• Title/Summary/Keyword: 음악자극

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A Five-Senses Stimulation Program for preventing Senile Dementia Diseases (오감 자극 노인성 치매 예방 프로그램)

  • Chong, Min-Yeong;Park, Cheon-Gyu;Son, Myeong-Dong
    • Proceedings of the Korea Contents Association Conference
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    • 2010.05a
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    • pp.594-600
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    • 2010
  • As senile diseases increase with the aged increasing rapidly in an aging society, implementation of the aged long-term care insurance have an effect on the aged care and treatment. Though a decrease in prevalence rate can reduce social costs, the significance of that is overlooked. Especially, a program for a slight Alzheimer's disease and senile demetia in the spot of care facilities and welfare organs is nothing or a few programs which use only fragmentary techniques. So, In this paper, we propose a five-senses stimulation program for preventing senile dementia disease. It includes twenty processes stimulating five senses through proper harmony of senile dementia disease prevention techniques - hand exercises(sense of touch), remembrance therapy(sense of sight), cure recreation(sense of taste), music therapy(sense of hearing), gardening remedy(sense of smell).

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The Effect of Intervention on Improving Cognitive Function of Patients with Dementia in Korea : A Systematic Review of Randomized Controlled Trials (국내 치매환자의 인지기능 향상을 위한 중재의 효과: 무작위 대조군 실험연구의 체계적 문헌고찰)

  • Jung, Jae-Hun
    • Journal of Industrial Convergence
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    • v.19 no.5
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    • pp.91-102
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    • 2021
  • The purpose of this study was to systematically review about randomized controlled trials the characteristics and effect of cognitive function intervention for patient with dementia. We searched studies published from January 2010 to June 2021 in 5 databases. A total 1,104 studies were found and included 27 studies in final analysis. Methodological quality was assessment with the Cochrane's RoB(risk of bias) tool. Mini-Mental State Examination(MMSE) was the most used as the assessment tool for identifying the cognitive function. Cognitive function intervention were exercise, art, cognitive stimulation, reminiscence, music, multimodal cognitive rehabilitation, virtual reality, horticultural, computerized cognitive training, intentional snoezelen, beauty, cooking, korean traditional familiarity program. Most of the intervention except exercise 2, virtual reality 1, beauty 1 were effective in improving cognitive function. This study provided a clinical evidence for planning and implementing intervention for cognitive function intervention. In the future, various intervention studies suitable for the characteristics of dementia should be conducted by improving the quality of research methods.

The Effect of Static Balance on Colors and Music Tempo Stimulation for Normal Children (색과 음악 빠르기 자극이 정상 아동의 정적 균형에 미치는 영향)

  • Yu, Byong-Kyu;Kim, Kyung;Hwang, Jae-Su
    • The Journal of Korean Academy of Sensory Integration
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    • v.3 no.1
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    • pp.57-65
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    • 2005
  • Objective : The purpose of this study was to investigate the effect of sensory stimulation for static balance on normal children. Sensory input was consisted of colors, and music tempo stimulation. Methods : Participants were consisted of 20 normal kindergarten children ranging in age from six to seven years. The static balance was tested by a BPM(Balance Performance Monitor). In this study one-way ANOVA was used and the statistical significance level of results was determined at 0.05. Results : 1. According to color stimulation, there was no significant difference in static balance among red, yellow, green(p>0.05). 2. According to music tempo stimulation, there was no significant difference in static balance, among the high music tempo and low music tempo children in a general environment(p>0.05). 3. However, both green color and low music tempo stimulation have a little effect on static balance on normal children. Conclusion : These results indicate the possibility that the application method of green color and low music tempo stimulation may help in the improvement of static balance for the disabled children. This study will be used as the foundational data of therapeutic environment for the disabled children.

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The Effect of Nonpharmacologic Interventions on Behavioral and Psychological Symptoms of Dementia : A Meta-Analysis (치매환자의 행동심리증상에 비약물적 중재가 미치는 효과 - 메타분석)

  • Kwon, Mi-Hwa;Lee, Jae-Shin
    • The Journal of the Korea Contents Association
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    • v.17 no.6
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    • pp.540-550
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    • 2017
  • To investigate a variety of nonpharmacologic interventions have confirmed what the symptoms and effects, mainly interventions by acting on behavioral and psychological symptoms of dementia was conducted a meta-analysis. Data were collected from online search engines using search words from domestic and foreign article database. The researcher independently and among the pre-post experimental studies published from January 2000 to June 2016, recalled applying for the elderly with dementia presents the effect of treatment group and the control group RCT in this study were included in the study. The results of this meta-analysis showed that, effect size of the nonpharmacologic interventions of total -0.33, occupational therapy - 0.26, multi-sensory stimulation intervention -0.65 was significant beneficial effects to elderly with dementia(p<.05). According to interventions as a major affected the symptoms associated with behavioral problems, mainly aggression, memory-related problem behavior in the home-based program. Also, reminiscence therapy and occupational therapy is generally apathy, multi-sensory stimulation and music therapy was confirmed that there was a major change in behavior anxiety or agitation. The results of this study confirmed that various nonpharmacologic interventions were effective on behavioral psychological symptoms of dementia patients and confirmed the main symptoms of intervention.

