• Title/Summary/Keyword: 3D-Touch

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Design Method of Active Standing-to-Walking Assistive Device for Rehabilitation Therapy (재활치료를 위한 능동형 기립-보행 보조기구 설계 방법)

  • Seong-Jun Kim;Sae-Jin Kim;Yun-Mo Kang;Yu-Sin Jeon;Chae-Hun An
    • Journal of the Korean Society of Industry Convergence
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    • v.26 no.6_3
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    • pp.1315-1323
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    • 2023
  • Rehabilitation assistive devices not only assist the rehabilitation therapy and daily life of the disabled and the elderly, but also assist the labor of their caregivers, so various functions are required to improve their quality of life. In this study, a design method considering its practicality is introduced for an active rehabilitation assistive device that can perform both standing and walking assistance by driving various actuators. For this purpose, the force required to assist standing was calculated using statics with the body segmentation method. Also, the overturning stability of the device was verified for various physical conditions and postures. The actuator in the active rehabilitation assistive device was operated by a patient using a graphical user interface in an embedded computer and a touch panel for easy usage. The detailed design was performed for implementation through the help of 3D-CAD and the finite element analysis, and a prototype was produced. Finally, it was proven that the design goal was satisfied by experimental validation.

Development of the Balance Chair for Improving Postural Control Ability & Pelvic Correction (골반교정 및 자세균형능력 증진을 위한 균형의자 개발)

  • Oh, Seung-Yong;Shin, Sun-Hye;Kang, Seung-Rok;Hong, Chul-Un;Kwon, Tae-Kyu
    • Journal of rehabilitation welfare engineering & assistive technology
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    • v.11 no.3
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    • pp.271-277
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    • 2017
  • The purpose of this study was to develop a balance chair for improving pelvic correction and postural balance through postural balance training using tactile feedback by a vibration motor provided in real time according to the user's attitude. We built a body frame using mono cast(MC) Nylon, Touch thin film transistor(TFT) for user interface, a main control module using Arduino, a 9-axis acceleration sensor for user's posture determination, and a vibration module for tactile feedback. The prototype of the Balance Chair which surrounds the outside was made with cushion for sitting conformability. In order to verify the effectiveness of the postural balance training system using the built prototype, the muscle activity (% MVIC) of the left and right iliocostalis lumborum those are the main muscles of the spinal movement was measured with ten female subjects. And the balance ability before and after training was measured using Spine Balance 3D, a posture balance ability evaluation device. The muscular activities of the left and right iliocostalis lumborum showed the balance activation according to vibration feedback during exercise protocol and postural balance improved after balance exercise training using balance chair. This study could be apply to use the fundamental research for developing the various postural balance product.

The Kinetic Analysis of the Approach and Take-off Motion between Performance in Woman's High Jump (여자 높이뛰기에서 경기력 간 도움닫기와 발구름 동작의 운동역학적 분석)

  • Kim, Young-Suk;Ryu, Jae-Kyun;Jang, Jae-Kwan
    • Korean Journal of Applied Biomechanics
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    • v.25 no.1
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    • pp.1-10
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    • 2015
  • Objective : The purpose of this study was to find some kinetic variable's relationships between personal records and low records in female high jump. Methods : Collected data of the subjects(N=8, ages: $25.5{\pm}1.85$, height: $173{\pm}5.83$, mass: $54.75{\pm}6.36$ personal record: $1.71{\pm}0.04$, low record: $1.62{\pm}0.03$) were used for the last three strides and take-off phase. Five video cameras set in 30frames/s were used for recording. After digitizing motion, the Direct Linear Transformation(DLT) technique was employed to obtain 3-D position coordinates. The kinematic and kinetic factors of distance, velocity, angle, impulse, jerk variables were calculated. A paired t-test was applied for the difference of variables between personal records and lower records and for correlation with performances and variables. The significance level was accepted at p<.05. Results : There was no relationship between pattern of stride and performance. However, rate of change of velocity was related with cental of mass height(CMH) at peak point(PP). Knee, hip, backward lean, foot plant, approach and take off angle showed no difference between best record and low record. Vertical impulse momentum also showed no difference between performances. Conclusion : According to a t-test result, there were significant differences in CMH at PP and jerk at touch down between best record and low record.

