• Title/Summary/Keyword: Hand positions

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Heterodigital Free Flap of Index Finger Amputee for Coverage of the Long Finger Soft Tissue Defect - A Case Report -

  • Hwang, So-Min;Kim, Jang Hyuk;Kim, Hong-Il;Jung, Yong-Hui;Kim, Hyung-Do
    • Archives of Reconstructive Microsurgery
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    • v.22 no.2
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    • pp.82-85
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    • 2013
  • If the replantation on the original position is not possible, the amputated tissue of a hand may be used as a donor for recovering hand functions at other positions. This procedure is termed 'heterodigital replantation'. An 63-year-old male patient who was in press machine accident came to Our Hospital. He had large dorsal soft-tissue defects ($5{\times}3cm$) on his left long finger and complete amputation on his left index finger through the proximal interpharyngeal joint. Replantation was not indicated because crushing injury of index finger was severe. So we decided to use index finger soft tissue as heterodigital free flap for the coverage of the long finger defect. The ulnar digital artery and dorsal subcutaneous vein of the free flap were anastomosed with the radial digital artery and dorsal subcutaneous vein of the long finger. The heterodigital free flap provided satisfactory apperance and functional capability of the long finger. The best way to treat amputation is replantation. But sometimes surgeon confront severely crushed or multi-segmental injured amputee which is not possible to replant. In this situation, reconstructive surgeons should consider heterodigital free flap from amputee as an option.

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The USN Node Location Recognition and Monitoring System Based on Low Power (저전력 기반의 USN 단말 위치 인식 및 모니터링 시스템)

  • Song, Young-Jun;Kim, Dong-Woo;Shin, Dong-Jin;Ahn, Jae-Hyeong
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.45 no.6
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    • pp.11-17
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    • 2008
  • This paper proposes the USN node location recognition method with low power, which is the modified centroid method. The conventional Zigbee node location recognition is used to the three RSSI values from three beacons, respectively. When a person move with node, the moving speed of USN node doesn't fast. Therefore, one among three positions used to the value that it is a previous value. This method doesn't large the error in terms of the exact position. Using hand-off method, we get about 30% power advantage than the conventional centroid method. And Our monitoring system add the function that it is possible to search for the node region by color.

Long Term Evaluation of the Effect of Botulinum Toxin A Injection on the Masseteric (교근 비대 환자에서 보툴리눔 A형 독소 주사 효과의 장기적 평가)

  • Hong, Hee-Suk;Kang, Seung-Chul;Kim, Chong-Youl;Kim, Seong-Taek
    • Journal of Oral Medicine and Pain
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    • v.30 no.1
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    • pp.121-129
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    • 2005
  • In this experiment, eleven volunteers were followed up for 15 months after the injection of botulinum toxin type A on right and left masseter muscles. The measurement of masseter muscle atrophy for each volunteer was performed by CT(computed tomography) three times: before the injection, three and fifteen months after the injection. The thickness and area of muscle were measured in three positions which are 10 (position 1), 20 (position 2), and 40 mm (position 3) above the inferior border of mandible(the injection site was nearest the position 1). The thickness of masster muscle was decreased in all three positions three months after the injection, but no significant change was observed fifteen months after the injection. On the other hand, the area of masster muscle was decreased in all three positions three months after the injection. Furthermore, the area was decreased significantly in positions 1 and 2, but not in position 3 fifteen months after the injection. As a result, toxin is still in effect even fifteen months after the injection. Finally, the present study shows that the measurement of muscle area provides more precise informations than that of muscle thickness does.

Analysis of Changes in Plantar Pressure While Walking in 4 Positions to Carry a Bag using the F-scan System (F-scan System을 이용한 4가지 가방휴대방법에 따른 보행 시 족저압의 변화 분석)

  • Lee, Jun-cheol
    • The Journal of the Convergence on Culture Technology
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    • v.4 no.4
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    • pp.439-448
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    • 2018
  • With the aim of examining changes in plantar pressure while walking depending on the position of carrying a bag, this study measured the plantar pressure of 33 normal male and female adults using the F-scan System in four different positions to carry a bag: walking without carrying a bag; walking with carrying a bag on both shoulders; walking with carrying a bag on one shoulder; and walking with carrying a bag in one hand. Changes in the plantar pressure of the subjects obtained in this study and the asymmetry of the left and right feet were analyzed. The plantar pressure of the different areas of the feet in the four different positions to carry a bag was compared. The left foot, except its toes and metatarsus, showed a statistically significant difference among the five conditions, and the right foot, except its 4th and 5th caput metatarsalis, also showed a statistically significant difference (P>.05). Given the results of this study, this experiment to examine changes in plantar pressure does not seem to be enough to identify which position to carry a bag, except carrying a bag on both shoulders, would have the lowest negative impact on the feet. It will be necessary to conduct a follow-up study on changes in plantar pressure depending on the position of carrying a bag and methods that can effectively treat abnormal positions such as scoliosis and kyphosis using asymmetric loads.

