• Title/Summary/Keyword: Dynamic walking

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Effects of Otago Exercise Program on Physical Function and Risk of Falling in the Falls Experienced Elderly (오타고 운동프로그램이 낙상 경험 노인의 신체기능 및 낙상 위험도에 미치는 영향)

  • Nam, Seung-Min;Na, Sang-Soo;Lee, Do-Youn
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.9
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    • pp.424-431
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    • 2020
  • The purpose of this study was to investigate the effects of the Otago exercise program on physical function and risk of falling in elderly who have experienced falls. Thirty-six elderly people who had experienced falls more than once were randomly classified into an experimental group and control group. Each group exercised 30 minutes three times per week for a total of 8 weeks. Measurements were made using Tetrax to assess risk of falls. In addition, to measure physical function, static balance was measured using Biorescue, dynamic balance was measured using TUG, walking ability was measured using 10 MWT, and lower extremity strength was measured using FTSST. A paired t-test was conducted to verify the difference between before and after exercise in each group, and an independent t-test was performed for comparison between the groups. Regarding the experimental and control groups, static balance ability and dynamic balance ability increased significantly after exercise, and risk of falls decreased (p<.05). Lower extremity strength and gait ability increased significantly after exercise only in the experimental group (p<.05). Based on these results, the Otago exercise program is effective in improving physical function and reducing risk of falls in elderly people who have experienced falls.

A Study on Distance Estimation in Virtual Space According to Change of Resolution of Static and Dynamic Image (가상현실공간에서 정적 및 동적 이미지의 해상도 변화에 따른 거리추정에 관한 연구)

  • Ryu, Jae-Ho
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.3
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    • pp.109-119
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    • 2011
  • The virtual reality (VR) technology has been used as the application of architectural presentation or simulation tool in the field of industry. The high immersion and intuitive visual information are the great merits of design evaluation or environmental simulation when we are using the virtual environments. But the distortion of distance perception in VR is still a big problem when the accuracy of distance presentation is strictly required. For example, distance estimation is especially important when the virtual environments are applied to the presentational tool for evaluation the space design or planning in the field of architecture. If there are some perception error between the built space in real and represented space in virtual, the accurate design evaluation or modification of design is hard to be carried out during the design development stage. In this paper, we have carried out some experiments about distance estimation in the immersive virtual environments to verify the factors and their influence. We made a hypothesis that the lack of the information for the user in VR causes the different distance estimation from the real world because users are usually comfortable with moving fast and long distance in VR environments compared with moving slow and short distance in real space. So, we carried out basic experiment to prove our hypothesis that the lack of information makes subjects estimate the distance of walking in VR shorter compared with the same distance in real. Also, among the factors that probably affect the distance estimation in VR, we have verified the influence of the image resolution. The influence of resolution degradation of image on the distance estimation was verified with the condition of static and dynamic images. The results showed that the resolution has deep relation with the distance estimation. For example, the subject underestimated the distance at the lower resolution condition. We also found the methods of the making the lower resolution image could affect on the visual perception of subjects.

A Time Series Analysis of Urban Park Behavior Using Big Data (빅데이터를 활용한 도시공원 이용행태 특성의 시계열 분석)