Performance of Conductive Gloves When Using Electronic Devices in a Cold Environment - Manual Dexterity, Usability and Thermoregulatory Responses - (겨울철 전자 기기 사용을 위한 전도성 보온장갑의 착용성 평가 - 손의 기민성과 사용성, 체온조절 반응을 중심으로 -)

  • Kwon, JuYoun;Jung, Dahee;Kim, Siyeon;Jeong, Wonyoung;Lee, Joo-Young
    • The Korean Fashion and Textile Research Journal
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    • v.22 no.5
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    • pp.686-695
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    • 2020
  • The present study evaluated the manual dexterity and usability of conductive gloves when operating touchscreen devices in the cold. Twelve male subjects (23.3±1.5 years in age) participated in three experimental conditions: no gloves, fabric conductive and lambskin conductive gloves. Manual dexterity was tested using both Purdue Pegboard (PP) and ASTM dexterity tests at an air temperature of 5℃ and air humidity of 30%RH. Glove usability was tested through the following touchscreen tests: tap, double tap, long tab, drag, flick, and multi-touch. The results showed that manual dexterity according to the PP (2.5 mm of a pin diameter) and ASTM tests (8 mm of a stick diameter) was worse for the two glove conditions than for the no glove condition (p<.005). PP dexterity was better for the fabric glove condition than for the lambskin glove condition (p<.05); however, there was no difference in ASTM dexterity between the two glove conditions. Hand and finger skin temperatures were higher for the glove conditions than the bare hand condition (p<.05), with no differences between the two glove conditions. The touchscreen usability was the best for the no glove condition, followed by fabric gloves (p<.05). Wearing either fabric or lambskin gloves diminishes hand dexterity while maintaining hand and finger temperatures at higher levels. For improved hand dexterity in dealing with small numbers, letters on a touchscreen in cold environments, we recommend wearing fabric conductive gloves rather than lambskin conductive gloves.

A Study on Improving The Outputs of International Cooperation in Science and Technology: the Case of International S&T Cooperation Programs of the Ministry of Education, Science and Technology (MEST) (과학기술 국제협력 성과제고에 관한 연구 -교육과학기술부의 과학기술국제화사업을 중심으로-)

  • Kim, Young-In;Lee, Byung-Min
    • Journal of Korea Technology Innovation Society
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    • v.12 no.3
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    • pp.545-563
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    • 2009
  • In an era of global competition, international cooperation in science and technology plays a key role in determining a nation's competitiveness. In fact, without international cooperation, it is almost impossible to keep in touch with the fast-changing technology. In regard to this, the Korean government put much efforts into building a strong base for global R&D networking. As a result, the environment for international cooperation has improved a lot. However, the outputs of international cooperation are still poor and fall short of expectations. With the importance of international cooperation in science and technology rising more and more, it is meaningful to examine the current situation of international cooperation in S&T and analyse the outputs of the cooperation activities to review our past and present international cooperation activities. Therefore, this paper focuses on analyzing the outputs of the MEST's international S&T cooperation programs in various ways and recommends ways to improve the outputs of the international cooperation in science and technology.

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Compression of the Ulnar Nerve in the Ulnar Tunnel Caused by an Anomalous Pulsatile S-shaped Ulnar Artery (척골관에서 척골동맥의 주행 이상에 의한 척골신경의 압박)

  • Cheon, Nam Ju;Kim, Cheol Hann;Kang, Sang Gue;Tark, Min Seong
    • Archives of Plastic Surgery
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    • v.36 no.1
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    • pp.84-88
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    • 2009
  • Purpose: Compression of the ulnar nerve in the ulnar tunnel is a relatively uncommon condition. Many authors have described several etiologies of ulnar nerve compression. We experienced two cases of ulnar nerve compression in the ulnar tunnel due to an anomalous pulsatile S - shaped ulnar artery. Methods: Case 1: A 51 - year - old man was referred with numbness and paroxysmal tingling sensation along the volar side of the ring and little fingers of his right hand for 6 months. When exploration, the ulnar artery was pulsatile S - shaped and was impinging on the ulnar nerve. To decompress the ulnar nerve, the tortuous ulnar artery was mobilized and translocated radially onto the adjacent fibrous tissue. Case 2: A 41 - year - old man was referred with tingling sensation on the 4 th, 5 th finger of the right hand for 4 months. Sensory nerve conduction velocities of the ulnar nerve was delayed. Preoperative 3D angio CT scan showed an anomalous S - shaped ulnar artery. Same operation was done. Results: The postoperative course was uneventful. After decompression, paroxysmal tingling sensation decreased to less than 1 minute per episode, occurring 1 - 2 times a day. After 4 months, they had no more episodes of numbness and tingling sensation. Examination demonstrated good sensation to pinprick and touch on the ulnar aspect of the hand. Conclusion: We report two cases of ulnar nerve compressive neuropathy that was caused by an anomalous pulsatile S - shaped ulnar artery in the ulnar tunnel. Although this is an unusual cause of ulnar nerve compression, the symptoms will not spontaneously resolve. The prompt relief of compressive neuropathic symptoms following the translocation of the impinging ulnar artery from the affected ulnar nerve onto adjacent tissue proved that the ulnar nerve compression is due to the anomalous vessel.

