• Title/Summary/Keyword: Medical games

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Automatic Intelligent Asymmetry Detection Using Digital Infrared Imaging with K-Means Clustering

  • Kim, Kwang Baek;Song, Doo Hoen
    • International Journal of Fuzzy Logic and Intelligent Systems
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    • v.15 no.3
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    • pp.180-185
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    • 2015
  • Digital infrared thermal imaging is a non-invasive adjunctive diagnostic technique that allows an examiner to visualize and quantify changes in skin surface temperature. The asymmetry of temperature differences between the diseased and the contralateral healthy body parts can be automatically analyzed and has been studied in many areas of medical science. In this paper, we propose a method for intelligent automatic asymmetry detection based on a K-means analysis and a YCbCr color model. The implemented software successfully visualizes an asymmetric distribution of colors with respect to the patients’ health status.

Virtual Reality-Based Library User Education Program Development

  • Lim, Seong-Kwan
    • Journal of Information Science Theory and Practice
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    • v.9 no.4
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    • pp.63-74
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    • 2021
  • Virtual Reality (VR) is one of the core components of the fourth industrial revolution as a technology that makes the virtual world feel as if it is real. VR is being used in various fields such as entertainment, advertisement, education, medical care, training, sports, and tourism, as well as providing contents for such things as games and videos. Libraries are already looking for ways to utilize VR from various angles, such as operating experiential programs. The purpose of this thesis is to develop and propose a VR-based library user education program. In order to achieve the purpose of the study, we analyzed previous studies from a theoretical perspective to find a way to construct a user education program, and also to derive possible implications based on examples of countries such as the United States and Korea that are already introducing and applying VR technology to library services. Therefore, the user education program proposed in this study can be used as a basic building block when many libraries want to develop VR-based programs in the future.

Unilateral Foot Drop During Weight Reduction:A Case Report (체중 감량 중에 발생한 편측 족하수: 증례보고)

  • Hwang, Sung Il
    • Journal of Electrodiagnosis and Neuromuscular Diseases
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    • v.20 no.2
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    • pp.135-138
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    • 2018
  • Peroneal neuropathy scarcely can develop after massive weight reduction. A 21-year-old man complained left foot drop after 28% weight reduction (from 94 kgs to 67.5 kgs). During previous seven months, he played PC games with sitting cross-legged more than seven hours a day. In addition, he started a heavily restricted diet three months ago. Except for those, he had neither any medical history nor trauma to his knee. Electrophysiologic study showed the partial conduction block of left peroneal neuropathy at the fibular head. Four-week well balanced diet and physical therapy improved his foot drop. For the prevention of peroneal neuropathy related to weight reduction, well balanced diet and lifestyle modification are needed.

Best Practices on Improving the Virtual Reality (VR) Content Development Process with EPIC's Unreal Engine

  • Kong, Ji Hoon;Kim, Ki Du;Kim, R. Young Chul
    • International Journal of Advanced Culture Technology
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    • v.9 no.4
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    • pp.417-423
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    • 2021
  • Recently, in the Game industries, they are increasing to use of game engines to reduce the development cost of 3D content and software. In particular, Unreal Engine provides a blueprint visual scripting function that enables software production without programming (coding). Although High-end video content can be produced, the problem is that content development is complicated and requires advanced manpower. To solve this problem, we propose an optimized VR game context process. This is because 1) a Blueprint visual script is used, 2) VR games with various interactions can be produced, 3) Non-majors in the software field (or groups) can develop advanced content. In various related industries such as defense, medical care, manufacturing, and construction, we may easily develop any game content without programming with our refined VR rhythm action game development process. We expect to reduce the development cost with the process advantages in the game industries.

