• Title/Summary/Keyword: 촉각 제시

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The Effects of Sensory Integration Intervention on Play in Children With Sensory Modulation Disorder (감각통합치료가 감각조절장애 아동의 놀이에 미치는 효과)

  • Kim, Jin-Mi;Kim, Kyeong-Mi
    • The Journal of Korean Academy of Sensory Integration
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    • v.7 no.1
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    • pp.1-12
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    • 2009
  • Objective : This study is to verify effect of a sensory integration (SI) intervention on sensory processing of children with sensory modulation disorder (SMD), and to explore how the SI intervention affect play, socialization, occupational performance and occupational satisfaction of those children. Method : Five children with developmental disabilities living in metropolitan were diagnosed as SMD by the Sensory History Interview (SHI) and Short Sensory Profile (SSP). The SMD children undergone the 48 sessions of 50 min intervention twice in a week for six months and took the Revised Knox Preschool Play Scale(RKPPS), Social maturity test, Canadian Occupational Performance Measure(COPM), and Japanese Sensory Inventory Revised(JSI-2) before- and after the intervention. The result data analyzed by the Wilcoxon matched-pair signed rank test. Results : All data of post-intervention differed significantly; RKPPS(Z=-2.023, p=.043), Social maturity test(Z=-2.023, p=.043); occupational performance(Z=-2.023, p=.043); satisfaction(Z=-2.032, p=.042); and tactile system of JSI-2(Z=-2.032, p=.042). Conclusions : The results advocate that sensory integration intervention is effective in improving tactile processing, play, socialization, occupational performance, and occupational satisfaction of child with SMD. It is found that sensory integration intervention improves not only one's occupational performance but also underlying components of the performance. In order to generalize this conclusion, further studies need to be done with more number of subjects and consideration of environmental factors. Striving for more reliable and valid methods of data collection is also suggested.

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A Study on Realistic Interface Elements for Improving the Flow in Screen Golf (스크린골프의 몰입 향상을 위한 실감 인터페이스 요소 연구)

  • Doo, Kyungil
    • Journal of Industrial Convergence
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    • v.19 no.1
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    • pp.71-77
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    • 2021
  • Screen Golf provides a more realistic interface to users by implementing sophisticated sensors and 3D graphics so that they can play golf in an environment almost identical to the actual golf course, to provide a sense of reality that goes beyond simply enjoying golf indoors. In addition, users who experienced this interface environment showed a tendency to feel the fun of golf more and become more immersed in golf. Therefore, it is most important to provide an effective realistic interface in screen golf. In this study, the meaning of screen golf as a tangible sport and various interface elements embodied in screen golf were summarized. Also the factors that enable users to feel reality and fun of actual golf to make users more immersed in screen golf were identified. For this, interface elements based on sensory elements were arranged in terms of visual, auditory, and tactile sense, and improvement plans and directions for providing effective sensory interfaces for screen golf were suggested through user FGI, targeting regular customers of Golfzone and KakaoVX screen golf, and in-depth interviews with experts. As a result of the analysis, it was confirmed that the course information including the yardage and the play situation-directed graphic are elements that make immersion in the visual aspect. In terms of tactile aspect, the fact that users actually use golf equipment, as well as the sense of existence of a physical interface that embodies various course environments and course setting appeared to be an important factor. In particular, in the auditory aspect, it was confirmed that providing customized services for each user through AI caddy implemented to resemble a actual caddy is the most effective way to immerse users in screen golf with greater fun and realism.

