• Title/Summary/Keyword: 감각 피드백

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Virtual Object Weight Information with Multi-modal Sensory Feedback during Remote Manipulation (다중 감각 피드백을 통한 원격 가상객체 조작 시 무게 정보 전달)

  • Changhyeon Park;Jaeyoung Park
    • Journal of Internet Computing and Services
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    • v.25 no.1
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    • pp.9-15
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    • 2024
  • As virtual reality technology became popular, a high demand emerged for natural and efficient interaction with the virtual environment. Mid-air manipulation is one of the solutions to such needs, letting a user manipulate a virtual object in a 3D virtual space. In this paper, we focus on manipulating a remote virtual object while visually displaying the object and providing tactile information on the object's weight. We developed two types of wearable interfaces that can provide cutaneous or vibrotactile feedback on the virtual object weight to the user's fingertips. Human perception of the remote virtual object weight during manipulation was evaluated by conducting a psychophysics experiment. The results indicate a significant effect of haptic feedback on the perceived weight of the virtual object during manipulation.

Implementation of FES Cycling using only Knee Muscles : A Computer Simulation Study (슬관절 근육만을 이용한 FES 싸이클링 : 컴퓨터 시뮬레이션 연구)

  • 엄광문;김철승;하세카즈노리
    • Journal of the Korean Society for Precision Engineering
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    • v.21 no.8
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    • pp.171-179
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    • 2004
  • The purpose of this study is to generate cycling motion for FES (functional electrical stimulation) using knee muscles only. We investigated the possibility by simulation. The musculoskeletal model used in this simulation was simplified as 5-rigid links and 2 muscles (knee extensor and flexor). For the improvement of the present feedforward control in FES, we included feedback path in the control system. The control system was developed based on the biological neuronal system and was represented by three sub-systems. The first is a higher neuronal system that generates the motion command for each joint. The second is the lower neuronal system that divides the motion command to each muscle. And the third is a sensory feedback system corresponding to the somatic sensory system. Control system parameters were adjusted by a genetic algorithm (GA) based on the natural selection theory. GA searched the better parameters in terms of the cost function where the energy consumption, muscle force smoothness, and the cycling speed of each parameter set (individual) are evaluated. As a result, cycling was implemented using knee muscles only. The proposed control system based on the nervous system model worked well even with disturbances.

Development of the Training System for Equilibrium Sense Using the Unstable Platform (불안정판을 이용한 평형감각 훈련시스템 개발)

  • Piao, Yong-Jun;Yu, Mi;Kwon, Tae-Kyu;Hong, Chul-Un;Kim, Nam-Gyun
    • Journal of the Korean Society for Precision Engineering
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    • v.22 no.8 s.173
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    • pp.192-198
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    • 2005
  • In this paper, we propose a new training system for the improvement of equilibrium sense using unstable platform. The equilibrium sense, which provides orientation with respect to gravity, is important to integrate the vision, somatosensory and vestibular function to maintain the equilibrium sense of the human body. In order to improve the equilibrium sense, we developed the software program such as a block game, pingpong game using Visual C++. These training system for the equilibrium sense consists of unstable platform, computer interface and software program. The unstable platform was a simple structure of elliptical-type which included tilt sensor, wireless RF module and the device of power supply. To evaluate the effect of balance training, we measured and evaluated the parameters as the moving time to the target, duration to maintain cursor in the target of screen and the error between sine curve and acquired data. As a results, the moving time to the target and duration to maintain cursor in the target was improved through the repeating training of equilibrium sense. It was concluded that this system was reliable in the evaluation of equilibrium sense. This system might be applied to clinical use as an effective balance training system.

The Effect of Self-controlled Feedback on Proprioception in Elbow Flexion of Healthy Subjects (정상성인의 팔굽 굽힘 시 자기통제 피드백이 고유수용성감각에 미치는 영향)

  • Yoon, Jung-Gyu
    • Journal of the Korean Society of Physical Medicine
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    • v.7 no.4
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    • pp.493-500
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    • 2012
  • PURPOSE: The purpose of this study was to investigate effect of self-controlled feedback on proprioception in elbow flexion. METHODS: Thirty young adult volunteered to participate and were randomly assigned to one of three groups (self-controlled, yoked, control). Power and velocity in elbow flexion was measured by PRIMUS RS (BTE Tech., Hanover, U.S.A). Statistical analysis was used multivariate ANOVA to know effect of self-controlled feedback on proprioception in elbow flexion. Post hoc was used Scheffe. RESULTS: In acquisition phase to practice effect, variable errors in self-controlled group was significantly low scored more than yoked and control group. In retention phase to learning effect, variable errors in self-controlled group was significantly low scored more than yoked and control group. CONCLUSION: Self-controlled feedback was more effective on movement control when the learner could make a decision about receiving feedback after the trial. This seems to support the view that self-controlled feedback benefits learning, because learners can make a decision about feedback based on their performance on a given trial.