Stroke Based Hand Gesture Recognition by Analyzing a Trajectory of Polhemus Sensor (Polhemus 센서의 궤적 정보 해석을 이용한 스트로크 기반의 손 제스처 인식)

  • Kim, In-Cheol;Lee, Nam-Ho;Lee, Yong-Bum;Chien, Sung-Il
    • Journal of the Korean Institute of Telematics and Electronics C
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    • v.36C no.8
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    • pp.46-53
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    • 1999
  • We have developed glove based hand gesture recognition system for recognizing 3D gesture of operators in remote work environment. Polhemus sensor attached to the PinchGlove is employed to obtain the sequence of 3D positions of a hand trajectory. These 3D data are then encoded as the input to our recognition system. We propose the use of the strokes to be modeled by HMMs as basic units. The gesture models are constructed by concatenating stroke HMMs and thereby the HMMs for the newly defined gestures can be created without retraining their parameters. Thus, by using stroke models rather than gesture models, we can raise the system extensibility. The experiment results for 16 different gestures show that our stroke based composite HMM performs better than the conventional gesture based HMM.

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A Real-time Interactive Shadow Avatar with Facial Emotions (감정 표현이 가능한 실시간 반응형 그림자 아바타)

  • Lim, Yang-Mi;Lee, Jae-Won;Hong, Euy-Seok
    • Journal of Korea Multimedia Society
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    • v.10 no.4
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    • pp.506-515
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    • 2007
  • In this paper, we propose a Real-time Interactive Shadow Avatar(RISA) which can express facial emotions changing as response of user's gestures. The avatar's shape is a virtual Shadow constructed from the real-time sampled picture of user's shape. Several predefined facial animations overlap on the face area of the virtual Shadow, according to the types of hand gestures. We use the background subtraction method to separate the virtual Shadow, and a simplified region-based tracking method is adopted for tracking hand positions and detecting hand gestures. In order to express smooth change of emotions, we use a refined morphing method which uses many more frames in contrast with traditional dynamic emoticons. RISA can be directly applied to the area of interface media arts and we expect the detecting scheme of RISA would be utilized as an alternative media interface for DMB and camera phones which need simple input devices, in the near future.

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Vision based 3D Hand Interface Using Virtual Two-View Method (가상 양시점화 방법을 이용한 비전기반 3차원 손 인터페이스)

  • Bae, Dong-Hee;Kim, Jin-Mo
    • Journal of Korea Game Society
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    • v.13 no.5
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    • pp.43-54
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    • 2013
  • With the consistent development of the 3D application technique, visuals are available at more realistic quality and are utilized in many applications like game. In particular, interacting with 3D objects in virtual environments, 3D graphics have led to a substantial development in the augmented reality. This study proposes a 3D user interface to control objects in 3D space through virtual two-view method using only one camera. To do so, homography matrix including transformation information between arbitrary two positions of camera is calculated and 3D coordinates are reconstructed by employing the 2D hand coordinates derived from the single camera, homography matrix and projection matrix of camera. This method will result in more accurate and quick 3D information. This approach may be advantageous with respect to the reduced amount of calculation needed for using one camera rather than two and may be effective at the same time for real-time processes while it is economically efficient.

A New Robotic 3D Inspection System of Automotive Screw Hole

  • Baeg, Moon-Hong;Baeg, Seung-Ho;Moon, Chan-Woo;Jeong, Gu-Min;Ahn, Hyun-Sik;Kim, Do-Hyun
    • International Journal of Control, Automation, and Systems
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    • v.6 no.5
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    • pp.740-745
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    • 2008
  • This paper presents a new non-contact 3D robotic inspection system to measure the precise positions of screw and punch holes on a car body frame. The newly developed sensor consists of a CCD camera, two laser line generators and LED light. This lightweight sensor can be mounted on an industrial robot hand. An inspection algorithm and system that work with this sensor is presented. In performance evaluation tests, the measurement accuracy of this inspection system was about 200 ${\mu}m$, which is a sufficient accuracy in the automotive industry.

Combining Communications and Tracking: A New Paradigm of Smartphone Games

  • Lee, Soong-Hee
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.7 no.2
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    • pp.202-215
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    • 2013
  • The generalization trend of smartphones has brought many smartphone games into daily lives. These games are mainly dependent on the interactions on the display of the phone using finger touches. On the other hand, functions for detecting the positions and actions of the phones such as gyro-sensors have been rapidly developed over the former orientation sensors and acceleration sensors. Though it has become technologically possible to detect the users' motion via the smartphone devices and to use the phone device directly as the game device, it is hard to find the actualized cases. This paper proposes a new paradigm that includes basic frameworks and algorithms for the games combining the motion tracking and mutual communications on the smartphones and presents the details of its implementation and results.

Simplified method on measurement and evaluation of floor impact sound using impact ball (임팩트 볼에 의한 바닥충격음 측정 및 평가 간편법)

  • Kim, Yong-Hee;Lee, Sin-Young;Jeon, Jin-Yong
    • Proceedings of the Korean Society for Noise and Vibration Engineering Conference
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    • 2006.11a
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    • pp.631-635
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    • 2006
  • In this study, simplified methods on measurement and evaluation of heavy-wight impact sound was proposed due to provide easy quality control method to construction engineers. The simplified methods include using of rubber impact ball instead of bang machine, reduced number of measuring and impact positions which is prescribed as over 4 points, using of hand-held sound level meter as a frequency analyser and prediction equation for $L_{i.Fmax.AW}$, single number rating, using $L_{Amax}$, and $L_{Lmax}$ at each frequency band. The results showed that a method of boundary driving and boundary measuring is the most similar to the current rating method.

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