• Title/Summary/Keyword: Multi-Sensory Integration

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Algorithms for Multi-sensor and Multi-primitive Photogrammetric Triangulation

  • Shin, Sung-Woong;Habib, Ayman F.;Ghanma, Mwafag;Kim, Chang-Jae;Kim, Eui-Myoung
    • ETRI Journal
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    • v.29 no.4
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    • pp.411-420
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    • 2007
  • The steady evolution of mapping technology is leading to an increasing availability of multi-sensory geo-spatial datasets, such as data acquired by single-head frame cameras, multi-head frame cameras, line cameras, and light detection and ranging systems, at a reasonable cost. The complementary nature of the data collected by these systems makes their integration to obtain a complete description of the object space. However, such integration is only possible after accurate co-registration of the collected data to a common reference frame. The registration can be carried out reliably through a triangulation procedure which considers the characteristics of the involved data. This paper introduces algorithms for a multi-primitive and multi-sensory triangulation environment, which is geared towards taking advantage of the complementary characteristics of spatial data available from the above mentioned sensors. The triangulation procedure ensures the alignment of involved data to a common reference frame. The devised methodologies are tested and proven efficient through experiments using real multi-sensory data.

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Effect of Sensory Integration Therapy with Oral Activity on Drooling and Play in Children with Developmental Disorder: Single-Subject Research (감각통합치료가 발달지연 아동의 침 흘림과 놀이에 미치는 효과: 단일사례연구)

  • Park, Sohee;Hong, Eunkyoung
    • The Journal of Korean Academy of Sensory Integration
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    • v.21 no.3
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    • pp.54-64
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    • 2023
  • Objective : This study aims to ascertain the effect of oral activity and sensory integration therapy on drool and play using oral toys in children with developmental delays. Methods : The participants of the study were two children (2 years and 8 months) experiencing developmental delays with sensory modulation problems in their oral sensory faculties. The research design was multi-baseline design cross-subjects among single-subject research ABA. Target behaviors were measured by drooling and interest and concentration in play using oral toys through the Goal Attachment Scale (GAS). In the 10 sessions that the children underwent during the intervention period (B), oral activity and proprioception-vestibular sensory integration therapy were applied. Results : The GAS of drooling improved from 0.25 for child A and -0.5 for child B during the baseline to 1.88 for child A and 1.4 for child B during the intervention period. The follow-up was 3 for both child A and child B. Meanwhile, the GAS of play during the baseline was -0.75 for child A and 0.75 for child B, and 1.9 for child A and 1.1 for child B during the intervention period. The follow-up was 1.33 for child A and 2 for child B. Conclusion : Oral activity and proprioceptive-vestibular sensory integration therapy are effective in drooling and playing with oral toys in children with sensory modulation problems in their oral sensory faculties.

Effect of a Multi-Sensory Play Therapy Program on the Attention and Learning of Children with ADHD (다감각놀이치료 프로그램이 ADHD 아동의 주의집중력과 학습에 미치는 영향)

  • Oh, Hyewon;Kim, Koun
    • Journal of The Korean Society of Integrative Medicine
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    • v.7 no.4
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    • pp.23-32
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    • 2019
  • Purpose : The purpose of this study was to evaluate the effects of multi-sensory treatment programs on attention and learning in ADHD children. Methods : The program was provided for 50 minutes twice a week for a total of 12 times over 6 weeks. The FAIR concentration test was used to identify the children's concentration of attention before and after the intervention. The children's learning ability was evaluated using K-ABC. Results : When attention was evaluated using FAIR, there was a significant increase in all dependencies of performance value (P), quality value (Q), and continuity value (C) (p>.05). In addition, when learning ability was evaluated using K-ABC, learning ability in general increased significantly (p>.05). The multi-sensory play therapy program had a positive effect on the children's attention and learning ability and thus it is a positive intervention method for children with ADHD. Conclusion : In addition to providing challenging activities, the program showed that it was possible to elicit the children's interest by engaging a variety of senses at the same time. This is believed to have motivated them internally to engage actively in the program.

