• Title/Summary/Keyword: 스마트 글러브

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Effect of 'RAPAEL Smart Glove's on Cognitive Function and Activities of Daily Living in Mild Cognitive Impairment (라파엘 스마트 글러브 적용이 경도인지장애 환자의 인지기능 및 일상생활 수행능력에 미치는 효과)

  • Kim, Yo-Han;Park, Si-Young;Jung, Jea-Hun
    • Journal of Society of Occupational Therapy for the Aged and Dementia
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    • v.12 no.2
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    • pp.75-85
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    • 2018
  • Objective : The purpose of this study aimed to find out about the impact of RAPAEL Smart Glove on cognitive function and Daily living. Method : While 15 experimental group was given 'RAPAEL Smart Glove', 15 control group was given traditional cognitive rehabilitation. LOTCA, NCSE and MBI were taken to assess cognitive function and activities of daily living of two group before and after each intervention. Result : Cognitive function and Activities of Daily Living of both experimental group and control group presented statistically significant difference before and after each intervention(p<.05). But Statistically, the experiment group presented a significant improvement. Conclusion : The result of this study indicates that the existing rehabilitation treatment and 'RAPAEL Smart Glove' together can produce good effect on cognitive function and activities of Daily Living of mild cognitive impairment patient.

Smart Glove Gimbal Control that Improves the Convenience of Drone Control (드론 제어의 편의성을 향상한 스마트 글러브 짐벌 제어)

  • Lee, Seung Ho;Shin, Soo Young
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.6
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    • pp.890-896
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    • 2022
  • In this paper, gimbal camera control through smart gloves was implemented to increase convenience and accessibility to the control of drones used in various fields. Smart gloves identify human gestures and transmit signals through Bluetooth. The received signal is converted into a signal suitable for the drone through a GCS (Gound Control Station). Signals from smart gloves are expressed in a quaternion method to prevent gimbal locks, but for gimbal cameras, conversion is required to use Roll, Pitch, and Yaw methods. The data conversion mission is performed in the GCS. The GCS transmits an input signal to the control board of the drone through Wi-Fi. The control board generates and outputs the transmitted signal in a PWM manner. The output signal is input to the gimbal camera through the SBUS method and controlled. The input signal of the smart glove averaged 0.093 s and up to 0.099 s to output to the gimbal camera, showing that there was no problem in real-time use.

Analysis of individual hand movement patterns of hand disorder patients using smart gloves (스마트 글러브를 이용한 손 마비환자 개인별 손 움직임 패턴 분석)

  • Hwang, Youngah;Moon, Mikyeong
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.07a
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    • pp.381-382
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    • 2020
  • 우리나라의 손 마비환자의 수는 매년 증가하고 있다. 병원에서 진행하는 일반적인 재활치료는 비용이 많이 들기 때문에 손 마비환자가 가정에서 재활운동을 하는 경우가 많아지고 있다. 본 논문에서는 손 마비환자들이 가정에서 재활운동을 할 시, 개인별 맞춤 케어를 제공해주기 위하여 스마트 글러브를 이용한 개인별 움직임 패턴을 분석하는 방법에 대해 기술한다. 손 마비환자는 움직임 패턴 분석을 통해 자신의 각 손가락 마비 정도를 정확히 인지할 수 있게 될 것으로 기대한다.

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Development of Smart Phone App. Contents for 3D Sign Language Education (3D 수화교육 스마트폰 앱콘텐츠 개발)

  • Jung, Young Kee
    • Smart Media Journal
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    • v.1 no.3
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    • pp.8-14
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    • 2012
  • In this paper, we develope the smart phone App. contents of 3D sign language to widen the opportunity of the korean sign language education for the hearing-impaired and normal people. Especially, we propose the sign language conversion algorithm that automatically transform the structure of Korean phrases to the structure of the sign language. Also, we implement the 3D sign language animation DB using motion capture system and data glove for acquiring the natural motions. Finally, UNITY 3D engine is used for the realtime 3D rendering of sign language motion. We are distributing the proposed App. with 3D sign language DB of 1,300 words to the iPhone App. store and Android App. store.

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Design of dataglove based multimodal interface for 3D object manipulation in virtual environment (3 차원 오브젝트 직접조작을 위한 데이터 글러브 기반의 멀티모달 인터페이스 설계)

  • Lim, Mi-Jung;Park, Peom
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.1011-1018
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    • 2006
  • 멀티모달 인터페이스는 인간의 제스처, 시선, 손의 움직임, 행동의 패턴, 음성, 물리적인 위치 등 인간의 자연스러운 행동들에 대한 정보를 해석하고 부호화하는 인지기반 기술이다. 본 논문에서는 제스처와 음성, 터치를 이용한 3D 오브젝트 기반의 멀티모달 인터페이스를 설계, 구현한다. 서비스 도메인은 스마트 홈이며 사용자는 3D 오브젝트 직접조작을 통해 원격으로 가정의 오브젝트들을 모니터링하고 제어할 수 있다. 멀티모달 인터랙션 입출력 과정에서는 여러 개의 모달리티를 병렬적으로 인지하고 처리해야 하기 때문에 입출력 과정에서 각 모달리티의 조합과 부호화 방법, 입출력 형식 등이 문제시된다. 본 연구에서는 모달리티들의 특징과 인간의 인지구조 분석을 바탕으로 제스처, 음성, 터치 모달리티 간의 입력조합방식을 제시하고 멀티모달을 이용한 효율적인 3D Object 인터랙션 프로토타입을 설계한다.

