• Title/Summary/Keyword: 신체분절

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The Visual Analysis of Myofascial Syndrome on Balance Posture (근육 근막 장애가 자세균형에 미치는 시각적 분석)

  • Park Young-Han
    • The Journal of Korean Physical Therapy
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    • v.9 no.1
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    • pp.177-184
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    • 1997
  • 1. The human body is the unification related to the powerful fascial network, I think. 2. Myofascial not only prevent and support the human body structure curdling but also keep the physical balance by dispersing traumatization properly. 3. Myofascial restriction will be developed into muscle deficiency and cause pains without releasing the muscle tension and the spasm. 4. Myofascial restriction affect and change the physical posture by losing the muscle elasticity and flexibility and by losing muscle supporting ability from gravitation. 5. The partial myofascial restriction affect the muscle and the adjoining joint supporting gravitation and cause the unbalance of the entire body.

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Implementation of Motion Analysis System based on Inertial Measurement Units for Rehabilitation Purposes (재활훈련을 위한 관성센서 기반 동작 분석 시스템 구현)

  • Kang, S.I.;Cho, J.S.;Lim, D.H.;Lee, J.S.;Kim, I.Y.
    • Journal of rehabilitation welfare engineering & assistive technology
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    • v.7 no.2
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    • pp.47-54
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    • 2013
  • In this paper, we present an inertial sensor-based motion capturing system to measure and analyze whole body movements. This system implements a wireless AHRS(attitude heading reference system) we developed using a combination of rate gyroscope, accelerometer and magnetometer sensor signals. Several AHRS modules mounted on segments of the patient's body provide the quaternions representing the patient segments's orientation in space. We performed 3D motion capture using the quaternion data calculated. And a method is also proposed for calculating three-dimensional inter-segment joint angle which is an important bio-mechanical measure for a variety of applications related to rehabilitation. To evaluate the performance of our AHRS module, the Vicon motion capture system, which offers millimeter resolution of 3D spatial displacements and orientations, is used as a reference. The evaluation resulted in a RMSE of 2.56 degree. The results suggest that our system will provide an in-depth insight into the effectiveness, appropriate level of care, and feedback of the rehabilitation process by performing real-time limbs or gait analysis during the post-stroke recovery process.

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Kinematic Analysis of Hurdling of Elite 110-m Hurdlers (엘리트 110m 허들선수의 세 번째 허들 넘기 동작에 대한 자세 분석)

  • Lee, Jin-Taek
    • Korean Journal of Applied Biomechanics
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    • v.19 no.4
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    • pp.761-770
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    • 2009
  • The purpose of this study was to observe the kinematic patterns of hurdling by domestic hurdlers and elite hurdlers from other countries in particular, we studied the hurdling motion and joint angles at the third hurdle in 110-m hurdle races. There were slight differences in the following variables at takeoff and landing: angle of the center of gravity(elite hurdler, $34.14^{\circ}$ domestic hurdler, $24.89^{\circ}$), angle variables the body angle(elite hurdler, $4.27^{\circ}$ domestic hurdler, $6.37^{\circ}$), the angle of trunk inclination(elite hurdler, $3.18^{\circ}$ domestic hurdler, $11.58^{\circ}$), and the hip angle(elite hurdler, $40.1^{\circ}$ domestic hurdler, $43.2^{\circ}$).

A Study of Theory and Form of Storytelling User Interface - Establishing Theory by Study of the Game Interface - (스토리텔링 유저인터페이스의 이론과 형태연구 - 게임인터페이스 연구를 통한 이론 정립 -)

  • Lee, Dae-Young;Sung, Jung-Hawn
    • Journal of Korea Game Society
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    • v.8 no.3
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    • pp.43-50
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    • 2008
  • UI design is growing in meaning and form itself through the development of hardware and contents. And it makes users accept its interface as a extension of the body and mind because of the substantial rapport of the user and contents with developing of device and graphic. In this study, we analyzed user interface in a view of digital storytelling by observing of its role within user and contents. Not only this, classifying and investigating story elements in the games for forming the theoretical basis of storytelling UI are enforced. For the case study of UI, we choose the game, Diablo, Half-Life, and Homeworld because the game is suitable for the application of node-type storytelling and effectively uses graphic and input unit. This analysis explains the interface has the contents data that divided or shared and it means the interface performs its part of story nodes, which are extracted from the story, and choice. And we analogized that the story elemental can be substituted and used practically for interface because the stories made through the thing that users and developers are in the space of coexistence by the interface. Storytelling UI will be a good way to make a most intriguing piece as a joyful spontaneous complex that use story node. It is worth by reason of making by user and discovering live inner story so that it can approach to the substance of the story.