On the dynamics of hockey stick after contacting with the ball

  • Yue Jia
    • Advances in concrete construction
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    • v.15 no.4
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    • pp.287-301
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    • 2023
  • Hockey games attracts many fans around the world. This game requires a specific type of ball and a stick for controlling the motion and trace of the ball. This control of motion involves hitting the ball which is a direct intensive dynamic loading. The impact load transferred directly to the hand of the player and in the professional player may cause long term medical problems. Therefore, dynamic motion of the stick should be understood. In the current study, we analyze the dynamic motion of a hockey stick under impact loading from a hockey ball. In doing so, the stick geometry is simplified as a beam structure and quasi-2D relations of displacement is applied along with classical linear elasticity theory for isotropic materials. The governing equations and natural boundary condition are extracted using Hamilton's principle. The final equations in terms of displacement components are solved using Galerkin's numerical method. The results are presented using indentation and contact force values for variations of different parameters.

Funology Body : Classified Application System Based on Funology and Philosophy of the Human Body (Funology Body : Funology와 '몸의 철학' 이론을 바탕으로 한 어플리케이션 분류 검색 체계 연구)

  • Kihl, Tae-Suk;Jang, Ju-No;Ju, Hyun-Sun;Kwon, Ji-Eun
    • Science of Emotion and Sensibility
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    • v.13 no.4
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    • pp.635-646
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    • 2010
  • This article focuses on Funology and a new classified application system based on concept of language and thought which are formed by body experience. It is defined by Funology Body as that. Funology Body is classifying and searching system which are consisted of a body, world (environment), and device tool. The body is sectioned by Brain, Eyes, Ears, Nose, Mouth, Hand, Torso, Feet, and Heart according as parts of the human body. This allows intuiting and experience searching as making classified system connected to the application relationship with concept of an each part of body. The Brain of the body is sub-classified by Book, Account, Business, Memory, Education, Search, and Aphorism to imply the application with thought. The Eyes take Video, Photography, and Broadcast for visibility. The Ears is categorized as Music, Instrument, Audio, and Radio for hearing. The Nose gets Perfume, Smell for olfactory sense. The Mouth is sectioned by Food, SNS, Chatting, Email, and Blog for eating and communication. The Hand sorts into Games, Kits, and Editing to handle, create, and play. The Torso is grouped by Health, Medical, Dance, Sport, Fashion, and Testyuorself related by protecting internal and meaning of the body core. The Feet is classified by Travel, Transportation, Map, and Outdoor for moving and concept of expanding the terrain. The Heart is consisted of Fear, Anger, Joy, Sadness, Acceptance, Disgust, Expectation, and Surprise for a human feeling. Beyond that, the World takes News, Time, Weather, Map, Fortune, and Shop, and Device tool gets Interface, Utilities. The Funology Body has a unique characteristic of giving intuitive and sensuous pleasure and reflection of users' attitude and taste for changing application flexibly.

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A Study on the Recent Labor-Management Dispute Cases at Medical Institutions (의료기관 노사분규 사례분석연구)

  • Shin, Gang-Wook;Yu, Seung-Hum;Kim, Young-Hoon;Kim, Tae-Woong
    • Korea Journal of Hospital Management
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    • v.14 no.1
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    • pp.123-144
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    • 2009
  • Recently, a long strike by hospital labor union emerged as a serious social issue. During the Worldcup Games in June, 2002, labor strikes broke up at 'C', 'K' and other hospitals, and in 2007, 'Y' hospital suffered much from a strike. Such series of extreme labor disputes have awakened people of importance of a more stable labor-management relationship for the medical institutions responsible for people's health than any other business organization. The purpose of this study was to examine the labor-management disputes at 'Y' hospital in 2007 and 'C' and 'K' hospitals in 2002. The results of this study can be summarized as follows; First, requests of the labor union such as pay raise, reemployment of the irregular workers as regular employees and participation of the labor union in personnel affairs are the long-held or core issues suffered by the medical institutions. Such issues are not independent from each other but complicated with each other surrounding the pay raise. Accordingly, it is not easy to determine the genuine bone of issue for labor-management disputes. Second, the model type of disputes between labor and management at medical institutions may be strike. However, it is conceived that the type of disputes would be subject to change as the essential medical service area system began to be operated since 2008. Third, the common characteristic of the labor strike among the 3 sample hospitals was occupation of the hospital lobby for a sit-in strike to maximize the negative effects of strike. Article 42 (Prohibition of Violence) of Labor Union and Labor Relation Coordination Act prohibits occupation of production or other important business facilities. In addition, since Ministry of Labor interprets that the hospital lobby belongs to the important business facilities enumerated by Article 42 of the above act, occupation of the hospital lobby for a sit-in strike may be too controversial to be admitted as a fair act of labor dispute when its legitimacy should be judged. Fourth, the counter-measures taken by the hospitals against the strike were observance of the principle 'no labor no pay,' closure, legal action, accusation, claim for recovery of damage, provisional seizure, disciplinary punishment, etc., but the principle of 'no labor, no pay' was not applied in a fair manner by 'C' and 'K' hospitals. However, 'Y' hospital applied this principle thoroughly to the strike; the hospital conduced to correction of the wrong labor-management relationship by refusing inclusion in the labor collective agreement of a provision about payment of wage during the period of strike or labor union's request to that effect during a strike. In addition, 'Y' hospital took an effective measure to end the strike earlier by notifying the labor union of cancellation of the collective agreement and banning the unionists from entering the hospital.

