• Title/Summary/Keyword: 베타파

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EEG Analysis of Human exposed to interior noise of KTX and Saemaul-ho (KTX 와 새마을호의 실내소음에 노출된 인간의 뇌파 분석)

  • Ryu, S.A.;Jang, Y.S.;Park, K.C.
    • Journal of Power System Engineering
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    • v.16 no.5
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    • pp.20-25
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    • 2012
  • 오늘날 고속 철도는 중요한 교통수단으로 사용되고 있다. 주행거리 단축을 위해 직선 선로를 만드는 것이 불가피해 졌고 그에 따라 터널과 교량의 구간이 늘어나게 되었다. 특히 터널 통과 시에 발생되는 실내 소음은 운행 속도, 운행 구간 레일의 종류 등 여러 가지 원인에 의해 야기되어 진다. 실내소음으로 인해 철도를 이용하는 승객의 쾌적한 환경에 많은 영향을 미치게 된다. 이에 본 연구에서는 KTX와 새마을호의 터널 통과 시 발생되는 소음이 피험자에게 미치는 영향을 EEG를 통해 살펴보았다. 먼저 터널 통과 시 KTX와 새마을호의 실내 소음을 실제로 측정하여 크기, 주파수별로 분석하였다. 측정된 실내 소음을 피험자에게 제시하였을 때 나타나는 EEG를 측정하였다. EEG의 분석에 대해서는 불안, 긴장 등 스트레스를 받을 때 강하게 나타나는 ${\beta}$파의 변화를 관찰한 결과를 제시하였다.

Drift Motion Analyses for a FPSO with Spread Mooring Systems (다점 계류된 원유 저장선에 대한 표류 운동 해석)

  • 이호영;임춘규;신현경
    • Proceedings of the Korea Committee for Ocean Resources and Engineering Conference
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    • 2001.05a
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    • pp.222-227
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    • 2001
  • The time simulation of slow drift motions of moored FPSO in waves is presented. The equation of motion based on Cummin's theory of impulse responses are employed, and are consisted of horizonal plane -surge, sway and yaw. The added mass coefficients, wave damping coefficients, first order wave exciting forces and the second order wave drift forces involved in the equations are obtained from a three-dimensional panel method in the frequency domain. The mooring lines are modeled quasistatically as catenary for chains and touchdown. As for numerical example, time domain analyses are carried out for a box-type FPSO in long crest irregular wave condition.

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Environmental Radioactivity Prior to the Kori Nuclear Power Plant Operation

  • Pak, Chan-Kirl;Yang, Kyung-Rin
    • Nuclear Engineering and Technology
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    • v.10 no.1
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    • pp.13-25
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    • 1978
  • The present paper deals with the measurement of the environmental radioactivity at the Kori nuclear Power Plant site area for the Period of six years from December 1970 to December 1976. Gross alpha activity was measured in samples of airborne particulate. Gross beta measurement was performed on soil, water, airborne perticulate, pine needle, precipitation, fallout (gummed acetate paper) and various foodstuffs. Radioactivities of strontium-90 and cesium-l37 were determined by means of radiochemical analyses in samples of spinach, cabbage, barley, rice in terrestrial food, sea eel, shell fish, dulse, green laver in marine product and milk, and of fallout (cloumn), Furthermore, tritum was also analyzed in water sample of well, stream and sea by electrical enrichment.

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Brain laterality and whole brain EEG on the learning senses (학습감각에 대한 뇌의 분화성과 통합성 뇌파연구)

  • Kwon, Hyungkyu
    • Journal of the Korean Data and Information Science Society
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    • v.26 no.1
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    • pp.55-64
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    • 2015
  • The present study identified the brain based learning activities on the individual learning senses by using the brain laterality and the whole brain index. Students receive the information through the visual, auditory, and kinesthetic senses by Politano and Paquin's (2000) classification. These learning senses are reflected on brain by the various combinations of senses for learning. Measuring the types of the learning senses involving in brain laterality and whole brain is required to figure out the related learning styles. Self-directed learning involved in the learning senses shows the problem-based learning associated to the brain function by emphasizing the balanced brain utilization which is known as whole brain. These research results showed the successful whole brain learning is closely associated with elevated auditory learning and elevated visual learning in sensorimotor brainwave rhythm (SMR) while it shows the close association with elevated kinesthetic and elevated visual learning in beta brainwave rhythm.