A research on feedback effect according to different sensory modality for attention recovery (집중력 회복을 위한 감각 모달리티 별 피드백에 대한 연구)

  • Hyun, Hye-Jung;Whang, Min-Cheol
    • Journal of the HCI Society of Korea
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    • v.2 no.1
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    • pp.41-47
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    • 2007
  • This study aims to empirically examine the effect of feedback on attention recovery. The role of feedback has been proven to be positive in particular to extend the limitation of attention resource. We studied the impact of feedback on attention by varying its type and modality. An experimental system was developed to observe how accurately the participants performed the pattern-matching task with differential feedback provided on a real-time basis based on the ADHD diagnostic model. Six university students participated in this study with 6 different feedback conditions and controlled conditions. The participants experienced the feedbacks before experiment. They was asked two hundred tasks in four feedback conditions. The difference of feedback effect according to different modality is to find within a subject. The results indicated that the combined feedback of cognitive with perceptual stimulus led better performance than the combined of perceptual feedbacks.

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The Effect of Sensory Integrative Intervention Focused on Proprioceptive-Vestibular Stimuli on Adaptive Response of Children With Sensory Defensiveness: Case Study (고유-전정감각 중심의 감각통합 중재가 감각방어 아동의 적응반응에 미치는 효과: 사례보고)

  • Park, Ji-Hoon;Kim, In-Sun
    • The Journal of Korean Academy of Sensory Integration
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    • v.9 no.2
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    • pp.29-39
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    • 2011
  • Objective : The purpose of this study is to verify the effect of sensory integrative intervention focused on proprioceptive-vestibular stimuli on adaptive response of children with sensory defensiveness. Methods : Subject of this study was a 6 years and 5 month old boy. The subject underwent a sensory integration (SI) treatment which was part of the SI treatment course administered by the Korean Sensory Integration Society, in 2011. The treatment goal and treatment plan had established based on the evaluation results. Treatment was done with 4 sessions and the adaptive responses of the subject were measured as outcome of the SI treatment. Results : During the SI treatment, the subject could participate in activities involving tactile stimulation without over-arousal. He also showed improved social interaction skills and his play was qualitatively extended. Conclusion : According to the results of this study, it was verified that sensory integrative intervention focused on proprioceptive-vestibular stimuli has positive effective on adaptive response for children with sensory defensiveness. For the future study, it is suggested to use standardized assessments in evaluation and provide information in changes of daily occupation as outcome data.

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Music Therapy Interventions for Mathematical Development of Young Children with Special Needs: A Review of Literature (지적장애영유아의 수학개념 발달을 위한 음악치료 활동에 대한 이론적 고찰)

  • Kwak, Eunmi Emily
    • Journal of Music and Human Behavior
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    • v.7 no.1
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    • pp.1-15
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    • 2010
  • The purpose of this study is to inquire into the theoretical background of music therapy interventions for the improvement of mathematical concepts among young children with special needs. The researcher provides a basis of theoretical background about musical activities as an effective tool for young children to understand and promote their mathematical concepts, and the necessity of practical application in the field of mathematics education is suggested. Music, as a multi-sensory modality, has an ability to hold and maintain one's attention, and can be used as a memory aid and a powerful and effective motivator and reinforcer for young children. Therefore, musical activities can be used to facilitate mathematical concepts in the field of education for young children. Possible musical activities for promoting mathematical development are suggested, and the necessity for developing various musical activities is discussed.

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A Study on the Carrying Capacity of Donggung and Wolji, Gyeongju - Centering around the Physical.Psychological Carrying Capacity - (경주 동궁과 월지의 적정수용력 연구 - 물리적 심리적 수용력을 중심으로 -)

  • Pan, Xiang;Xu, Huan;Kang, Tai-Ho
    • Journal of the Korean Institute of Traditional Landscape Architecture
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    • v.30 no.3
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    • pp.21-28
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    • 2012
  • The main objective of this study is to reveal the basic information for structuring the subsequent information monitoring and early warning system and configuring the sustainable programme management of Donggung and wolji, Gyeongju which was much utilized as historic garden with the physical carrying capacity and the psychological carrying capacity according to on-spot observation and survey. The physical carrying capacity can be calculated with landscape node spatial capacity, road spatial capacity and other spatial capacity and the psychological carrying capacity can be calculated with vision, hearing, touch, action feeling and satisfaction. The number of actual tourists was lower than the carrying capacity in daytime, but it was about twice as great as that in the night. And because the tourists were mainly tour groups, the time of environment damaged was short and fixed. The management improvement program was brought forward centre around the results.