Analyzing animation techniques used in webtoons and their potential issues (웹툰 연출의 애니메이션 기법활용과 문제점 분석)

  • Kim, Yu-mi
    • Cartoon and Animation Studies
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    • s.46
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    • pp.85-106
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    • 2017
  • With the media's shift into the digital era in the 2000s, comic book publishers attempted a transition into the new medium by establishing a distribution structure using internet networks. But that effort shied from escaping the parallel-page reading structure of traditional comics. On the other hand, webtoons are showing divers changes by redesigning the structure of traditional sequential art media; they tend to separate and allot spaces according to the vertical scroll reading method of the internet browser and include animations, sound effects and background music. This trend is also in accordance with the preferences of modern readers. Modern society has complicated social structures with the development of various media; the public is therefore exposed to different stimuli and shows characteristics of differentiated perceptions. In other words, webtoons display more relevant and entertaining characteristics by inserting sounds and using moving texts and characters in specific frames, while traditional comics require an appreciation of withdrawal and immersion like other published media. Motions in webtoons are partially applied for dramatic tension or to create an effective expression of action. For example, hand-drawn animation is adopted to express motions by dividing motion images into many layers. Sounds are also utilized, such as background music with episode-related lyrics, melodies, ambient sounds and motion-related sound effects. In addition, webtoons provide readers with new amusement by giving tactile stimuli via the vibration of a smart phone. As stated above, the vertical direction, time-based nature of animation motions and tactile stimuli used in webtoons are differentiated from published comics. However, webtoons' utilization of innovative techniques hasn't yet reached its full potential. In addition to the fact that the software used for webtoon effects is operationally complex, this is a transitional phenomenon since there is still a lack of technical understanding of animation and sound application amongst the general public. For example, a sound might be programmed to play when a specific frame scrolls into view on the monitor, but the frame may be scrolled faster or slower than the author intended; in this case, sound can end before or after a reader sees the whole image. The motion of each frame is also programmed to start in a similar fashion. Therefore, a reader's scroll speed is related to the motion's speed. For this reason, motions might miss the intended timing and be unnatural because they are played out of context. Also, finished sound effects can disturb the concentration of readers. These problems come from a shortage of continuity; to solve these, naturally activated consecutive sounds or animations, like the simple rotation of joints when a character moves, is required.

Development and effects of Nanta program using speech rhythm for children with limited speech sound production (말소리가 제한된 아동을 위한 말리듬을 이용한 난타 프로그램의 개발과 효과)

  • Park, Yeong Hye;Choi, Seong Hee
    • Phonetics and Speech Sciences
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    • v.13 no.2
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    • pp.67-76
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    • 2021
  • Nanta means "tapping" using percussion instruments such as drums, which is the rhythm of Samulnori, a tradtional Korean music. Nanta speech rhythm intervention program was developed and applied for the children with limited speech sound production and investigated its effect. Nanta program provided audible stimulation, various sound loudness and beats, and rhythms. Nanta program consists of three stages : Respiration, phonation and articulation with the rhythm. Six children with language development delay participated in this study. Children were encouraged to explore sounds and beats and freely express sounds and beats. Along with the rhythm, children also were encouraged to produce speech sounds by increasing the length of syllables in mimetic and imitating words. A total of 15 sessions were conducted twice a week for 40 minutes per session. For exploring the effectiveness, raw scores from preschool receptive-expressive scales (PRES) and receptive-expressive vocabulary test (REVT) were obtained and compared before and after therapy. The results demonstrated that significantly improved receptive (p=.027) and expressive language scores (p=.024) in PRES and receptive (p=.028) and expressive (p=.028) vocabulary scores following intervention using Wilcoxon signed-rank test.These findings suggest that the nanta rhythm program can be useful for improving language development and vocabulary in children with limited speech sound production.

A Study on Promotion Strategies for Examining Platforms of Convergence Contents (방송.통신 융합 환경에 적합한 다중 플랫폼 융합 콘텐츠 육성 전략)