Nonlinear Dynamic Analysis of Steel Lazy Wave Riser using Lumped Mass Line Model (집중질량 라인모델을 이용한 Steel Lazy Wave Riser의 비선형 동적 해석)

  • Oh, Seunghoon;Jung, Jae-Hwan;Park, Byeongwon;Kwon, Yong-Ju;Jung, Dongho
    • Journal of Ocean Engineering and Technology
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    • v.33 no.5
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    • pp.400-410
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    • 2019
  • In this study, the numerical code for the 3D nonlinear dynamic analysis of an SLWR (Steel Lazy Wave Riser) was developed using the lumped mass line model in a FORTRAN environment. Because the lumped mass line model is an explicit method, there is no matrix operation. Thus, the numerical algorithm is simple and fast. In the lumped mass line model, the equations of motion for the riser were derived by applying the various forces acting on each node of the line. The applied forces at the node of the riser consisted of the tension, shear force due to the bending moment, gravitational force, buoyancy force, riser/ground contact force, and hydrodynamic force based on the Morison equation. Time integration was carried out using a Runge-Kutta fourth-order method, which is known to be stable and accurate. To validate the accuracy of the developed numerical code, simulations using the commercial software OrcaFlex were carried out simultaneously and compared with the results of the developed numerical code. To understand the nonlinear dynamic characteristics of an SLWR, dynamic simulations of SLWRs excited at the hang-off point and of SLWRs in regular waves were carried out. From the results of these dynamic simulations, the displacements at the maximum bending moments at important points of the design, like the hang-off point, sagging point, hogging points, and touch-down point, were observed and analyzed.

Research on Types of Visual Rhythmic Sense in Typography (타이포그래피의 시각적 리듬감 유형 연구)

  • Jung, Yu-Kyung
    • Archives of design research
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    • v.18 no.2 s.60
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    • pp.143-154
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    • 2005
  • Typography in visual communication design is 'potential form' hidden within a space. Showing rhythm in typography is making 'aesthetic sense' in a graphic which has formative characteristics, the way of expression is very important. When the rhythm is recognized through visual stream, Rhythmic Sense is formed. The research will present a new form of the Visual Rhythmic Sense by analyzing typography works out positively. First of all, I researched works done by Fillippo Marinetti, Robert Massin, Wolfgang Weingart, and David Carson for their vigorous experimentalism in typography in forming visual rhythm. I used S.D. Scale method to analyze characteristics of visual image and VARIMAX for factor analysis reaching types of visual rhythm, which could be classified as following. (1) Synesthesia Rhythmic Sense (R-synesthesia) means that the senses are conveyed through 'visualization of auditory sense' and 'visualization of touch' (2) Simultaneous Rhythmic Sense (R-simultaneity) means that the time and space co-exist in one plane. (3) Connective Rhythmic Sense(R-connection) means that different factors (Within one plane) co-exist interacting with one another and creating a unified impression through such a process. (4) Artist Oriented Rhythmic Sense ($-artist) means that the artist interprets the content subjectively and expresses his/her impression, thereby, attracting a gaze of audience systematically and arbitrarily. (5) Reader Oriented Rhythmic Sense(R-reader) avoids the existing legibility formed through aggressive engagement of the reader.