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Implementation of Gait Analysis System Based on Inertial Sensors (관성센서 기반 보행 분석 시스템 구현)

  • Cho, J.S.;Kang, S.I.;Lee, K.H.;Jang, S.H.;Kim, I.Y.;Lee, J.S.
    • Journal of rehabilitation welfare engineering & assistive technology
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    • v.9 no.2
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    • pp.137-144
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    • 2015
  • In this paper, we present an inertial sensor-based gait analysis system to measure and analyze lower-limb movements. We developed an integral AHRS(Attitude Heading Reference System) using a combination of rate gyroscope, accelerometer and magnetometer sensor signals. Several AHRS modules mounted on segments of the patient's body provide the quaternions representing the patient segments's orientation in space. And a method is also proposed for calculating three-dimensional inter-segment joint angle which is an important bio-mechanical measure for a variety of applications related to rehabilitation. To evaluate the performance of our AHRS module, the Vicon motion capture system, which offers millimeter resolution of 3D spatial displacements and orientations, is used as a reference. The evaluation resulted in a RMSE(Root Mean Square Error) of 1.08 and 1.72 degree in yaw and pitch angle. In order to evaluate the performance of our the gait analysis system, we compared the joint angle for the hip, knee and ankle with those provided by Vicon system. The result shows that our system will provide an in-depth insight into the effectiveness, appropriate level of care, and feedback of the rehabilitation process by performing real-time limb or gait analysis during the post-stroke recovery.

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A Kinematic Comparison of Start Motion Between the Swimming and Fin-Swimming (수영과 핀수영 스타트 동작의 운동학적 비교)

  • Kim, Seung-Kwon
    • Korean Journal of Applied Biomechanics
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    • v.18 no.1
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    • pp.97-105
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    • 2008
  • The kinematic variables for swimming and fin-swimming start motions were analyzed and compared using 3-dimensional cinematography. For the swimming start, the arm segment moved towards the upper rear and trunk towards the upper front followed by a descent towards the lower front, while the fin-swimming start motion showed movement towards the lower front for all segments. The total body center of gravity for the swimming start showed horizontal movement far to the front followed by a rapid descent while the fin-swimming start showed close movement towards the lower front in a short period of time. Upon entering the water, the center of gravity for swimming showed high vertical velocities while fin swimming had high horizontal velocities. For both swimming and fin swimming, the upper extremity velocity had more influence on the total center of gravity velocity than the lower extremities. Flexion of the hip joint was observed before the jump for the fin swimming start while the swimming start showed two flexions in mid-air succeeding the jump. The flexion and extension movements at the knee joint during the fin-swimming start motion were shown to be larger and more rapid than those of fin-swimming.

A Study on Motion and Position Recognition Considering VR Environments (VR 환경을 고려한 동작 및 위치 인식에 관한 연구)

  • Oh, Am-suk
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.21 no.12
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    • pp.2365-2370
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    • 2017
  • In this paper, we propose a motion and position recognition technique considering an experiential VR environment. Motion recognition attaches a plurality of AHRS devices to a body part and defines a coordinate system based on this. Based on the 9 axis motion information measured from each AHRS device, the user's motion is recognized and the motion angle is corrected by extracting the joint angle between the body segments. The location recognition extracts the walking information from the inertial sensor of the AHRS device, recognizes the relative position, and corrects the cumulative error using the BLE fingerprint. To realize the proposed motion and position recognition technique, AHRS-based position recognition and joint angle extraction test were performed. The average error of the position recognition test was 0.25m and the average error of the joint angle extraction test was $3.2^{\circ}$.

