• Title/Summary/Keyword: 시감각

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Effects of whole body movements in using virtual reality headsets on visually induced motion sickness (전신 움직임을 요구하는 컨트롤러가 가상현실 디바이스에서 시지각과 가상현실 멀미에 끼치는 영향)

  • Kim, Sung-ho;Shin, Dong-Hee
    • Journal of Digital Contents Society
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    • v.18 no.2
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    • pp.283-291
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    • 2017
  • Though new body movement based input system immerged in Virtual Reality (VR), VR still has a visually induced motion sickness (VIMS) problem to be accepted for users. VIMS are caused by changes in visually perceived movement that discord with vestibular system's sense of movement. Not only Head-body movements, but also hand gestures to make commands and torso movement can affect visual movement perception by enhancing immersion and its psychological product; presence. The question arises does whole body movement and hand gesture to make commands are more dominant to arousal, presence, and VIMS? To address this question, we conducted "2 (IV1; head-body movements only vs. whole body movements) * 1" between subject design experiment. The results showed that significant effect on whole body movements and arousal, marginally significant effect on presence. Eyewear usage was a moderator between hand gesture and presence relationship.

The Effect of Affordance of Metaverse Environment on Consumer Participation and Intention to stay (메타버스 환경의 어포던스가 소비자 참여와 체류의도에 미치는 영향)

  • Sang-Lee Cho
    • Journal of Industrial Convergence
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    • v.21 no.10
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    • pp.13-19
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    • 2023
  • This study classified sensory affordances, functional affordances, and perceptual affordances, and verified their effects on consumers' participation and intention to stay in the metaverse. As a result of the study, sensory affordance, functional affordance, and perceptual affordance all had a positive effect on consumer participation, and sensory affordance had the greatest effect. In addition, consumer participation was found to increase the intention to stay. Service companies that provide metaverse platforms will have to pay more attention to realizing virtual space through various senses and physical elements when building a metaverse in order to encourage customers to actively participate in the service process. Since services based on the 4th industry, the participation of consumers needs to be more actively reviewed. From the perspective of affordance, it is expected that the realistic implementation of the metaverse environment and the interaction with various contents or avatars in the space will increase consumer participation.

An Analysis on the Effects of Mathematics Learning through Tessellation Activities on Spatial Sense (테셀레이션(Tessellation)을 활용한 수학학습이 공간감각능력에 미치는 효과 분석)

  • Park, Hyun-Mee;Kang, Shin-Po;Kim, Sung-Joon
    • Journal of Elementary Mathematics Education in Korea
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    • v.11 no.2
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    • pp.117-136
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    • 2007
  • The purpose of this study was to analyze the effects of mathematics learning through tessellation activities on the improvement of spatial sense and to find out a better mathematics teaching method that could further develop spatial sense. For this purpose, the following questions were attempted; Can mathematics learning using tessellation activities develop spatial sense? In odor to test this hypothesis, twenty-four fifth graders of a class were selected at random. And the experimental group was divided into four groups according to gender and academic performance. The groups were protested and post-tested to determine results based on the quasi-experimental design(i.e. one-group pretest-post test design). The process of this study was checking spatial sense for a common evaluation of experimental group. In this study, tangram, pattern block, and GSP was used for mathematics learning through tessellation activities during each independent-study, discretion-activity, and math class. The instrument used in this study was a spatial sense test and pretest and post-test were implemented with the same instrument(i.e. K-WISC-III Activity Test). In conclusion, mathematics learning through tessellation activities with tangram, pattern block, and GSP is an effective teaching and learning method for the improvement of the spatial sense.

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인터뷰 - 광주.전남도회 이연풍 회장

  • 대한설비건설협회
    • 월간 기계설비
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    • s.295
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    • pp.52-56
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    • 2015
  • 전국 시 도회는 지난 해 개최된 총회를 통해 제9대 시 도회장을 새롭게 구성하고 각 지역에서 설비 건설업계 및 협회 발전을 위해 활발한 활동을 벌이고 있다. 이에 본지는 전국 시 도회장으로부터 사업계획을 듣는 코너를 연재하고 있다. 이번 호에는 이연풍 광주 전남도회 회장으로부터 광주 전남도회의 사업추진 현황과 향후 사업계획을 들었다. 날카로움과 자상함, 겸손과 풍류 등을 두루 갖춘 균형적인 감각으로 광주 전남도회를 이끌고 있는 이연풍 회장은 제8대에 이어 제9대까지 연임 중이다. 이연풍 회장은 인권 문화 경제를 삼각축으로 한 사람존중 생명도시 광주 전남지역의 힘찬 비상을 위해 회원사의 경쟁력 제고와 재도약 발판 마련에 적극 노력하고 있다.