The Effects of the Bridge Exercise with the Sensory Feedback of Combined Abdominal Drawing-in on Transverse Abdominal and Balance in Patients with Stroke (감각피드백을 이용한 복부 드로잉-인을 결합한 교각 운동이 뇌졸중 환자의 배가로근과 균형에 미치는 영향)

  • Song, Gui-Bin
    • PNF and Movement
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    • v.17 no.1
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    • pp.19-29
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    • 2019
  • Purpose: This study was an investigation of the effects of the bridge exercise with the sensory feedback of combined abdominal drawing-in on transverse abdominal and balance in patients with stroke. Methods: Forty subjects were randomly assigned into two groups. Subjects in the bridge exercise group (BG, n = 20) or feedback drawing-in bridge exercise group (FDBG, n = 20) were studied for 30 minutes each, twice daily, for four weeks. Outcomes were measured using affected weight distribution (AWD), anterior limit of stability (ALOS), posterior limit of stability (PLOS), timed up-and-go test (TUG), the Berg balance scale (BBS), and transverse abdominis thickness (TRA) before and after the four-week intervention period. Results: There were significant effects in the FDBG pre-intervention and post-intervention in AWD, ALOS, PLOS, TUG, BBS, and TRA. Conclusion: The results of this study suggest that the bridge exercise with sensory feedback combined with abdominal drawing-in could be beneficial for patients with stroke in terms of transverse abdominal and balance.

Lexico-semantic interactions during the visual and spoken recognition of homonymous Korean Eojeols (한국어 시·청각 동음동철이의 어절 재인에 나타나는 어휘-의미 상호작용)

  • Kim, Joonwoo;Kang, Kathleen Gwi-Young;Yoo, Doyoung;Jeon, Inseo;Kim, Hyun Kyung;Nam, Hyeomin;Shin, Jiyoung;Nam, Kichun
    • Phonetics and Speech Sciences
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    • v.13 no.1
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    • pp.1-15
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    • 2021
  • The present study investigated the mental representation and processing of an ambiguous word in the bimodal processing system by manipulating the lexical ambiguity of a visually or auditorily presented word. Homonyms (e.g., '물었다') with more than two meanings and control words (e.g., '고통을') with a single meaning were used in the experiments. The lemma frequency of words was manipulated while the relative frequency of multiple meanings of each homonym was balanced. In both experiments using the lexical decision task, a robust frequency effect and a critical interaction of word type by frequency were found. In Experiment 1, spoken homonyms yielded faster latencies relative to control words (i.e., ambiguity advantage) in the low frequency condition, while ambiguity disadvantage was found in the high frequency condition. A similar interactive pattern was found in visually presented homonyms in the subsequent Experiment 2. Taken together, the first key finding is that interdependent lexico-semantic processing can be found both in the visual and auditory processing system, which in turn suggests that semantic processing is not modality dependent, but rather takes place on the basis of general lexical knowledge. The second is that multiple semantic candidates provide facilitative feedback only when the lemma frequency of the word is relatively low.

Effects of Audio-visual Entertainment and Soft Tissue Mobilization on Pressure Pain Thresholds, Psychophysiological parameters, and Brain waves in University Students with Tension-type Headache (긴장성 두통이 있는 대학생들에게 시청각적 엔터테인먼트와 연부조직 가동술이 압력통각역치, 바이오피드백, 뇌파에 미치는 영향)

  • Jung, Dae-In;Lee, Eun-Sang;Kim, Hyun-Joong
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.7
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    • pp.539-548
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    • 2020
  • TTH(tension-type headache) is the most common primary headache among adults. Long-term headaches cause chronic headaches and have a better impact on daily life. The purpose of this study is to compare the contributions to TTH through AVE(audio-visual entertainment) and STM(soft tissue mobilization) suitable for management of pathogenic and psychogenic factors of TTH. The participants of this study were from 30 people who complained of intermittent or persistent headaches for more than 6 months, and 10 participants each in the AVE group, STM group, and AVE plus STM group. In the assigned group, a total of 12 sessions were performed three times a week for 4 weeks after the baseline, followed by post-test. Outcome measures measured PPTs(pressure pain thresholds), psychophysiological parameters, and EEG(electroencephalogram). The measured results were analyzed for interaction between time and group through a two way rmANOVA(repeated measurement variance analysis). As a result of the PPTs, interaction was found in the results of the right trapezius (p<.05), and the more improvement was observed in the AVE group. Therefore, through AVE based on psychological factors rather than direct access to the muscles of pathogenic factors, a positive impact on the PPTs was shown, but the average value of the psychophysiological parameters and brain waves that were not statistically significant. The amount of change was observed. Through this, it is suggested that audio-visual stimulation could be considered in the management of TTH.