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Effect of Virtual Reality Rehabilitation Program with RAPAEL Smart Glove on Stroke Patient's Upper Extremity Functions and Activities of Daily Living (라파엘 스마트 글러브를 이용한 가상현실 재활프로그램이 뇌졸중환자의 상지 기능과 일상생활활동 수행에 미치는 영향)

  • Kim, Koun
    • Journal of The Korean Society of Integrative Medicine
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    • v.7 no.2
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    • pp.69-76
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    • 2019
  • Purpose : This study examined the effects of a virtual reality rehabilitation program on stroke patients' upper extremity functions and activities of daily living (ADL). Methods : The subjects were equally and randomly divided into an experimental group (n=16) to whom a virtual reality rehabilitation program was applied and a control group (n=16) who received traditional occupational therapy. The intervention was applied five times per week, 30 minutes per each time, for six weeks. Jebsen-Taylor hand function test was conducted and the subjects' Manual Function Test was measured to examine their upper extremity functions before and after the treatment intervention, and a Korean version of modified Barthel index was calculated to look at their activities of daily living. Results : After the intervention, the upper extremity functions and activities of daily living of the participants in both groups significantly improved (p<.05). However, the improvements in these parameters among the participants in the virtual reality rehabilitation program were significantly greater than those in the control group (p>.05). Conclusion : The virtual reality rehabilitation program is a stable and reliable intervention method for enhancing the upper limb functions and activities of daily living of stroke patients.

Proposal of Safe PIN Input Method on VR (VR 상에서의 안전한 PIN 입력 방법 제안)

  • Kim, Hyun-jun;Kwon, Hyeok-dong;Kwon, Yong-bin;Seo, Hwa-jeong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.23 no.5
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    • pp.622-629
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    • 2019
  • VR(Virtual Reality), which provides realistic services in virtual reality, provides a similar experience using a Head Mounted Display(HMD) device. When the HMD device is worn, it can not recognize the surrounding environment and it is easy to analyze the input pattern of the user with the Shoulder Surfing Attack(SSA) when entering the Personal Identification Number(PIN). In this paper, we propose a method to safeguard the user's password even if the hacker analyzes the input pattern while maintaining the user's convenience. For the first time, we implemented a new type of virtual keypad that deviates from the existing rectangle shape according to the VR characteristics and implemented the lock object for intuitive interaction with the user. In addition, a smart glove using the same sensor as the existing input devices of the VR and a PIN input method suitable for the rotary type are implemented and the safety of the SSA is verified through experiments.

The Effects of Virtual Reality-Based Task Training Using a Smart Glove on Upper Extremity Function and Activity of Daily Living in Stroke Patients (스마트 글러브를 이용한 가상현실기반 과제 훈련이 뇌졸중 환자의 상지 기능과 일상생활 수행에 미치는 영향)

  • Ko, Keun-Bum;Moon, Sang-Hyun
    • PNF and Movement
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    • v.17 no.3
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    • pp.369-378
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    • 2019
  • Purpose: This study investigated the effects of virtual reality-based task training (VRBTT) using a smart glove on upper extremity function and activity of daily living in stroke patients. Methods: Twenty-nine patients with chronic stroke disease were randomly allocated to two groups: the VRBTT group (n=14) and the control group (n=15). All patients received 30 minutes of standard occupational therapy, 5 times a week, for 8 weeks. The VRBTT group performed an additional 30 minutes of virtual reality-based rehabilitation training, 5 times a week, for 8 weeks. Results: Both groups showed significant improvements in upper extremity function, yielding an increase in FMA and K-WMFT (p<0.05). There was a more significant increase in the VRBTT group before and after interventions (p<0.05). There was no significant difference in MAS for the control group (p>0.05); however, there was a significant increase for the VRBTT group (p<0.05). In the activities of daily living, there was a significant difference in the values for K-MBI (p<0.05). In addition, both groups showed a significant increase for K-MBI and K-RNLI (p<0.05). Conclusion: This study showed that VRBTT using smart gloves can have a more positive effect on upper extremity function and activities of daily living in stroke patients than conventional intervention methods. A variety of virtual reality-based contents and glove-shaped wearable devices will help stroke patients in rehabilitation clinics recover and return to society.