• Title/Summary/Keyword: Human hands

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Experimental animal models for development of human enterovirus vaccine

  • Jae Min Song
    • Clinical and Experimental Vaccine Research
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    • v.12 no.4
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    • pp.291-297
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    • 2023
  • Enterovirus infections induce infectious diseases in young children, such as hand, foot, and mouth disease which is characterized by highly contagious rashes or blisters around the hands, feet, buttocks, and mouth. This predominantly arises from enterovirus A71 or coxsackievirus A16 infections and in severe cases, they can lead to encephalitis, paralysis, pulmonary edema, or even fatality, representing a global health threat. Due to the absence of effective therapeutic strategies for these infections, various experimental animal models are being investigated for the development of vaccines. During the early stages of research on enterovirus infections, non-human primate infections exhibited symptoms like those in humans, leading to their utilization as model animals. However, due to economic and ethical considerations, their current usage is limited. While enterovirus infections do not readily occur in mice, an infection model with mouse-adapted strain in neonatal mice has been employed. Cellular receptors have been identified in human cells, and genetically modified mice expressing these receptors have been used. Most recently, the utilization of Mongolian gerbil model is actively being considered and should be pursued for further animal model development. So, herein, we provide a summarized overview of the current portfolio of available enterovirus infection models, emphasizing their respective advantages and limitations.

A Study on Vision Based Gesture Recognition Interface Design for Digital TV (동작인식기반 Digital TV인터페이스를 위한 지시동작에 관한 연구)

  • Kim, Hyun-Suk;Hwang, Sung-Won;Moon, Hyun-Jung
    • Archives of design research
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    • v.20 no.3 s.71
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    • pp.257-268
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    • 2007
  • The development of Human Computer Interface has been relied on the development of technology. Mice and keyboards are the most popular HCI devices for personal computing. However, device-based interfaces are quite different from human to human interaction and very artificial. To develop more intuitive interfaces which mimic human to human interface has been a major research topic among HCI researchers and engineers. Also, technology in the TV industry has rapidly developed and the market penetration rate for big size screen TVs has increased rapidly. The HDTV and digital TV broadcasting are being tested. These TV environment changes require changes of Human to TV interface. A gesture recognition-based interface with a computer vision system can replace the remote control-based interface because of its immediacy and intuitiveness. This research focuses on how people use their hands or arms for command gestures. A set of gestures are sampled to control TV set up by focus group interviews and surveys. The result of this paper can be used as a reference to design a computer vision based TV interface.

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Emotion Recognition Method using Physiological Signals and Gestures (생체 신호와 몸짓을 이용한 감정인식 방법)

  • Kim, Ho-Duck;Yang, Hyun-Chang;Sim, Kwee-Bo
    • Journal of the Korean Institute of Intelligent Systems
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    • v.17 no.3
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    • pp.322-327
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    • 2007
  • Researchers in the field of psychology used Electroencephalographic (EEG) to record activities of human brain lot many years. As technology develope, neural basis of functional areas of emotion processing is revealed gradually. So we measure fundamental areas of human brain that controls emotion of human by using EEG. Hands gestures such as shaking and head gesture such as nodding are often used as human body languages for communication with each other, and their recognition is important that it is a useful communication medium between human and computers. Research methods about gesture recognition are used of computer vision. Many researchers study emotion recognition method which uses one of physiological signals and gestures in the existing research. In this paper, we use together physiological signals and gestures for emotion recognition of human. And we select the driver emotion as a specific target. The experimental result shows that using of both physiological signals and gestures gets high recognition rates better than using physiological signals or gestures. Both physiological signals and gestures use Interactive Feature Selection(IFS) for the feature selection whose method is based on a reinforcement learning.

Development of Tilting Chair for Maintaining Working Position at Reclined Posture

  • Hyeong, Joon-Ho;Roh, Jong-Ryun;Park, Seong-Bin;Kim, Sayup;Chung, Kyung-Ryul
    • Journal of the Ergonomics Society of Korea
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    • v.33 no.2
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    • pp.155-165
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    • 2014
  • Objective: The aim of this study is to develop an office chair enabling to keep working at reclined sitting posture. Background: Sedentary workers are supposed to change the posture frequently during long hours of sitting. A reclined sitting position has been recommended to reduce disc pressure. But slumped sitting posture caused by the buttock sliding forward without any adjustment of back reclining is commonly observed. The worker seems to have tendency to change the sitting posture maintaining working condition. We assumed the reason to be their hands movement away from the working space when tilting backward. Method: Slide mechanism allowing seat to move forward was designed to maintain the hand position in working space during reclining. A prototype was manufactured and tilting motion was analyzed using motion capture system. Four experiment chairs were tested including the manufactured prototype chair and three other commercial chairs. Results: A backward movements of the hand position were 13.0mm, 101.7mm, 156.1mm and 139.3mm at the prototype chair, compared to chair B, chair C and chair D, respectively. And the movement was remarkably small at the prototype chair. Conclusion: The developed seat sliding chair allows back tilting maintaining hand position at working space. We expect the user tilting back more often than normal tilting chair during seated work. But further investigation is required to figure out the effectiveness of the developed chair using prolonged working hours. Application: The developed office chair directly affects commercialization.