  • Woo, Kyung-Sook;Suh, Joo-Hwan
    • Journal of the Korean Institute of Landscape Architecture
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    • v.48 no.1
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    • pp.35-45
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    • 2020
  • This study focused on the park as a space to support the behavior of urban citizens in modern society. Modern city parks are not spaces that play a specific role but are used by many people, so their function and meaning may change depending on the user's behavior. In addition, current online data may determine the selection of parks to visit or the usage of parks. Therefore, this study analyzed the change of behavior in Yeouido Park, Yeouido Hangang Park, and Yangjae Citizen's Forest from 2000 to 2018 by utilizing a time series analysis. The analysis method used Big Data techniques such as text mining and social network analysis. The summary of the study is as follows. The usage behavior of Yeouido Park has changed over time to "Ride" (Dynamic Behavior) for the first period (I), "Take" (Information Communication Service Behavior) for the second period (II), "See" (Communicative Behavior) for the third period (III), and "Eat" (Energy Source Behavior) for the fourth period (IV). In the case of Yangjae Citizens' Forest, the usage behavior has changed over time to "Walk" (Dynamic Behavior) for the first, second, and third periods (I), (II), (III) and "Play" (Dynamic Behavior) for the fourth period (IV). Looking at the factors affecting behavior, Yeouido Park was had various factors related to sports, leisure, culture, art, and spare time compared to Yangjae Citizens' Forest. The differences in Yangjae Citizens' Forest that affected its main usage behavior were various elements of natural resources. Second, the behavior of the target areas was found to be focused on certain main behaviors over time and played a role in selecting or limiting future behaviors. These results indicate that the space and facilities of the target areas had not been utilized evenly, as various behaviors have not occurred, however, a certain main behavior has appeared in the target areas. This study has great significance in that it analyzes the usage of urban parks using Big Data techniques, and determined that urban parks are transformed into play spaces where consumption progressed beyond the role of rest and walking. The behavior occurring in modern urban parks is changing in quantity and content. Therefore, through various types of discussions based on the results of the behavior collected through Big Data, we can better understand how citizens are using city parks. This study found that the behavior associated with static behavior in both parks had a great impact on other behaviors.

Development of Simulation Technology Based on 3D Indoor Map for Analyzing Pedestrian Convenience (보행 편의성 분석을 위한 3차원 실내지도 기반의 시뮬레이션 기술 개발)

  • KIM, Byung-Ju;KANG, Byoung-Ju;YOU, So-Young;KWON, Jay-Hyoun
    • Journal of the Korean Association of Geographic Information Studies
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    • v.20 no.3
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    • pp.67-79
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    • 2017
  • Increasing transportation dependence on the metro system has lead to the convenience of passengers becoming as important as the transportation capacity. In this study, a pedestrian simulator has been developed that can quantitatively assess the pedestrian environment in terms of attributes such as speed and distance. The simulator consists of modules designed for 3D indoor map authoring and algorithmic pedestrian modeling. Module functions for 3D indoor map authoring include 3D spatial modeling, network generation, and evaluation of obtained results. The pedestrian modeling algorithm executes functions such as conducting a path search, allocation of users, and evaluation of level of service (LOS). The primary objective behind developing the said functions is to apply and analyze various scenarios repeatedly, such as before and after the improvement of the pedestrian environment, and to integrate the spatial information database with the dynamic information database. Furthermore, to demonstrate the practical applicability of the proposed simulator in the future, a test-bed was constructed for a currently operational metro station and the quantitative index of the proposed improvement effect was calculated by analyzing the walking speed of pedestrians before and after the improvement of the passage. The possibility of database extension for further analysis has also been discussed in this study.

Effect of All-out Condition on Physical Balance, Agility and Power (최대 지친상태가 신체의 평형성, 민첩성, 순발력에 미치는 영향)

  • Huh, Man-Dong;Bang, Chang-Hoon
    • Fire Science and Engineering
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    • v.24 no.2
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    • pp.120-125
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    • 2010
  • The aim of study intends to investigate effect of All-out condition on physical balance, agility and power and to provide the base data for the safety of firefighter. The results of the study are as follows. For power estimation, the sargent jump is $41.0{\pm}3.2cm$ before estimation and $42.2{\pm}6.02cm$ after estimation as All-out condition. For static balance estimation, the closed-eyes foot balance is $40.3{\pm}36.8$sec before estimation and $27.5{\pm}27.18$sec after estimation. For dynamic balance estimation, the beam walking is $6.2{\pm}1.22$sec before estimation and $6.4{\pm}1.57$sec after estimation. The results are statistically significant. For agility estimation, the side step is $40.3{\pm}3.40$rep/20sec before estimation and $43.3{\pm}2.50$rep/20sec after estimation. The results are statistically significant. The wholebody reaction time is $0.21{\pm}0.05$sec before estimation and $0.18{\pm}0.02$sec after estimation.

