience. Fourth, lighting can be seen not as a supporting role, but as an original visual design. To conclude, in order for lighting to be freed form the simple function of "lighting up the stage," which a majority of people think is common knowledge, and grow as one area in art, lighting designers must understand the intentions of the choreographer and the work with creativity and artistry they must consider light and color as an aesthetic language in order to heighten the effects of the work and allow it to partake as one element of work creation, so that lighting will be treated as a form of art.

Exploration of Neurophysiological Mechanisms underlying Action Performance Changes caused by Semantic Congruency between Perceived Action Verbs and Current Actions (지각된 행위동사와 현재 행위의 의미 일치성에 따른 행위 수행 변화의 신경생리학적 기전 탐색)

  • Rha, Younghyoun;Jeong, Myung Yung;Kwak, Jarang;Lee, Donghoon
    • Korean Journal of Cognitive Science
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    • v.27 no.4
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    • pp.573-597
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    • 2016
  • Recent fMRI and EEG research for neural representations of action concepts insist that processing of action concepts evoke the simulation of sensory-motor information. Moreover, there are several behavioral studies showing that understanding of action verbs or sentences describing actions interfere or facilitate current action performance. However, it is unclear that online interaction between processing of action concepts and current action is based on the simulation of sensory-motor information, or other neural mechanisms. The present research aims to explore the underlying neural mechanism that how the perception of action language influence the performance of current action using high-spacial temporal resolution EEG and multiple source analysis techniques. For this, participants were asked to perform a cued-motor reaction task in which button-pressing hand action and pedal-stepping foot action were required according to the color of the cue, and we presented auditorily action verbs describing the responding actions (i.e., /press/, /step/, /stop/) just before the color cue and examined the interaction effect from the semantic congruency between the action verbs and the current action. Behavioral results revealed consistently a facilitatory effect when action verbs and responding actions were semantically congruent in both button-pressing and pedal-stepping actions, and an inhibitory effect when semantically incongruent in the button-pressing action condition. In the results of EEG source waveform analysis, the semantic congruency effects between action verbs and the responding actions were observed in the Wernicke's area during the perception of action verbs, in the anterior cingulate gyrus and the supplementary motor area (SMA) at the time when the motor-cue was presented, and in the SMA and primary motor cortex (M1) during action execution stage. Based on the current findings, we argue that perceived action verbs evoke the facilitation/inhibition effect by influencing the expectation and preparation stage of following actions rather than the directly activating the particular motor cortex. Finally we discussed the implication on the neural representation of action concepts and methodological limitations of the current research.