• Title/Summary/Keyword: Limitation of motion

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Exercise rehabilitation for recurrent extraocular muscle movement limitation after pediatric blowout fracture surgery: a case report

  • Jeong Do Park;Syeo Young Wee;Se Young Kim
    • Archives of Craniofacial Surgery
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    • v.24 no.3
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    • pp.133-138
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    • 2023
  • White-eyed blowout fractures with extraocular muscle (EOM) entrapment necessitate emergency surgical intervention. However, even after surgery, diplopia or EOM motion limitations may persist due to the incomplete reduction of soft tissue herniation caused by inadequate dissection or unresolved muscle strangulation. In this report, we present a case of postoperative EOM movement limitation in a 5-year-old girl who experienced recurrent restriction in the upward gaze of her right eye 14 days after surgery. Instead of revision surgery, the patient was treated with targeted EOM exercises focusing on the inferior rectus muscle and inferior oblique muscle. The patient was instructed to slowly move her pupils from the central point to the upper and outer sides, then in a straight line from the central point to the lower and inner sides before returning to the center point. On the 28th postoperative day, 2 weeks after initiating the exercises, the patient's EOM motion fully recovered. This case highlights the effectiveness of EOM exercises as a non-surgical treatment approach for improving recurrent EOM movement limitations in the absence of soft tissue herniation following surgical management of blowout fractures in children.

Maximum Launch Range and F-pole Evaluation For Semi-Active Radar Missile (반능동 레이더 미사일에 대한 최대 사거리 및 F-pole 평가)

  • Kwon, Ky-Beom
    • Journal of the Korean Society for Aeronautical & Space Sciences
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    • v.30 no.4
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    • pp.92-98
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    • 2002
  • In this study, maximum launch range and F-pole are evaluated and analyzed for the semi-active radar missile concerning various launch condition, performance limitation and target maneuvers. Furthermore, general evasion maneuvers are considered when shooter approaches to target with head-on conditions. A point-mass target, shooter and missile model is used including aircraft and missile dynamics. More realistic missile motion simulation is conducted using aerodynamic performance data, geometry, performance limitation, radar seeker performance and so on. Maximum launch range, which is the distance for intercept satisfying target and missile motion and performance, is evaluated using root finding method. F-pole, which is the distance between target and shooter when intercept is completed, is evaluated assuming that shooter maneuvers through pursuit guidance to target.

Efficacy of Low Frequency Stimulator in Patients with Frozen Shoulder (오십견 환자의 치료에 있어서 저주파자극기의 효과)

  • Lim, Yun Hee;Lee, Pyung Bok;Seo, Myung Sin;Park, Sang Hyun;Oh, Yong Seok;Park, Ji Hyun
    • The Korean Journal of Pain
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    • v.18 no.2
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    • pp.156-160
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    • 2005
  • Background: Frozen shoulder is not an uncommon disease, which is associated with chronic pain and joint movement limitation. However, there are numerous devices to assist in the treatment of shoulder pain, but their efficacy has not been proven and their use remains immensely controversial. Therefore, a randomized clinical study was conducted to determine the effectiveness of a low-frequency stimulator for the treatment of frozen shoulder. Methods: A randomized clinical trial was carried out on 40 patients with frozen shoulder, with 40 patients assigned to two groups; a control treatment group (group C, n = 20) and a low frequency stimulator application group (group T, n = 20). Both groups were given a routine treatment modality, such as trigger point injection, intramuscular stimulation or suprascapular nerve block etc. The level of the shoulder pain was evaluated using a 100mm VAS (visual analog scale) at each visit, with the limitation in the range of motion simultaneously evaluated. Results: All the subjects improved after treatment, with the VAS scores after termination of treatment showed a statistically significant reduction (P < 0.05). However, there was no significant difference between the two groups. One month after termination of 5 cycles of treatment, group T maintained their improved state, whereas the pain in some of those in group C reemerged, which also showed a statistically significant difference (P < 0.05). The limitation in the range of motion improved, with most subjects able to resume daily activity. Conclusions: Although the low frequency stimulation provided no more pain relief than routine treatment, the effect was significantly prolonged. From this result, low frequency stimulation can be considered to aide the therapeutic effect of classical frozen shoulder therapy.

