• Title/Summary/Keyword: Headset

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The Effects of the Closed and Open Musical Therapies to the Patients with Spinal and Epidural Anesthesia Operation (척추 및 경막외마취 수술환자에게 시행한 개방적 및 폐쇄적 음악요법의 효과)

  • Kim, Keun-Suk;Kim, Joo-Hyun;Kim, Sung-Jae
    • Journal of Korean Biological Nursing Science
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    • v.10 no.2
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    • pp.154-161
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    • 2008
  • Purpose: The purpose of this research was to examine the effects of musical therapy and the differences of two different ways of musical therapy: the closed musical therapy using a headset and the open musical therapy using cassette player. Methods: his study was designed with the non-equivalent control group pretest-posttest design. The research cases were 60 spinal and epidural anesthesia surgery patients at K University Hospital in C city from January 3, to March 31, 2005. We measured trait & state anxiety, blood sugar level, vital signs. The group was divided into two: experimental and control group. Results: 1) There are no significant differences between an experimental group and a control group in homogeneity test. 2) We can see that musical therapy during operations stabilizes blood pressure, and reduces sugar level in blood, and decreases psychological anxiety. 3) And the closed musical therapy has more obvious and significant effects than the open musical therapy. Conclusion: We could conclude our study here saying musical therapy during operations is necessary in easing patients' anxieties. More advanced researches on the subject are required to prove validity of the findings in our pilot study.

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Characteristics of the Animal Motif Found in Modern Fashion (현대패션에 나타난 동물적 모티브의 특성)

  • Kim, Sun-Young
    • Journal of the Korean Home Economics Association
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    • v.50 no.5
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    • pp.39-49
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    • 2012
  • This study looked into the trend of expression of animal motifs that appears in modern fashion, and the values embedded in them. As to the research method, empirical analysis was performed on the works presented at the four global collections of Paris, Milan, New York and London from 2001S/S to 2010F/W, as well as a literature review. As a result, animal motifs applied in modern fashion appeared in material groups, such as leather or feather. The first group shows a realistic material feel, with artificial leather or fur, expressed in a transformed complex animal motif, with process skill or various methods of expression. The second group is the case of a single motif or reality, mode, and ion pattern. Printing is a generic expression, but patchwork, collage or bead ornament are also used, and expressed in the various forms of pattern: pattern in a single animal, pattern in different animals, and pattern combining both animal and other shape. The third group is a small decorative ornament, including headset or accessory and makeup, which is transformed in an animal-characterized motif into part of clothing components for expression, or to set the real animal to the stage for a performance. The embedded values were also categorized as natural beauty, sensual female beauty, pleasure, and ornamentation, which could be an endless spiritual source, and a breakthrough that enables us to show a creative and new aesthetic for the modern fashion field.

A Study on Analysis and Improvement of Current Korean Army's Mine Detector (한국 군 운용 지뢰 탐지기 현실태 분석 및 개선 방안 연구)

  • Kim, Chi-Wook
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.13 no.5
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    • pp.229-233
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    • 2013
  • Mine detector of troops is different from other equipments. It is a base of a miner branch's combat, combat support and mission. But its notion is too obsucure and each troops' model and maker of it is so different and most of it is old type so there are a lot of malfunctions. Hence, I will define management of mine detector and figure out these days miner troops' mine detector situation. I will collect experts' opinions too. Through a discussion we could found improvement plan and develop it adequate for future operational environment. Proceeding all these courses and finally making it weaponize are the points of this writing.

A Comparison of the Voice Differences of Patients with Idiopathic Parkinson's Disease and a Normal-Aging Group (파킨슨병 환자와 정상 노인의 음성비교)

  • Kang, Young-Ae;Kim, Yong-Duk;Ban, Jae-Chun;Seong, Cheol-Jae
    • Phonetics and Speech Sciences
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    • v.1 no.1
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    • pp.99-107
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    • 2009
  • In view of the hypothesis that the effects of Parkinson disease on voice production can be detected before pharmacological intervention, the voice differences of patients with Idiopathic Parkinson's disease and a healthy aging group were diagnostically analyzed with the long term object of establishing, for clinical purposes, early disease-progression biomarkers. Fifteen patients with Idopathic Parkinson's disease (prior to pharmacological intervention) and a healthy control group of 15 were selected and every voice was recorded three times using praat (ver. 5022) with a headset mic. Relevant parameters - acoustic measure of /a/ phonation, F0 related parameters, MPT related parameters, articulatory ratio, VOT - were then analyzed by MANOVA. Significant differences were found in the F0 related (low F0, high F0, F0 range) and MPT related parameters. There were also significant differences in acoustic measurements (intensity, shimmer, HNR, jitter), AMR (/$t{\Lambda}$/,/$k{\Lambda}$/) and VOT (/ta/), The findings indicated that the voice production of patients with Idiopathic Parkinson's disease have normal pitch but bad quality. In particular, with slow articulatory ratios and VOT values, the tongue tip functioning of patients was lower than for the healthy group.

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Development of a Bluetooth Access Point on Embedded System for One - Phone Service (임베디드 시스템에서 원-폰 서비스를 위한 블루투스 액세스 포인트 개발)

  • Min Byungjo;Hwang June;Park Jongkyu;Kim Hagbae
    • The KIPS Transactions:PartA
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    • v.11A no.6
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    • pp.433-438
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    • 2004
  • In this paper, we describes the development of Bluetooth network Access Point(AP) for the access network connection of Bluetooth devices at home. Unlike headset, mouse, and keyboard, the AP should have capability to support multiple connection and stabilized network throughput. Our AP allows various kinds of Bluetooth terminals to access the access network like xDSL and PSTN(Public Swithced Telephone Network) stably. Especially, users can access the PSTN at home instead of expensive CDMA network through the AP by using the one-phone which is the cellular phone with the Bluetooth module.