  • Park, Soo-Ile;Shin, Dong-Pil;Chun, Sang-Kwon
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2009.01a
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    • pp.197-202
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    • 2009
  • 과학기술의 발달로 인한 사회 문화적 트렌드의 변화는 새로운 기회와 가능성을 제공해 주며, 정보통신기술은 통신과 방송, 통신과 콘텐츠 등 영역간의 경계를 허물며 융합을 가능하게 하고, 우리의 감성과 상상력을 자극하여 새로운 문화적 가능성을 열어주고 있다. 이러한 상황들은 방송 통신 융합이라는 이름으로 방송과 통신, TV와 PC 온라인과 오프라인 등의 모든 영역에서 다양한 노력이 진행되고 있다. 방송과 통신의 융합은 마치 역사상 신대륙의 개척 과정처럼 새로운 제품과 새로운 시장을 창출해내는 능력을 가지고 있기 때문에, 국내는 물론 세계의 모든 비즈니스 업체들은 이 기회의 땅을 향해 전력 질주하고 있다. 또한, 이에 따르는 콘텐츠의 융합 역시 괄목할만하며, 게임과 영화, 다큐멘터리와 드라마 등의 콘텐츠 간의 융합은 물론이고, 최근에는 모바일에서 영화를 제작하고, 게임과 소설 네트워크가 결합하고, 심지어는 게임 안에서 음악을 유통시키는 유통의 융합까지도 이뤄지고 있다. 이와 같은 다양한 융합의 확산은 미디어와 플랫폼의 등장뿐만 아니라 플랫폼 간 교차와 연결 및 통합이 가능한 미디어 전경(landscape)을 창출해 내고 있으며, 인터넷과 TV의 결합은 다양한 애플리케이션을 구현할 수 있는 전송 메커니즘을 서로 연결시켜 수많은 형태의 다중 플랫폼을 등장시키고 있다. 이로 인하여 방송 서비스와 인터넷 서비스가 네트워크나 전송 플랫폼의 구별 없이, 그리고 디바이스의 선택과 상관없이 활용되는 통합 플랫폼 환경이 폭 넓게 조성되고 있다. 따라서, 방송 통신 융합 환경에 적합한 다중 플랫폼 융합 콘텐츠는 사용자의 요구 및 새로운 비즈니스 모텔에 대한 요구를 만족할 수 있어야 하며, 일관된 기술로 통선 및 서비스간의 호환성을 유지하는 인터페이스의 표준화가 이루어져야한다. 방송 통신 융합 환경에 적합한 다중 플랫폼 융합 콘텐츠는 초고속 데이터 통신망을 활용하는 멀티미디어 및 IP 멀티캐스트 기능을 활용한 서비스들과 연계하여, 관련된 소재 산업들의 파급효과가 매우 크며, 관련 분야에 미치는 효과가 막대하므로, 이에 대한 적절한 육성전략을 고찰해보도록 한다.

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Implementation of Digital Folding Screen System for Information Visualization Based on Web (웹기반의 정보시각화를 위한 디지털 병풍 시스템 구현)

  • Choi, Jeong-Hee;Yun, Chang-Ok;Lee, Dong-Hoon;Yun, Tae-Soo
    • Journal of Korea Multimedia Society
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    • v.12 no.9
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    • pp.1342-1350
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    • 2009
  • Until today, the uses of digital display system mostly included demonstration, observation, and exhibition of simple images. The strengths were that the images that changes in line with the music played could be reinterpreted as a different work. Also, it could stimulate the sensibility of the users. However, the range of the uses of the system is very limited and users could easily lose their interest. Therefore, it is necessary to develop a system that could continuously induce and motivate user interaction. Therefore, the RSS based digital folding screen system proposed by this paper has an objective of being used as an interactive media system which overcome the limitations of former eight-sided folding screen used for simple observation purposes. It also applied the main function of RSS in which the user could collect and read newly registered messages without visiting the blogs or corresponding websites. Therefore, it is capable of sending the information needed by the user. Generally, we can observe the contents for mere observation purposes and when necessary, it could also be utilized for advertisement or exhibition purposes. It could also be used as a information transfer system in public facilities.

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A research on the media player transferring vibrotactile stimulation from digital sound (디지털 음원의 촉각 자극 전이를 위한 미디어 플레이어에 대한 연구)

  • Lim, Young-Hoon;Lee, Su-Jin;Jung, Jong-Hwan;Ha, Ji-Min;Whang, Min-Cheol;Park, Jun-Seok
    • 한국HCI학회:학술대회논문집
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    • 2007.02a
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    • pp.881-886
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    • 2007
  • This study was to develope a vibrotactile display system using windows media player from digital audio signal. WMPlayer10SDK system which was plug-in tool by microsoft windows media player provided its video and audio signal information. The audio signal was tried to be change into vibrotactile display. Audio signal had 4 sections such as 8bit, 16bit, 24bit, and 32bit. Each section was computed its frequency and vibrato scale. And data was transferred to 38400bps network port(COM1) for vibration. Using this system was able to develop the music suit which presented tactile feeling of music beyond sound. Therefore, it may provide cross modal technology for fusion technology of human senses.

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Recognition of the emotional state through the EEG (뇌파를 통한 감정 상태 인식에 관한 연구)

  • Ji, Hoon;Lee, Chung-heon;Park, Mun-Kyu;An, Young-jun;Lee, Dong-hoon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2015.05a
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    • pp.958-961
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    • 2015
  • Emotional expression is universal and emotional state impacts important areas in our life. Until now, analyzing the acquired EEG signals under circumstances caused by invoked feelings and efforts to define their emotional state have been made mainly by psychologists based on the results. But, recently emotion-related information was released by research results that it is possible to identify mental activity through measuring and analyzing the brain EEG signals. So, this study has compared and analyzed emotional expressions of human by using brain waves. To get EEG difference for a particular emotion, we showed specific subject images to the people for changing emotions that peace, joy, sadness and stress, etc. After measured EEG signals were converged into frequence domain by FFT signal process, we have showed EEG changes in emotion as a result of the performance analyzing each respective power spectrum of delta, theta, alpha, beta and gamma waves.

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