Spatially variable ground motion simulation (공간적 변이성을 고려한 지진파 생성)

  • Park, Du-Hee;Hashash Youssef M.A.;Lee, Seung-Chan;Lee, Hyun-Woo;Chun Byung-Sik
    • Proceedings of the Korean Geotechical Society Conference
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    • 2006.03a
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    • pp.625-633
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    • 2006
  • Spatial variability of ground motions has significant influence on dynamic response of longitudinal structures such as bridges and tunnels. The coherency function, which quantifies the degree of positive or negative correlation between two ground motions, is often used to describe the spatially variable ground motions. This paper compares two available procedures for developing spatially variable ground time histories from a given coherency function. Hao's method shows serious limitation, resulting in unrealistic decrease in coherency with increase in distance Abrahamason's method, on the other hand, preserves important characteristics of the reference ground motion. Therefore, the Abrahamason's method is recommended to be used in developing spatially varying ground motions.

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Movement Characteristic Analysis for Unconstrained Sleep Efficiency Analysis Based on the Smartphone (무구속 수면효율 분석을 위한 스마트폰 기반 움직임패턴 특성분석)

  • Kim, Do Yoon;Shin, Hangsik
    • The Transactions of The Korean Institute of Electrical Engineers
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    • v.63 no.7
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    • pp.940-944
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    • 2014
  • In this research, we designed representative motion patterns that possibly occurred in sleep situation and evaluated the feasibility of the smartphone based movement recording technique. For this, we designed 7 motions such as posture change, head movement, arm movement (vertical, horizontal), leg movement and hand movement (flipping, folding). Movement was recorded by using the smartphone and the actimetry device simultaneously for comparing the feasibility of smartphone based recording. As a result of experiment, we found that the smartphone based movement recording well reflects the body movement, however, it shows the limitation in recording the small local movement such as hand motion compared with the reference actimetry device, Actiwatch.

Constructing Cylindrical Panoramic Image from Panning Motion Camera using Simple Translation Motion Model (이동운동모델만을 이용한 수평 회전 카메라로부터 실린더 파노라믹 영상 생성)

  • Jang, Gyeong-Ho;Jeong, Sun-Gi
    • Journal of KIISE:Computer Systems and Theory
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    • v.28 no.12
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    • pp.653-659
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    • 2001
  • In this paper, we propose an efficient algorithm for constructing cylindrical panoramic image. At first, we describe a fast image alignment algorithm, which matches image strips located on equal distance for image centers. And then, we explain how to estimate accurately the effective focal length of camera by a bisection method. Although there is a limitation in that the image should be taken by a camera with pure panning motion, the proposed simple and fast algorithm is applicable to practical application.

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Case Analysis on Stop Motion Animation based on the Acceptance of New Technology : Focusing on 3D Printer & Special Effect Technology Application (신기술 수용 스톱 모션 애니메이션 사례분석 : 3D 프린터, 특수효과 기술 응용을 중심으로)

  • Zhang, Wan;Song, Seung-Keun
    • The Journal of the Korea Contents Association
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    • v.18 no.1
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    • pp.665-672
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    • 2018
  • The purpose of this study is to analyze the problem of existing stop motion animation and to apply 3D printer technology and computer special effect technology applied with latest technology as a solution to solve this problem. For this purpose, we review the history of stop motion animation and confirm how the technology applied to stop motion animation through previous research. As a result, we have overcome limitations of the existing stop motion animation limited to the cline cloth in terms of expression by using 3D printer like recently released and . Furthermore, the natural phenomenon, which is the biggest limitation of stop motion animation, was able to produce a unique work of stop motion animation rather than computer special effect processing. Therefore, in the stop-motion animation, the acceptance of 3D printer technology and computer special effects technology has enabled unlimited imagination and original expression. Recent technology-based stop-motion animation is expected to provide the foundation for the continued development of the animation field in the future.