Geospatial Data Display Technique for Non-Glasses Stereoscopic Monitor (무안경식 입체 모니터를 이용한 지형공간 데이터의 디스플레이 기법)

  • Lee, Seun-Geun;Lee, Dong-Cheon
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.26 no.6
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    • pp.599-609
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    • 2008
  • Development of computer and electronic technology leads innovative progress in spatial informatics and successful commercialization. Geospatial information technology plays an important role in decision making in various applications. However, information display media are two-dimensional plane that limits visual perception. Understanding human visual processing mechanism to percept stereo vision makes possible to implement three-dimensional stereo image display. This paper proposes on-the-fly stereo image generation methods that are involved with various exterior and camera parameters including exposure station, viewing direction, image size, overlap and focal length. Collinearity equations and parameters related with stereo viewing conditions were solved to generate realisitc stereo imagery. In addition stereo flying simulation scenery was generated with different viewing locations and directions. The stereo viewing is based on the parallax principle of two veiwing locations. This study implemented anaglyphic stereogram, polarization and lenticular stereo display methods. Existing display technology has limitation to provide visual information of three-dimensional and dynamic nature of the real world because the 3D spatial information is projected into 2D plane. Therefore, stereo display methods developed in this study improves geospatial information and applications of GIS by realistic stereo visualization.

A Study on the Post Occupancy Evaluation of Urban Grand Park with Reference to the Perception of Residents -Focused on Ulsan Grand Park's Efficiency and User's Satisfaction- (주민의식에 기초한 도시 대공원의 이용후 평가 -울산 대공원의 공원효율성 및 이용 만족도를 중심으로-)

  • 성백진;최종희;이재근;권오복
    • Journal of the Korean Institute of Landscape Architecture
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    • v.32 no.2
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    • pp.11-24
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    • 2004
  • The purpose of this study is to present data on the human activities responding to the physical environment of ‘Ulsan’s Grand Parks by evaluating user behavior and activity, visiting motivations, and user satisfaction. This study was conducted using multi-methods such as interviews and questionnaires surveys. The main findings of this study can be summarized in six parts as follows: \circled1 Behavior patterns showed that the users visited the park left within 30 minutes and the frequency of visits was 1 or 2 times per week. They spent their time mostly on ‘walking’ and ‘picnicking’. The users visited regardless of the seasons or the day of the week. \circled2 The priorities for improvements were analyzed as follows: the users expressed their demands for ‘shadowing facilities’ like shelters and pergolas because they used these facilities frequently. Also, the users would like an ‘event program’, ‘sign system’ and ‘guide program’. \circled3 Analysis of the the user’s perception of the park showed that they perceive the park as ‘representative source of the landscape and open space in Ulsan and place for making contact with nature. \circled4 In examining the visiting motivations of the users of Ulsan Grand Park, it was revealed that people use the park for ‘time with family and friends’, ‘to escape from city life’, ‘to relieve fatigue. As a result of factor analysis, 4 factors were identified such as ‘physical motive(MF1)’, ‘exploratory motive(MF2)’, ‘social motive(MF3)’ and ‘emotional motive(MF4). \circled5 Park users’ evaluation for park facilities showed that people are satisfied with most of the facilities and especially, they have high level of satisfaction for ‘footpaths’, ‘squares’ and ‘picnicspace’. The evaluation of the park user’s of activity reveals that they are content with nearly all the variables. Especially, they have high level of satisfaction for the variables of ‘convenience for dynamic activities’, ‘making of a beautiful atmosphere, ‘accessibility from the outside’ and, ‘convenience in group activitie. Factor analysis of the park user’s of activity revealed 5 factors such as ‘convenience and interest factor (AF1)’, ‘park maintenance, management and use program(AF2)’, ‘visual beauty(AF3)’, ‘safety and accessibility(AF4)’ and ‘crowding(AF5)’. \circled6 Regression analysis was employed to get the predictor factors of overall satisfaction with a result of 60.0%($R^2$). The variance was explained as ‘quality of the picnic space’, ‘convenience and interest factor while using the park’, ‘park program for maintain and management in the park’, ‘visually beauty while using the park’, ‘safety and accessibility of the parks’, ‘quality of the pond’, ‘crowding’, ‘quality of the square’.