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The Effects of Knee Sleeve with a Stimulation of Golgi Tendon Organ on One Leg Standing and Proprioception (무릎 슬리브 착용과 골지 건 기관 자극이 한 발 서기 동작과 고유수용성 감각에 미치는 영향)

  • Jeong, BoRa;Chang, YoonHee;Kim, GyuSeok;Ryu, JeiCheong;Ko, Chang-Yong
    • Journal of rehabilitation welfare engineering & assistive technology
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    • v.11 no.4
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    • pp.323-330
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    • 2017
  • Knee sleeve has been used for prevention of sport injuries as well as rehabilitation. To investigate prevention of sport injuries of knee sleeve, it is important to evaluate balance associated with proprioception. The aim of this study was to evaluate the effects of a knee sleeve with a pad that stimulate to golgi tendon organ (GTO_PAD) on proprioception and balance ability. Five healthy males were participated for the study. They were asked to reenact target angle with Biodex and perform one leg standing with knee sleeve and knee sleeve with GTO_PAD. There was no significant difference in %Target angle, but the value of %Target angle was higher in subjects wearing knee sleeve with GTO_PAD than only knee sleeve, except for one subject. During one leg standing, time duration was increased in subjects wearing knee sleeve with GTO_PAD. The length of center of pressure in x-axis (COPx) and COP in y-axis (COPy) were decreased when wearing knee sleeve with GTO_PAD (COPx : $162.06{\pm}58.99mm$ in knee sleeve vs. $149.03{\pm}45.30mm$ in knee sleeve with GTO_PAD, COPy : $310.79{\pm}115.89mm$ in knee sleeve, $291.57{\pm}76.53mm$ in knee sleeve with GTO_PAD). There was significant differences in INI_transition, steady, and LAT_transition phase (all, p < 0.05). These findings support that wearing knee sleeve with GTO_PAD might enhance proprioception and balance.

The Effect of Group Occupational Activity Program on Visual Perception and Motor Function of Children in Community Children Center (집단 작업 활동 프로그램이 지역아동센터 아동의 시지각 및 운동기능에 미치는 효과)

  • Kim, Hye-Jin;Kim, Eun-Young
    • The Journal of Korean Academy of Sensory Integration
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    • v.14 no.1
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    • pp.9-18
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    • 2016
  • Objective : The current study investigated the effectiveness of group occupational activity program in increasing visual-perception and motor function of children in Community Children Center. Methods : Five children aged between 6-9 years in a community children center participated in the group occupational activity program. The program was designed to facilitate children's visual-perception and motor function based on play occupations. We examined performances of MVPT-3 and BOT-2 before and after the program. Results : Children who participated in the group program showed significant increases in visual perception and motor function. Conclusion : The study revealed the effectiveness of group occupational activity program in promoting visual perception and motor function of children in a community children center, which suggests the possibility of application of occupational activity toward low-income children in the community.

The Effect of Vestibular Stimulation Activity on Visual Perception among University Students in the Age of Twenties (20대 대학생에서 전정계 자극 활동이 시 지각 과제 수행에 미치는 영향)

  • Ki-Hoon, Hong;So-Young, Hong
    • The Journal of Korean society of community based occupational therapy
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    • v.7 no.1
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    • pp.1-8
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    • 2017
  • Objective : The purpose of this study was to identify the effect of vestibular stimulation activity on visual perception. Methods : A total of 58 healthy adults in chungnam was participated in this study. I divided into the total 3 groups and studied. Group A was no vestibular stimulation, they sat on general chair and performed the visual perception task. Group B and C sat on general chair and ball chair respectively, after vestibular stimulation activity and they performed visual perception task. I measured the visual perception task with the time. Results : There was a significant difference between Group A and B and C. There was no significant difference between group B and C. Conclusion : The result shows that the vestibular stimulation activity is effective for an improvement in visual perception.