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Effects of Condensed Sodium Phosphates as a Degumming Aid Reagent for Raw Silk Fabric (견의 정연조제로서 축합인산염의 효과에 관한 연구)

  • 이용우;송기언;정인모
    • Journal of Sericultural and Entomological Science
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    • v.25 no.2
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    • pp.44-50
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    • 1984
  • The effects of sodium pyrophosphate, sodium tripolyphosposphate and ethylene diamine tetraacetic acid as a degumming aid reagent were investigated under the conditions of underground water and dimineralized water for the scouring water sources. The changes of water qualities by adding the condensed sodium phosphates and the physical properties of scoured silk fabric were examined, respectively. 1. The water hardness of underground water was decreased by adding the condensed sodium phosphates and it was further reduced according to the increasing temperature. The water hardness reducing power of sodium pyrophosphate was a little stronger than that of sodium tripolyphosphate. 2. The sodium silicate as an alkaline reagant for scouring decreased the water hardness, but the sodium carbonate increased it in the underground water. 3. The pH value of 0.4% soap and 0.25% sodium silicate mixed solution after boiling was. 9.80, but it was leveled upto 9.90 by adding 0.05% sodium pyrophosphate and upto 9.95 by 0.02% ehtylene diamine tetraacetic acid, respectively. 4. The masking action of Fe$\^$3+/ ions dissolved in the scouring water was more remarkable by ethylene diamine tetraacetic acid than by the condensed sodium phosphates. Of the condensations, sodium tripolyphosphate was more effective than sodium pyrophosphate in the action. 5. Genrally, the dimineralized water scouring increased the boil-off ratio with reducing the flexural rigidity of fabric which was negatively related with the favorablility of hand-touch more than the underground one did. 6. Under the underground water scouring, the addition of ethylene diamine tetraacetic acid increased the boil-of ratio and compressive elasticity of fabric with reducing the flexural rigidity more than that of the condensed sodium phosphates did. 7 The additions of sodium tripolyphosphate and ethylene diamine tetraacetic acid reduced the flexural rigidity of fabric with raising the boil-off ratio even in the dimineralized water scouring, but there was no sifnificant difference between both of them.

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The new explore of the animated content using OculusVR - Focusing on the VR platform and killer content - (오큘러스 VR (Oculus VR)를 이용한 애니메이션 콘텐츠의 새로운 모색 - VR 플랫폼과 킬러콘텐츠를 중심으로 -)

  • Lee, Jong-Han
    • Cartoon and Animation Studies
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    • s.45
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    • pp.197-214
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    • 2016
  • Augmented Reality, virtual reality in recently attracted attention throughout the world. and Mix them mixed reality etc., it has had a significant impact on the overall pop culture beyond the scope of science and technology. The world's leading IT company : Google, Apple, Samsung, Microsoft, Sony, LG is focusing on development of AR, VR technology for the public. The many large and small companies developed VR hardware, VR software, VR content. It does not look that makes a human a human operation in the cognitive experience of certain places or situations or invisible through Specific platforms or program is Encompass a common technique that a realization of the virtual space. In particular, out of the three-dimensional image reveals the limitations of the conventional two-dimensional structure - 180, 360 degree images provided by the subjective and objective symptoms such as vision and sense of time and got participants to select it. VR technology that can significantly induce the commitment and participation is Industry as well as to the general public which leads to the attention of colostrum. It was introduced more than 10 related VR works Year 2015 Sundance Film Festival New Frontier program. The appearance VR content : medical, architecture, shopping, movies, animations. Also, 360 individuals can be produced by the camera / video sharing VR is becoming an interactive tunnel between two possible users. Nevertheless, This confusion of values, moral degeneration and the realization of a virtual space that has been pointed out that the inherent. 4K or HUD, location tracking, motion sensors, processing power, and superior 3D graphics, touch, smell, 4D technology, 3D audio technology - It developed more than ever and possible approaches to reality. Thereafter, This is because the moral degeneration, identity, generational conflict, and escapism concerns. Animation is also seeking costs in this category Reality. Despite the similarities rather it has that image, and may be the reason that the animation is pushed back to the VR content creation. However, it is focused on the game and VR technology and the platform that is entertaining, but also seek new points within the animation staying in the flat Given that eventually consist of visual images is clear that VR sought. Finally, What is the reality created in the virtual space using VR technology could be applied to the animation? So it can be seen that the common interest is research on what methods and means applied.