Analysis of the Contact Pressure Distribution and Kinetics of Knee Implant Using the Simulator (Simulator를 이용한 인공무릎관절 접촉면의 압력분포 및 운동성 분석)

  • 이문규;김종민;김동민;최귀원
    • Journal of Biomedical Engineering Research
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    • v.24 no.4
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    • pp.363-367
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    • 2003
  • Contact area and pressure are important factors which directly influence a life of knee implants. Since implant's mechanical functions should be experimentally evaluated for clinical use, many studies using a knee simulator and a pressure sensor system have been conducted. However it has not been reported that the contact pressure's distribution of a knee implant motion was estimated in real-time during a gate cycle. Therefore. the objective of this study was to analyze the contact pressure distribution for the motion of a joint using the knee simulator and I-scan sensor system. For this purpose, we developed a force-controlled dynamic knee simulator to evaluate the mechanical performance of artificial knee joint. This simulator includes a function of a soft tissue and has a 4-degree-of-freedom to represent an axial compressive load and a flexion angle. As axial compressive force and a flexion angle of the femoral component can be controlled by PC program. The pressure is also measured from I-scan system and simulator to visualize the pressure distribution on the joint contact surfaces under loading condition during walking cycle. The compressive loading curve was the major cause for the contact pressure distribution and its center move in a cycle as to a flexion angie. In conclusion, this system can be used to evaluate to the geometric interaction of femoral and tibial design due to a measured mechanical function such as a contact pressure, contact area and a motion of a loading center.

Therapeutic Intervention to Reduce Spasticity (경련성 감소를 위한 치료적 중재 연구)

  • Lee, Jung-Ho
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.9 no.5
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    • pp.427-436
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    • 2019
  • This study investigated the effect of extracorporeal shock wave therapy on the knee angle, MAS, and TUG of the affected side in patients with hemiplegic strokes. This study selected 20 patients who received rehabilitation treatment at a hospital after having been diagnosed with stroke. The control group (n=10) received the general physiotherapy (proprioceptive neuromuscular facilitation), and the experimental group (n=10) applied the extracorporeal shock wave therapy (ESWT) to the injured limb after PNF treatment. This study used an integrated kinematics analyzer (4D-MT, Relive, Korea) to analyze walking, timed up and go test to evaluate the dynamic balance ability of patients, and MAS to evaluate the spasticity. In the study results, knee angle were significantly different in all groups(p<0.05) but there was no significant difference between the groups(p>0.05). In the study results, TUG were significantly different in all groups(p<0.05) but there was no significant difference between the groups(p>0.05). Based on the results of this study, I hope that more detailed research will proceed.

A Study on the Effect of Proprioceptive Neuromuscular Facilitation Training by Meta-analysis -Focused on Balance and Gait Ability in Patients with Storke

  • Jeun, Young-Ju
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.7
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    • pp.145-152
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    • 2022
  • Stroke results in balance disorders, these directly affect autonomy and gait ability. The aim of this meta-analysis was to determine the efficacy of proprioceptive neuromuscular facilitation on balance and gait. We included all randomized controlled trials assessing the efficacy of proprioceptive neuromuscular facilitation on balance and gait control in patients after stroke. This study was conducted according to the PRISMA guideline. Cochrane library, CINAHL, and PubMed were searched for studies published up to November 2021, and all randomized controlled trails(RCT) assessing PNF therapy were included. This analysis included only RCT. A total of 18 studies were selected from 1091 records obtained from the databases. The meta-analysis was performed using the R project for statistical computing version 4.0.2. The overall intervention effect was middle (standardized mean difference (SMD): 0.56) Additionally, berg balance scale (SMD: 0.48), functional reach test (SMD: 0.51), timed up and go test (SMD: 0.78), 10m walking test (SMD: 0.52), and dynamic gait index (SMD: 0.33) had medium effect sizes. The average Pedro scale was 6.63 out of 18, with a low risk of bias. These findings indicate that PNF is an effective therapy for improving balance gait in stroke patients.