Relative Position Estimation using Kalman Filter Based on Inertial Sensor Signals Considering Soft Tissue Artifacts of Human Body Segments (신체 분절의 연조직 변형을 고려한 관성센서신호 기반의 상대위치 추정 칼만필터)

  • Lee, Chang June;Lee, Jung Keun
    • Journal of Sensor Science and Technology
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    • v.29 no.4
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    • pp.237-242
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    • 2020
  • This paper deals with relative position estimation using a Kalman filter (KF) based on inertial sensors that have been widely used in various biomechanics-related outdoor applications. In previous studies, the relative position is determined using relative orientation and predetermined segment-to-joint (S2J) vectors, which are assumed to be constant. However, because body segments are influenced by soft tissue artifacts (STAs), including the deformation and sliding of the skin over the underlying bone structures, they are not constant, resulting in significant errors during relative position estimation. In this study, relative position estimation was performed using a KF, where the S2J vectors were adopted as time-varying states. The joint constraint and the variations of the S2J vectors were used to develop a measurement model of the proposed KF. Accordingly, the covariance matrix corresponding to the variations of the S2J vectors continuously changed within the ranges of the STA-causing flexion angles. The experimental results of the knee flexion tests showed that the proposed KF decreased the estimation errors in the longitudinal and lateral directions by 8.86 and 17.89 mm, respectively, compared with a conventional approach based on the application of constant S2J vectors.

Management for Cervical Instability (경추 불안정성의 관리)

  • Kim, Young-Min;Kim, Ho-Bong
    • The Journal of Korean Academy of Orthopedic Manual Physical Therapy
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    • v.11 no.1
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    • pp.74-91
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    • 2005
  • 척추의 기본적인 생체 역학적 기능은 신체 부분간의 운동을 허용하고 척수와 신경근을 보호하는 것으로서 이러한 기능을 수행하기 위해서는 척추의 역학적 안정성이 필수적이다. 척추의 안정체계는 수동적 근 골격계, 능동적 근 골격계, 그리고 신경계의 세 가지 하부체계로 나누어지며 이들 하부체계는 각각 독립적으로 안정성에 관여하고 있다. 경추의 불안정성의 문제는 비정상적으로 증가된 추간관절의 운동에 의해 염증성의 신경을 압박 또는 신장하거나 또는 통증수용기가 많이 분포하는 인대, 관절낭, 섬유륜과 종판에 비정상적인 변형을 일으키는 것을 말한다. 안정성의 장애는 근육의 기능적 측면에서 국소적 안정체계와 포괄적 안정체계의 문제로 구분할 수 있다. 불안정한 경추 환자의 임상적 양상은 일반적으로 머리가 앞으로 나오고 전방 전위된 자세로 견갑대와 승모근 상부의 과활동성을 나타낸다. 또한 능동운동은 감소되지 않으나 수동운동에서 분절의 회전운동과 병진운동의 증가와 종말감의 변화가 있다. 경추의 불안정성을 관리하기 위한 실험적 연구로 전반적인 근육 훈련, 고유수용기 훈련, 그리고 도수치료의 세 가지 주된 접근법이 있고 실제적인 접근법으로는 고유수용성 재활프로그램, 칼텐본-에반스 접근법, 그리고, 슬링운동법 등이 있다. 각 방법들은 임상에서 나름대로의 이점이 있으며 환자의 상태에 따라 이들 방법을 단독으로 또는 병행해서 적용할 수 있을 것이다. 그러나 경추에서 이러한 방법들의 효과를 입증하는 증거는 부족하여 앞으로 이러한 방법에 대한 임상적 경험보다는 그 효과를 입증할 수 있는 연구가 필요하다고 본다.

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The Effects of functional foot orthotics on the balance according to Foot Shape (기능성 발보조기의 족부형태별 균형유지에 미치는 영향)

  • Chai, S.W.;Park, K.Y.;Kim, Y.S.
    • Journal of rehabilitation welfare engineering & assistive technology
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    • v.5 no.1
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    • pp.47-52
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    • 2011
  • The functional loot orthoses, when wearing shoes, are in the direct contact with bottom of foots to improve and recover the correctness of abnormal lower limb musculoskeletal imbalance and the primary role of foot and also, it can act to keep the balance and weight of body and support the weakened region, so that it is very helpful to keep body balance for the standing position. In this paper, it was researched that foot orthoses which is accommodable for the function of impact absorption including the gait stability affect on the balanced performances of body in according to the formation and the material of foot part. Taking into account the balanced performances by using the sway velocity, the estimation and comparison of the effects on the balanced performances by each formation and material for foot orthoses was evaluated into significant values(p<0.006) in only the eye-opening posture with Firm state, In this posture, the static process performed by each foot formation reveals in order of normal foot(p<0.010), flat foot(p<0.000) and hollow foot(p<0.003) and then, on the base of each formation of foot part, the result that analyze the effects of the materials of foot orthoses on the balance performance appeared showing that soft materials is more effective on the normal foot and, on the other hand, rigid materials is more effective in balancing on flat foot and hollow foot.