A Translation and Construct Validity Study of the Evaluation in Ayres Sensory Integration® (EASI) (Evaluation in Ayres Sensory Integration® (EASI)의 번역 및 구성타당도 연구)

  • Kim, Kyeong-Mi;Lee, Ji-Hyun;Jung, Hyerim;Choi, Jeong-Sil;Hong, Eunkyoung
    • The Journal of Korean Academy of Sensory Integration
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    • v.19 no.1
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    • pp.24-38
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    • 2021
  • Objective : This study aimed to create a Korea translation of the Evaluation in Ayres Sensory Integration (EASI) and to then test the adapted version for construct validity. Methods : The translation and content validation process were conducted in accordance with a four-step process, namely translation, integration, content validity examination, and backward translation. The construct validity of the translated version was evaluated using the EASI for children aged 3~12 years with and without sensory integration problems, comparing the two groups as well as preschool and school-aged groups. The group comparison was analyzed using the Mann-Whitney U test in SPSS. Results : In terms of content validity, all 20 items averaged more than 3.17 points. Of the four EASI categories, there was a difference in Sensory Perception (p=0.044) between the typical and sensory integration groups, and there was a statistical difference between tactile and vestibular sensations. Between the preschool and school-aged children, statistical difference was observed in two categories, namely Praxis and Ocular-Postural-Bilateral Motor Integration. Conclusion : Based on its construct validity, the Korean version of EASI is suitable for use in research. The construct validity study highlighted items that explain differences between typical and diagnostic children and items that explain those differences by age. Our findings could therefore be considered when interpreting EASI results.

Muscle Stiffness and Elasticity of Masticatory Muscles on Gum Chewing (껌씹기가 저작근의 경도와 탄성도에 미치는 효과)

  • Won, Tae-Hee;Kim, Mee-Eun;Kim, Ki-Suk
    • Journal of Oral Medicine and Pain
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    • v.32 no.4
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    • pp.421-429
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    • 2007
  • Some researchers suggested that tactile sensor system would be useful in evaluating masticatory muscles of TMD patients, but there were few studies on the effects of chewing with time. The aim of this study was to investigate the change of elasticity and stiffness for masseter and temporal muscles of normal subjects before, during and after gum chewing and to obtain the baseline data for further researches on the elasticity and stiffness for masticatory muscles of TMD patients. Stiffness and elasticity of their anterior temporalis and inferior masseter muscle were measured bilaterally by a tactile sensor system. Each subject was instructed to sit on a chair for evaluation of masticatory muscles. Before operating the sensor, the thickest skin area over anterior temporalis and inferior masseter muscles were selected as the points to be pressed by a tactile sensor, and marked with a pen. While the teeth of subjects were lightly contacted, the probe of the tactile sensor was placed perpendicularly over the marked point over the skin, followed by computer-controlled movement including gently pressing straight down on the muscle for a second and retracting. All subjects were instructed to chew gum (Excellent Breath, Taiyo Co., Japan) bilaterally with a velocity of 2 times per second for 40 minutes after the first measurement had been performed for the baseline data of all subjects. The measurements had been repeated during chewing with 10 minutes of interval and continued for 40 minutes with same interval after chewing. Resultantly, the decrease of elasticity and the increase of stiffness in masticatory muscles can be seen significantly within 10 minutes after chewing and those were maintained during chewing without significant change with chewing time. The elasticity of muscles was recovered within 10 minutes after stopping chewing, but the stiffness was recovered more lately than elasticity by about 10 minutes. Based on these results, it can be concluded that elasticity and stiffness of muscles would be good indicators to evaluate the masticatory muscles objectively, when more supported by further researches.