Comparison of Newton's and Euler's Algorithm in a Compound Pendulum (복합진자 모형의 뉴튼.오일러 알고리즘 비교)

  • Hah, Chong-Ku
    • Korean Journal of Applied Biomechanics
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    • v.16 no.3
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    • pp.1-7
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    • 2006
  • The Primary type of swinging motion in human movement is that which is characteristic of a pendulum. The two types of pendulums are identified as simple and compound. A simple pendulum consist of a small body suspended by a relatively long cord. Its total mass is contained within the bob. The cord is not considered to have mass. A compound pendulum, on the other hand, is any pendulum such as the human body swinging by hands from a horizontal bar. Therefore a compound pendulum depicts important motions that are harmonic, periodic, and oscillatory. In this paper one discusses and compares two algorithms of Newton's method(F = m a) and Euler's method (M = $I{\times}{\alpha}$) in compound pendulum. Through exercise model such as human body with weight(m = 50 kg), body length(L = 1.5m), and center of gravity ($L_c$ = 0.4119L) from proximal end swinging by hands from a horizontal bar, one finds kinematic variables(angle displacement / velocity / acceleration), and simulates kinematic variables by changing body lengths and body mass. BSP by Clauser et al.(1969) & Chandler et al.(1975) is used to find moment of inertia of the compound pendulum. The radius of gyration about center of gravity (CoG) is $k_c\;=\;K_c{\times}L$ (단, k= radius of gyration, K= radius of gyration /segment length), and then moment of inertia about center of gravity(CoG) becomes $I_c\;=\;m\;k_c^2$. Finally, moment of inertia about Z-axis by parallel theorem becomes $I_o\;=\;I_c\;+\;m\;k^2$. The two-order ordinary differential equations of models are solved by ND function of numeric analysis method in Mathematica5.1. The results are as follows; First, The complexity of Newton's method is much more complex than that of Euler's method Second, one could be find kinematic variables according to changing body lengths(L = 1.3 / 1.7 m) and periods are increased by body length increment(L = 1.3 / 1.5 / 1.7 m). Third, one could be find that periods are not changing by means of changing mass(m = 50 / 55 / 60 kg). Conclusively, one is intended to meditate the possibility of applying a compound pendulum to sports(balling, golf, gymnastics and so on) necessary swinging motions. Further improvements to the study could be to apply Euler's method to real motions and one would be able to develop the simulator.

Delayed Luminescence Characteristics of Human Hands (사람 손의 지연발광 특성)

  • Yang, Joon-Mo;Choi, Chun-Ho;Soh, Kwang-Sup;Lim, Woo-Taek;Lee, Han-Sang;Chae, Seung-Byung;Yoon, Se-Yeol;Lee, Kyung-Il;Shin, Eun-Seok;Choi, Sun-Mi
    • Korean Journal of Optics and Photonics
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    • v.17 no.1
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    • pp.81-88
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    • 2006
  • Delayed luminescence from human hands after illumination by light at different wavelength bands was studied. A delayed luminescence measurement system equipped with photomultiplier tube (PMT), fiber optics and automatic mechanical shutter system was developed. Three spectrum band-pass filters, fer which transmissions are on 350${\~}$450 nm, 450${\~}$550 nm and 550${\~}$650 nm, were used to select irradiation wavelength, and 150W metal-halide lamp was used as an illumination source. Six volunteers put their palms (dorsa) onto the measurement system, and after light illumination, delayed luminescence were measured for 10 minutes. The results show that delayed luminescence after shorter wavelength illumination was higher than that a(ter longer wavelength one. These results indicate the existence of accepters in human skin which can be excited at short wavelengths. Furthermore, each subjects showed different delayed luminescence curve patterns. Reactive oxygen species (ROS) are known to have important roles on delayed luminescence, and this research suggests that ROS concentration can be measured noninvasively with optical methods.