The Influence of Number of Targets on Commonness Knowledge Generation and Brain Activity during the Life Science Commonness Discovery Task Performance (생명과학 공통성 발견 과제 수행에서 대상의 수가 공통성 지식 생성과 뇌 활성에 미치는 영향)

  • Kim, Yong-Seong;Jeong, Jin-Su
    • Journal of Science Education
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    • v.43 no.1
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    • pp.157-172
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    • 2019
  • The purpose of this study is to analyze the influence of number of targets on common knowledge generation and brain activity during the common life science discovery task performance. In this study, 35 preliminary life science teachers participated. This study was intentionally made a block designed for EEG recording. EEGs were collected while subjects were performing common discovery tasks. The sLORETA method and the relative power spectrum analysis method were used to analyze the brain activity difference and the role of activated cortical and subcortical regions according to the degree of difficulty of common discovery task. As a result of the study, in the case of the Theta wave, the activity of the Theta wave was significantly decreased in the frontal lobe and increased in the occipital lobe when the difficult difficulty task was compared with the easy difficulty task. In the case of Alpha wave, the activity of Alpha decreased significantly in the frontal lobe when performing difficult task with difficulty. Beta wave activity decreased significantly in the frontal lobe, parietal lobe, and occipital lobe when performing difficult task. Finally, in the case of Gamma wave, activity of Gamma wave decreased in the frontal lobe and activity increased in the parietal lobe and temporal lobe when performing the difficult difficulty task compared to the task of easy difficulty. The level of difficulty of the commonality discovery task is determined by the cingulate gyrus, the cuneus, the lingual gyrus, the posterior cingulate, the precuneus, and the sub-gyral where it was shown to have an impact. Therefore, the difficulty of the commonality discovery task is the process of integrating the visual information extracted from the image and the location information, comparing the attributes of the objects, selecting the necessary information, visual work memory process of the selected information. It can be said to affect the process of perception.

An Experimental Study of Stereoscopic Image and Fatigue Effect for 3D Video Game: Linking Cerebral Physiologic Measure (3D게임의 입체영상효과와 피로도에 대한 실험연구: 뇌생리학 측정의 결합)

  • Jang, Han Jin;Noh, Ghee Young
    • Journal of Korea Game Society
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    • v.13 no.3
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    • pp.5-18
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    • 2013
  • This study analyzed the effect by comparing it with 2D game using playtest experimental treatment methodology to verify the video effect, materiality and fatigue effect of 3D video game. First, for the hypothesis to verify the difference of video experience of users for 3D and 2D games, visual clarity was rejected, but materiality, tangibility and presence hypotheses were all accepted. Second, it was shown that there was no difference in eye fatigue and physical fatigue in 3D and 2D games. It was different from results of existing research which claimed that fatigue occurred due to video distortion occurring in 3D video and fatigue inducing factors. Third, the results of measurement of changes in brain wave occurring in the course of playing 3D and 2D games showed that there was no difference in average amplitude of EEG alpha wave, but EEG beta wave occurred in higher amplitude. This study proved the cerebral physiological change and difference in the process of experience to use 3D video game by complementing the methodology in measurement in EEG brain wave in the traditional experimental method.

Evaluations on Driver's Sensibility Changes by Sudden Start and Sudden Stop Conditions in Driving Simulator (자동차 시뮬레이터에서의 급출발 및 급제동에 따른 운전자 감성 평가)

  • 전효정;민병찬;성은정;김철중
    • Science of Emotion and Sensibility
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    • v.5 no.4
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    • pp.51-57
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    • 2002
  • The purpose of the study was to measure and compare driver's psychophysiological responses in different driving conditions through driving simulator. Twelve male adults(more than 1 year of driving experience) were assigned to four different driving conditions, such as normal speed(70㎞/h), sudden start(0㎞/h→70㎞/h), and sudden stop(70㎞/h→0㎞/h), and their simulator sickness, subjective pleasantness and arousal, EEG, ECG, skin temperature, and GSR were measured. Subjective and physiological evaluations were executed before and after driving in each condition. The results showed that subjective pleasantness and arousal increased in sudden stop and sudden start conditions, relative to stop and normal speed conditions. As the central nervous responses, beta wave increased and alpha wave decreased in sudden stop and sudden start conditions, relative to stop and normal speed conditions. With regard to the autonomic responses, heart rate and GSR increased, while skin temperature decreased in sudden stop and sudden start conditions, which means an activation of sympathetic nervous system. The results suggested that based upon observation of the distinctive psychophysiological changes by driving conditions, it is possible to evaluate the human sensibility in dynamic environment.