Video Classification Based on Viewer Acceptability of Olfactory Information and Suggestion for Reality Improvement (시청자의 후각정보 수용 특성에 따른 영상분류와 실감증대를 위한 제안)

  • Lee, Guk-Hee;Choi, Ji Hoon;Ahn, Chung Hyun;Li, Hyung-Chul O.;Kim, ShinWoo
    • Science of Emotion and Sensibility
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    • v.16 no.2
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    • pp.207-220
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    • 2013
  • For video reality improvement, there has been much advancement in the methods of providing visual, auditory, and tactile information. On the other hand, there is little research on olfaction for video reality because it is difficult to define and knotty to manipulate. As a first step for video reality improvement using olfactory information, this research investigated users' acceptability of smell when they watch videos of various kinds and then classified the video clips based on their acceptability of different criteria. To do so, we first selected three questions of whether the scene in the video appears to have an odor (odor presence), whether a matching odor is likely to improve a sense of reality (effect on sense of reality), and whether s/he would like a matching odor to be present (preference for the matching odor). Then after collecting 51 video clips of various genres that would receive either high or low ratings for the questions above, we had participants to watch the videos and rate them for the above three questions on 7-point scale. For video classification, we paired each two questions to construct 2D space to draw scatterplot of video clips where the scales of the two questions represent X or Y axis. Clusters of video clips that locate at different quadrants of the 2D space would provide important insights in providing olfactory information for video reality improvement.

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A Multi Modal Interface for Mobile Environment (모바일 환경에서의 Multi Modal 인터페이스)

  • Seo, Yong-Won;Lee, Beom-Chan;Lee, Jun-Hun;Kim, Jong-Phil;Ryu, Je-Ha
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.666-671
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    • 2006
  • 'Multi modal 인터페이스'란 인간과 기계의 통신을 위해 음성, 키보드, 펜을 이용, 인터페이스를 하는 방법을 말한다. 최근 들어 많은 휴대용 단말기가 보급 되고, 단말기가 소형화, 지능화 되어가고, 단말기의 어플리케이션도 다양해짐에 따라 사용자가 보다 편리하고 쉽게 사용할 수 있는 입력 방법에 기대치가 높아가고 있다. 현재 휴대용 단말기에 가능한 입력장치는 단지 단말기의 버튼이나 터치 패드(PDA 경우)이다. 하지만 장애인의 경우 버튼이나 터치 패드를 사용하기 어렵고, 휴대용 단말기로 게임을 하는데 있어서도, 어려움이 많으며 새로운 게임이나 어플리케이션 개발에도 많은 장애요인이 되고 있다. 이런 문제점들은 극복하기 위하여, 본 논문에서는 휴대용 단말기의 새로운 Multi Modal 인터페이스를 제시 하였다. PDA(Personal Digital Assistants)를 이용하여 더 낳은 재미와 실감을 줄 수 있는 Multi Modal 인터페이스를 개발하였다. 센서를 이용하여 휴대용 단말기를 손목으로 제어를 가능하게 함으로서, 사용자에게 편리하고 색다른 입력 장치를 제공 하였다. 향후 음성 인식 기능이 추가 된다면, 인간과 인간 사이의 통신은 음성과 제스처를 이용하듯이 기계에서는 전통적으로 키보드 나 버튼을 사용하지 않고 인간처럼 음성과 제스처를 통해 통신할 수 있을 것이다. 또한 여기에 진동자를 이용하여 촉감을 부여함으로써, 그 동안 멀티 모달 인터페이스에 소외된 시각 장애인, 노약자들에게도 정보를 제공할 수 있다. 실제로 사람은 시각이나 청각보다 촉각에 훨씬 빠르게 반응한다. 이 시스템을 게임을 하는 사용자한테 적용한다면, 능동적으로 게임참여 함으로서 좀더 실감나는 재미를 제공할 수 있다. 특수한 상황에서는 은밀한 정보를 제공할 수 있으며, 앞으로 개발될 모바일 응용 서비스에 사용될 수 있다.

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