A Study of Hybrid Automatic Interpret Support System (하이브리드 자동 통역지원 시스템에 관한 연구)

  • Lim, Chong-Gyu;Gang, Bong-Gyun;Park, Ju-Sik;Kang, Bong-Kyun
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.28 no.3
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    • pp.133-141
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    • 2005
  • The previous research has been mainly focused on individual technology of voice recognition, voice synthesis, translation, and bone transmission technical. Recently, commercial models have been produced using aforementioned technologies. In this research, a new automated translation support system concept has been proposed by combining established technology of bone transmission and wireless system. The proposed system has following three major components. First, the hybrid system consist of headset, bone transmission and other technologies will recognize user's voice. Second, computer recognized voice (using small server attached to the user) of the user will be converted into digital signal. Then it will be translated into other user's language by translation algorithm. Third, the translated language will be wirelessly transmitted to the other party. The transmitted signal will be converted into voice in the other party's computer using the hybrid system. This hybrid system will transmit the clear message regardless of the noise level in the environment or user's hearing ability. By using the network technology, communication between users can also be clearly transmitted despite the distance.

Data Processing Framework Design by Bluetooth (블루투스를 이용한 데이터 처리 프레임워크 설계)

  • Nam, Yong-su;Kim, Tae Yong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2009.05a
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    • pp.455-458
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    • 2009
  • Bluetooth technology has been applied to mobile device, personal computers, peripherals, information and variety of consumer electronics. Not also the original Bluetooth technology must be especially focused in the application of mobile phone but applications such as wireless headsets and dial-up networking may be increased. However Bluetooth is so only focused to wireless headset application that the various software applications are presently ignored. In this paper, we propose the framework design to implement Bluetooth profile for kiosk servers, which can be used in Theater, train station, bank, government and public offices. Then mobile devices capable of processing user's input/output can be remotely accessed in these servers by using Bluetooth module and AP, although Kiosk servers are only processed user input data.

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Research and development of haptic simulator for Dental education using Virtual reality and User motion

  • Lee, Sang-Hyun
    • International Journal of Advanced Culture Technology
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    • v.6 no.4
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    • pp.52-57
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    • 2018
  • The purpose of this paper is to develop simulations that can be used for virtual education in dentistry. The virtual education to be developed will be developed with clinical training and actual case data of tooth extraction. This development goal is to allow dental students to learn the necessary surgical techniques at the point of their choice, not going into the operating room, away from time, space, and physical limits. I want to develop content using VR. Oculus Rift HMD, Optical Based Outside-in Tracking System, Oculus Touch Motion Controller, and Headset as Input / Output Device. In this configuration, the optimization method is applied convergent, and when the operation of the VR contents is performed, the content data is extracted from the interaction analysis formed in the VR engine, and the data is processed by the content algorithm. It also computes events and dental operations generated within the 3D engine programming and generates corresponding events through data processing according to the input signal. The visualization information is output to the HMD using the rendering information. In addition, the operating room environment was constructed by studying lighting and material for actual operating room environment. We applied the ratio of actual space to virtual space and the ratio between character and actual person to create a spatial composition at a similar rate to actual space.

Development of 3D Defense Space Game using Oculus

  • Iim, Won-Gyu;Lee, Byeong Cheol;Kim, Soo Kyun;An, Syoungog
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.8
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    • pp.45-50
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    • 2019
  • Oculus Rift is the most universal VR (virtual Reality) headset for gamers and FPS (First Person Shooting) is the most suitable game genre to play with VR. Using VR can increase the player's sense of reality and make them feel as though they are in direct contact with the enemy while battling. The suggested VR game is a first person game where the player must defend a specific target against the surging enemy all within the time limit. Many objects will need to be used in this method. Object pooling will be used in order to manage all the numerous objects. When an object is repeatedly created and deleted it typically overwhelms the memory. To resolve this issue the game initially summons the object at the beginning of the scene and afterwards only uses the object when needed, lessening the burden on the memory. A ranking system is implemented to keep the game records in order to stimulate a competitive spirit between the players, and the game has received positive response during test play among college students in their 20s.

The Effect of VR Store Vividness on Immersion and User Satisfaction (VR점포의 생동감이 점포 몰입과 쇼핑경험에 대한 만족에 미치는 영향)

  • Yoon, Namhee;Lee, Ha Kyung;Lee, Yoon-Jung
    • Journal of the Korean Society of Clothing and Textiles
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    • v.45 no.3
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    • pp.559-572
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    • 2021
  • This study explores the effects of VR (Virtual Reality) store vividness, which is one of VR shopping environmental features used in previous research, on user satisfaction. In addition, the mediating role of immersion between VR store vividness and user satisfaction is investigated. The moderating role of self-efficacy is also explored since the effects of vividness and immersion on user satisfaction may depend on a consumer's perceived shopping self-efficacy. A total of 58 participants experienced a VR store with the Oculus Go VR headset. To test the hypotheses, model 14 of Process Macro 3.4 is used (95% Confidence Interval). According to the results, immersion mediated between VR store vividness and user satisfaction. Additionally, there was a significant interaction effect between immersion and self-efficacy on user satisfaction. When a consumer experiences high immersion at a VR store, consumers may have a strongly positive experience, especially among those who have a perceived low shopping self-efficacy.