Comparative Efficacy of Mosquito Repellents against Aedes albopictus (Diptera: Culicidae) (흰줄숲모기에 대한 모기기피제의 효과비교)

  • Kang, Shin-Ho;Jang, Sun-Ah;Han, Jong-Been;Seo, Dong-Kyu;Song, Chi-Hun;Kim, Min-Ki;Kim, Young-Lim;Choi, Seon-Hee;Kim, In-Kyu;Kim, Gil-Hah
    • Korean journal of applied entomology
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    • v.44 no.3 s.140
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    • pp.243-249
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    • 2005
  • We investigated the repellency of eight mosquito repellents against Culex pipiens pallens and Aedes albopictus, and the quantity of DEETs were analysed by using gas chromatography. Ae. albopictus showed higher bloodsucking efficacy than Cx. pipiens pallens of the two subjects mouse and human hands, and human hand was more efficacious method for mosquito bloodsucking efficacy than mouse. Among the eight repellents were tested with mouse as subjects for eight hours, product C, G, and H were high repellency than others. In the case of human hands as subject, product C was highly effective than above other products. The DEET quantities of eight repellants varied from 7.31 g to 38.9 g in 100 g contents and we ascertained that there was a correlation between mosquito repellency and the DEET quantities remained after the treatments. It was evidenced from the long term test with shirt piece, in this test the Ae. albopictus attack was increased when the DEET quantity decreased below 40%.

A Fundamental Study for Creating 3D CG Animation of an Assembly Work

  • Yamanaka, Hiroki;Matsumoto, Toshiyuki;Shinoda, Shinji;Niwa, Akira
    • Industrial Engineering and Management Systems
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    • v.11 no.2
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    • pp.188-195
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    • 2012
  • This paper presents a new mode of expressing a 3D assembly work for creating a 3D CG animation without judgment by human from minimal required information. In the field of manufacturing, there are favorable movements in the utilization of 3D CAD for 3D simulation to shorten lead time for product development and pre-production. But simulating an assembly work has troubles to need huge quantity of manually input data. This paper discusses what minimal necessary information for creating 3D CG animations of assembly works is, focusing on the features of assembly works. Furthermore, a new mode of expressing a 3D assembly work is proposed as "state/change transition diagrams" (SCTD), which express arbitrary scenes in an assembly work as "state" and describe a sequential assembly work with "state" and "change", and the outline of its stepwise generation algorithm is also described. SCTD can be converted to a 3D CG animation of an assembly work without judgment by human. This paper focuses on the creating 3D CG animation of assembly works which workers use only their both hands.

Dyeing of Cotton Fabrics with Persimmon Extract Powder - Focused on Dyeability and Mechanical Properties Depending on Color Characteristics - (감 추출분말을 이용한 면직물의 염색 - 색채특성에 따른 염색성과 역학적 성질을 중심으로 -)

  • Lee, An Rye;Yi, Eunjou
    • Korean Journal of Human Ecology
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    • v.22 no.5
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    • pp.461-476
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    • 2013
  • This study aims to provide practical information of both color and hands of cotton fabrics dyed with persimmon dye powder for natural dyeing fashion industries by investigating dyeing behavior and color gamut, by testing mechanical properties depending on color characteristics, and finally by evaluating dyeing fastness. As results, the persimmon dye powder obtained by extracting the fruits to final solid powder was found as containing tannin and it partially coated between and on fibers similarly to traditionally dyed one. The K/S values of non-mordanted fabric and two differently mordanted ones with Fe and Cu seemed to reach their equilibrium from 800, 800, and 600% (owf), respectively. Yellow-red was the only one hue shown while tones were various as pale (p), light grayish (ltg), soft (sf), dull (d), grayish (g), and dark grayish (dkg). In mechanical properties, the dyed fabrics with p and ltg tended to be less altered than undyed ones whereas d and d kg by higher bath concentrations could be applied to boxy silhouette owing to their increased stiffness and less stretchability. Although fastness to dry cleaning and stain was good, color change by washing and rubbing needed to be improved.

A New Eye Tracking Method as a Smartphone Interface

  • Lee, Eui Chul;Park, Min Woo
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.7 no.4
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    • pp.834-848
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    • 2013
  • To effectively use these functions many kinds of human-phone interface are used such as touch, voice, and gesture. However, the most important touch interface cannot be used in case of hand disabled person or busy both hands. Although eye tracking is a superb human-computer interface method, it has not been applied to smartphones because of the small screen size, the frequently changing geometric position between the user's face and phone screen, and the low resolution of the frontal cameras. In this paper, a new eye tracking method is proposed to act as a smartphone user interface. To maximize eye image resolution, a zoom lens and three infrared LEDs are adopted. Our proposed method has following novelties. Firstly, appropriate camera specification and image resolution are analyzed in order to smartphone based gaze tracking method. Secondly, facial movement is allowable in case of one eye region is included in image. Thirdly, the proposed method can be operated in case of both landscape and portrait screen modes. Fourthly, only two LED reflective positions are used in order to calculate gaze position on the basis of 2D geometric relation between reflective rectangle and screen. Fifthly, a prototype mock-up design module is made in order to confirm feasibility for applying to actual smart-phone. Experimental results showed that the gaze estimation error was about 31 pixels at a screen resolution of $480{\times}800$ and the average hit ratio of a $5{\times}4$ icon grid was 94.6%.