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Illuminance Effects Affecting to Cognitive Ability of the Elderly (고령자의 인지력에 미치는 조도의 영향)

  • Kim, Myung-Ho
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.20 no.3
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    • pp.507-512
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    • 2019
  • To study how illuminance affects cognitive ability of the elderly, the elderly's EEG, concentration, HRV and vibra image were measured in a test room with temperature $25[^{\circ}C]$, relative humidity 50[RH%] and air flow speed 0.02[m/sec] by varying illuminance to 100[lux], 300[lux], 600[lux], 1000[lux] and 1500[lux]. Ten active elderly males were selected as subjects. Experiment condition was fixed as 1met of activity amount where the subject is seated and relaxed with cloth amount of 0.7clo. As a result, 1000[lux] was found out to be the most pleasant illuminance for the elderly, because $M{\beta}$ increased by 66.35%, and $S{\alpha}$ increased by 31.57% when the elderly was under 1000[lux] of illuminance. Also, concentration under 1000[lux] increased by 8.83% compared to 100[lux], and the pattern of concentration maintained uniformly. SDNN increased by 74.94% under 1000[lux] compared to 100[lux]. Nervousness decreased by 97.23% under 1000[lux] compared to 100[lux]. Moreover, HRT notably increased and aggression remarkably decreased under illuminance of 1000[lux]. Thus, based on the fact that comfort, concentration and heart stability of the elderly reach the highest under 1000[lux], it is determined that the illuminance has to be considered foremost in designing the elderly's welfare facilities to raise their safety and level of independence.

Experimental Analysis of the Healing Effect of Visual Forest Stimulation in Digital Environment (디지털 환경에서 시각적 산림자극의 치유효과에 대한 실험적 분석)

  • Il-Doo Kim;Won-Soep Shin
    • Korean Journal of Environment and Ecology
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    • v.37 no.6
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    • pp.473-483
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    • 2023
  • This study was conducted to find out the psychological or physiological healing effects of real natural forests and virtual forest experiences using virtual reality (VR) in an artificially-controlled digital environment. To find out this, 81 healthy undergraduate students from C University were experimented on visual forest stimulation effects in the digital environment from September 5 to December 9 in 2022. The experiment evaluated the psychological and physiological healing effects of visual forest stimulation in the digital forest environment (2D, 3D). The SRI (stress response inventory) experiment for analyzing psychological effect showed statistically significant differences among groups. As for the SRI experiment for measuring psychological stress, except Control group, 2D group in the digital environment showed little difference before and after the experiment. But 3D group showed less stress than before. As a result, it was proved that visual forest stimulation in a forest-based digital environment (2D, 3D) reduces psychological stress significantly. And when analyzing how visual forest stimulation changes EEG (electroencephalogram) in the digital environment, alpha waves (RA), which are activated during relaxation or stabilization, were more active than beta waves (RB), which are activated during tension or awakening. This study is expected to be used to create a psychological and physiological healing environment for those who cannot go to a natural forest due to mobility difficulties by providing them visual forest stimulation experiences in a digital environment. It is also expected that the results will be the basis for forest healing in the digital environment and virtual reality programs will help forest healing activities.

Quantitative Electroencephalogram Alteration by Ventilation Volume of Hyperventilation (과호흡의 환기량에 따른 뇌파의 변화)

  • Kim, Young-Sik;Choi, Hyun-Ju
    • Journal of Life Science
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    • v.19 no.12
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    • pp.1829-1835
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    • 2009
  • Hyperventilation (HV) is routinely induced in order to activate brain waves during an electroencephalogram (EEG). The aim of this study was to examine the effects of HV conditions on EEG and suggested basic data for the standardized procedure. Three degrees of HV were induced for 5 minutes with a ventilation volume of 160 ml/min (control group), 240 ml/min, and 300 ml/min in rats. Powers of delta, theta, alpha, and beta waves were examined by a quantitative EEG. The results showed that there was no significant difference in the powers of all EEG waves between the control and 240 ml/min groups. However, a notable change in EEG powers during HV induced by a ventilation volume of 300 ml/min was observed in the frontal cerebral region as follows: power of the delta was increased by 12.8% (p<0.01), powers of the theta, alpha and beta were decreased by 41.3% (p<0.01), 48.6% (p<0.05), and 41.9% (p<0.05), respectively. Therefore, it is concluded that an increase of about 90% of the normal ventilation volume might be adequate for the hyperventilation, and a useful parameter for evaluation of the qualified hyperventilation might be an alteration of the frontal EEG powers.