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A Research for Interface Based on EMG Pattern Combinations of Commercial Gesture Controller (상용 제스처 컨트롤러의 근전도 패턴 조합에 따른 인터페이스 연구)

  • Kim, Ki-Chang;Kang, Min-Sung;Ji, Chang-Uk;Ha, Ji-Woo;Sun, Dong-Ik;Xue, Gang;Shin, Kyoo-Sik
    • Journal of Engineering Education Research
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    • v.19 no.1
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    • pp.31-36
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    • 2016
  • These days, ICT-related products are pouring out due to development of mobile technology and increase of smart phones. Among the ICT-related products, wearable devices are being spotlighted with the advent of hyper-connected society. In this paper, a body-attached type wearable device using EMG(electromyography) sensors is studied. The research field of EMG sensors is divided into two parts. One is medical area and another is control device area. This study corresponds to the latter that is a method of transmitting user's manipulation intention to robots, games or computers through the measurement of EMG. We used commercial device MYO developed by Thalmic Labs in Canada and matched up EMG of arm muscles with gesture controller. In the experiment part, first of all, various arm motions for controlling devices are defined. Finally, we drew several distinguishing kinds of motions through analysis of the EMG signals and substituted a joystick with the motions.

Techno-Sociological Analysis on Internet Game Addiction Controversy (인터넷게임 중독논쟁의 기술사회적 함의)

  • Kim, Ji-Yeon
    • Journal of Korea Game Society
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    • v.14 no.1
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    • pp.81-92
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    • 2014
  • It was introduced article 26 (Restriction on Hours Provided for Internet Games in Late Night Time) of Juvenile Protection Act, so called "Shut-down Rule", in 2011. Game Industry submitted the legal petition and claimed that the rule is against the Constitution, because that rule based on the assertion that the game is poisonous such as drugs without apparent scientific evidence. It's in controversy in terms of science/medical care up to now; for all that it became to receive in social level. We can find a kind of technology-hatred that come out state-driven radical technological reception. It is required critical-discourse frame on new technology, not pathological frame.

Development of a SRP(Stress Relaxation Program) Game using HRV(Heart Rate Variability) (심장박동수 변이성을 이용한 스트레스 이완용 게임개발)

  • Choi, Sam-Ha;Joe, Young-Sin;Kim, Kyung-Sik
    • Journal of Korea Game Society
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    • v.2 no.1
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    • pp.77-83
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    • 2002
  • Cases of applying game in the medical area are increasing thesedays. This game has been developed to prevent disease in self-nervous system through the control of respiration after monitoring the mental stress and physical stress from the heart rate variability (HRV) of the game user. The game is a kind of a stress relaxation program (SRP) designed not to avoid boring or rejecting mind of users by traditional simple training of continuous repetition, but to increase interaction which is a unique feature of games.

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