Comparison of absolute and relative thermal QST thresholds In the orofacial region of the young Korean women (젊은 한국 여성의 구강안면영역에서 절대적 온도역치와 상대적 온도역치간의 비교)

  • Kim, Ki-Suk
    • Journal of Oral Medicine and Pain
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    • v.38 no.4
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    • pp.367-372
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    • 2013
  • To diagnose sensory nerve damage, patient values for thermal stimuli as quantitative sensory test (QST) can be compared with the values of the general population (absolute reference data) or to values measured at contralateral unaffected side (relative reference data). It is well know that relative reference data are more sensitive for detecting sensory abnormality than absolute reference data. However it is still lack of the studies for comparisons between relative and absolute data. This study aimed to evaluate the validity of relative reference data and compare the sensitivities of the two approaches in the orofacial region. In 19 young Korean women as normal subjects, quantitative somatosensory thermotest were done in the forehead, cheek, mentum, lower lip and tongue tip bilaterally. After we get the standard deviations (SD) of average reference data and relative reference data, the ratios SD absolute data/SD relative data were calculated. Our study showed that relative reference data for side to side comparisons in the same patient have the high ratios than the absolute reference data, i.e. the side to side comparisons with relative reference data exhibit gain in sensitivity in assessment of sensory abnormality.

Disturbed Functional Asymmetry of Sensorimotor Cortex in Schizophrenia: A Study with Functional Magnetic Resonance Imaging (정신분열증에서 감각운동피질의 기능적 비대칭성의 장애: 기능적 자기공명영상을 이용한 연구)

  • Ahn, Kook-Jin;Chae, Jeong-Ho;Kim, Tae;Kim, Euy-Neyng;Lee, Jee-Mun;Choi, Kyu-Ho;Hahn, Seong-Tai
    • Investigative Magnetic Resonance Imaging
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    • v.4 no.1
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    • pp.52-57
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    • 2000
  • Purpose : The purpose of this study was to investigate the pattern of cerebral response to motor tasks in patients with schizophrenia compared with normal subjects using functional MRI. Materials and methods ; Nine right handed-schizophrenic patients and six right-handed normal subjects were included. We used right hand movement as task. Series of 120 consecutive echo-planar images per section were acquired during three cycles of task and rest activations. Lateralization index of cortical response was measured and compared between patients and normal subjects. Results ; Right hand motor task was associated with greater activation in left sensorimotor cortex than the right in normal subjects. Schizophrenia patients showed relatively decreased activation in left cortex and increased activation in right cortex compared with normal subjects. In one patient, reversed lateralization was noted. Conclusion : Normal hemispheric asymmetry of cortical response to motor task was found in different pattern in schizophrenia. Our result is consistent with functional disturbance of motor circuitry in this disorder. Functional MRI will play an important role in diagnosis and research of this disorder.

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Development of Rustling Sound Generator Using Reciprocating Motion and Evaluation of Its Fabric Sound (왕복운동에 의한 직물마찰음발생장치의 개발 및 이를 이용한 직물소리 평가)

  • Kim Chun-Jeong;Cho Gil-Soo
    • Science of Emotion and Sensibility
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    • v.9 no.2
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    • pp.133-140
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    • 2006
  • In order to investigate the sensation of the fabric sound simulating the real wear-condition, the fabric sound simulator using reciprocating friction was developed. Fabric sounds from 5 specimen were generated by the fabric sound simulator and recorded using high performance microphone. Physical sound parameters of fabrics including level pressure of total sound (LPT), level range (${\Delta}L$), and frequency differences (${\Delta}f$) were calculated. For psychological evaluation, seven adjectives for sound (softness, loudness, sharpness, clearness, roughness, highness, and pleasantness) were used as the semantic differential scale. Fabric sounds by reciprocating friction of nylon taffeta and polyester leno had the highest value of LPT and evaluated as loud, sharp, rough, and unpleasant while polyester ultra suede and silk crepe de chine haying the lower LPT and ${\Delta}f$ were perceived as soft and quite. Comparing with fabric sound by one-way friction, fabric sound by reciprocation friction was perceived as more sharp, loud, and rough. LPT was also the most important factor affecting the sensation of the fabric sound by reciprocating friction.

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