Torticollis and Atlantoaxial Rotatory Subluxation after Chiropractic Therapy (카이로프랙틱 후 발생한 환축추 아탈구 및 후천성 사경)

  • Kim, Doyoung;Yun, Wang Hyeon;Park, Jinyoung;Park, Jung Hyun
    • Clinical Pain
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    • v.18 no.2
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    • pp.92-96
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    • 2019
  • Torticollis is an abnormal, asymmetric head or neck position which usually caused by imbalance of paracervical muscles. The traumatic torticollis can be caused by following events; atlantoaxial rotatory subluxation, atlantoaxial dislocation, cervical vertebral fractures, and injury to the cervical musculature. Especially, acute traumatic atlantoaxial rotatory subluxation usually presents limitation of cervical range of motion without pain or neurologic deficit. We report a case of a 58 year-old man who developed the acute atlantoaxial rotatory subluxation right after the chiropractic therapy, which induced the limitation of cervical range of motion to 52.5% of normal range. The magnetic resonance image revealed the facture of the odontoid process and the partial injury in transverse ligaments of the atlas. He underwent intramuscular botulinum toxin injection and 10 days of continuous cervical traction 15 hours a day using a 5 kg weight. The range of the cervical motion restored up to 90.2% of normal range.

Motion Recognition for Kinect Sensor Data Using Machine Learning Algorithm with PNF Patterns of Upper Extremities

  • Kim, Sangbin;Kim, Giwon;Kim, Junesun
    • The Journal of Korean Physical Therapy
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    • v.27 no.4
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    • pp.214-220
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    • 2015
  • Purpose: The purpose of this study was to investigate the availability of software for rehabilitation with the Kinect sensor by presenting an efficient algorithm based on machine learning when classifying the motion data of the PNF pattern if the subjects were wearing a patient gown. Methods: The motion data of the PNF pattern for upper extremities were collected by Kinect sensor. The data were obtained from 8 normal university students without the limitation of upper extremities. The subjects, wearing a T-shirt, performed the PNF patterns, D1 and D2 flexion, extensions, 30 times; the same protocol was repeated while wearing a patient gown to compare the classification performance of algorithms. For comparison of performance, we chose four algorithms, Naive Bayes Classifier, C4.5, Multilayer Perceptron, and Hidden Markov Model. The motion data for wearing a T-shirt were used for the training set, and 10 fold cross-validation test was performed. The motion data for wearing a gown were used for the test set. Results: The results showed that all of the algorithms performed well with 10 fold cross-validation test. However, when classifying the data with a hospital gown, Hidden Markov model (HMM) was the best algorithm for classifying the motion of PNF. Conclusion: We showed that HMM is the most efficient algorithm that could handle the sequence data related to time. Thus, we suggested that the algorithm which considered the sequence of motion, such as HMM, would be selected when developing software for rehabilitation which required determining the correctness of the motion.

Generation of Humanoid Walking Motion Adapted to the Ground's Sliding Properties (지면의 미끄러운 정도에 따른 캐릭터의 걷기 동작 생성)

  • Lee KumHee;Song MiYoung;Cho HyungJe
    • The KIPS Transactions:PartB
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    • v.12B no.2 s.98
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    • pp.157-166
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    • 2005
  • In 3D virtual environment the description of character' s movement that has utilized the conventional key-frame technique is gradually being developed toward the application of motion control method to generate more realistic and natural motion. Even the motion control method, however, has the limitation for expression of character's motion adapted to the ground properties of virtual world. That is, the walking motions of character are not only, for the most part, so uniform simple and repeated often as to feel to be tedious, but also the unnatural motion in which the tips of the toes soak through a plane or float in the air discording with the conditions of terrain lowers the semblance of reality. This paper proposes an adaptive motion control method for human figure locomotion in virtual environments or games, in which the walking motion is dynamiccally adapted to the ground's sliding properties. We compute an optimal parameters for one cycle of walking motion adapted to the ground properties by combining the coefficient of friction and centripetal force, and therefrom we induce a set of nonskid speed corresponding to various sliding properties of the ground.