Effect of Sensory Feedback Balance Training using Pressure Sensor on the Static Balance of the Elderly (압력센서를 이용한 감각피드백 균형 훈련이 노인의 정적 균형에 미치는 효과)

  • Kwon, Il-Ho;Kim, Ho;Shin, Won-Seob
    • Journal of the Korean Society of Physical Medicine
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    • v.15 no.2
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    • pp.129-136
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    • 2020
  • PURPOSE: This study aimed to determine the most effective feedback condition for static balance in elderly subjects. METHODS: Thirty-eight elderly subjects (12 men and 26 women with a mean age of 77.21 years) participated in this study. They each completed a questionnaire on their general characteristics, excluding personal identification codes. The static balance ability of the participants was evaluated using a Wii Balance Board and the Balancia program (version 2.0). The following three feedback conditions were considered: condition 1 (tactile feedback), condition 2 (visual feedback), and condition 3 (no feedback). One-way repeated-measures analysis of variance was used for the comparisons according to sway length and sway velocity. The statistical significance level was set to α = .05 for all variables. RESULTS: Significant differences in the sway length and sway velocity were observed between the three conditions (p < .05). Significant differences in the sway length were noted in the order of conditions 1, 2, and 3 (p < .05), and significant differences in the sway velocity in the order of conditions 3, 2, and 1 (p < .05). CONCLUSION: Significant differences in static balance ability were observed between the three conditions. In this study, tactile feedback was found to be the most effective feedback for balance training. Owing to aging and impairment of the senses, such as that observed in the tactile receptors, visual receptors, and proprioceptors, it is recommended that elderly subjects participate in balance training.

A discussion from a multi-dimensional curriculum perspective on how to instruct the computational estimation of addition and subtraction (덧셈과 뺄셈의 어림셈 지도 방식에 대한 다차원 교육과정적 관점에서의 논의)

  • Do, Joowon;Paik, Suckyoon
    • The Mathematical Education
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    • v.59 no.3
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    • pp.255-269
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    • 2020
  • In this study, how to instruct the computational estimation of addition and subtraction was considered from the perspective of a 'intended-written-implemented' multi-dimensional curriculum. To this end, the 2015 revised elementary school mathematics curriculum as a intended curriculum and the 2015 revised first~sixth grade textbook as a written curriculum were analyzed with respect to how to instruct the computational estimation of addition and subtraction. As an implemented curriculum, a research study was conducted in relation to the method of instructing teachers about the computational estimation of addition and subtraction. As a result, first, it is necessary to discuss how to develop the ability to estimate and set it as a teaching goal and achievement standard in a separate curriculum to instruct it with learning content. Second, it is necessary to provide an opportunity to learn about various estimation methods by presenting specific activities so that students can learn the estimation itself in a separate operation method. Third, in order to improve the computational estimating ability of addition and subtraction, contents related to the computational estimation need to be included in the achievement criteria, and discussions on the expansion of the areas, and the diversification of the instructing time will be needed.

Feasibility of Virtual Reality for Enhancement of Upper Extremity Function Post Stroke (작업치료 임상에서 뇌졸중 환자의 상지기능 향상을 위한 가상현실 치료의 유용성에 관한 고찰)

  • Kwon, Jae-Sung;Yang, No-Yul
    • Therapeutic Science for Rehabilitation
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    • v.1 no.2
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    • pp.35-40
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    • 2012
  • The purpose of this review was to investigate feasibility of intensive virtual reality training to improve upper extremity function with brain plasticity of individuals with stroke through the literature. The recovery of the paretic upper extremity depends on regularity and intensity of training as use-dependent plasticity. In resent, virtual reality program has been widely used in the occupational therapy field of augmented stroke rehabilitation. There is a growing body of evidence that virtual reality training of the paretic extremity induces brain plasticity associated with motor improvement. In terms of therapeutic feasibility to improve paretic upper extremity, recent research has explored several important factors of virtual reality training for recovery of upper extremity motor function. These factors include high repetition intensity, high motivation like type of game, enhanced multisensory feedback regarding performance, and interactive task-oriented training. Therefore, occupational therapy combined with intensive and repetitive virtual reality training will enhance recovery of upper extremity motor function after stroke.