Mothers' Attitude on Child-Rearing and Sensory Processing Ability of their Children in Ordinary Multi-cultural Families (다문화와 일반 가정의 어머니의 양육태도 및 아동의 감각처리능력 비교)

  • Ham, Bo-Hyeon;Kim, Su-Kyoung
    • The Journal of Korean Academy of Sensory Integration
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    • v.8 no.1
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    • pp.15-26
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    • 2010
  • Objective : The purpose of the study is to investigate and compare multi-cultural families in terms of mother' s attitude on child-rearing and their children's sensory processing ability. Methods : 19 multi-cultural families and 38 ordinary families were investigated and all the targeted families had children aged 3 to 7 years. Data were collected by a questionnaire asking general characteristics of mother-child; mother's attitude on rearing; and child's sensory processing ability, the Korean-translated version of Short Sensory Profile [SSP], and the Mother nurturing attitude. Data analysis has been done by Descriptive Statistics for subject characteristics and by Mean-Whitney U test for comparison between multi-cultural family group and ordinary family group. Results : There are significant differences between the two family groups in terms of the rearing attitude, especially in sub-item 'refusing(p=.000)'and 'autonomous(p=.000)'. Result of the SSP also indicate significant differences between the two groups in total score(p=.002) and sub-items such as taste/smell sensitivity(p=.004), movement sensitivity(p=.021), underresponsive/seeks sensation(p=.010), auditory filtering(p=.016), low energy/weak(p=.003), visual/auditory sensitivity(p=.029). Conclusion : The results of this study well describe differences between multi-cultural families and ordinary families in maternal child-rearing attitude and sensory processing ability of the children. It is suggested to collect data regarding adaptation of multi-cultural families and their child development through more profound qualitative studies in further.

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Design and Integration of U Effect System with Multi-sensory Motional Display (다감각의 운동감을 갖는 가상현실 효과 시스템의 설계 및 통합)

  • Yoo, Byoung-Hyun;Han, Soon-Hung
    • Proceedings of the Korea Society for Simulation Conference
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    • 2005.05a
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    • pp.93-99
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    • 2005
  • 가상현실 시뮬레이터는 교육과 지식의 전달을 위한 도구로 발전하고 있으며, 과학교육 및 문화체험을 위한 첨단과학전시시스템의 수요가 증가하고 있다. 동역학적 계산을 기반으로 하는 기존의 가상현실 시뮬레이터는 컨텐츠의 변경이 어려운 단점이 있으며, 효과적인 지식전달 및 흥미 유발을 위해서는 운동감뿐만 아니라 다감각을 동원한 체감 시스템이 필요하다. 본 연구에서는 체감형 전시 시스템에 적합한 운동감 생성 방법과, 다감각 동원 가상현실효과 시스템을 설계하고 통합하였다. 제안된 방법은 영상의 시점변화를 기반으로 한 운동감 생성과, 미리 저장된 모션 라이브러리를 이용한 운동감 효과를 동시에 적용할 수 있으며, 관객의 상호작용에 의한 운동감 효과를 쉽게 추가할 수 있다. 관객의 다양한 감각을 이용한 가상현실 효과를 위하여 체감형 전시 시스템에 적합한 다양한 다감각 효과의 적용 방안을 모색하고, 효율적인 다감각 효과를 선정하여 실제 시스템에 적용하였다. 이를 통하여 체감형 전시를 위한 가상현실 효과 시스템의 기본 구조를 정립하였다.

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Effect of Lower Limbs Somatosensation on Linear Motion Perception (하지 체성 감각이 선형 운동 지각에 미치는 영향)

  • Yi, Yong-Woo;Park, Su-Kyung
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.31 no.6 s.261
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    • pp.686-693
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    • 2007
  • To perceive body movement, the nervous system uses multi-sensory cues such as vision, vestibular signals, and somatosensation. Among the multi-sensory modality, the previous researchers reported that the lower limb somatosensation plays an important role on maintaining postural balance. In this study, we examined the contribution of somatosensory cues to linear motion perception by measuring the detection threshold of the direction of linear motion with and without lower limb somatosensory constraints. Six healthy male volunteers participated in randomly ordered 33 single sinusoidal acceleration trials with the stimulus at 0.25Hz with peak magnitude ranged from 0 to 8mG. After each stimulus, subjects reported their perceived direction of motion by button press. Results showed that the reduced lower limb somatosensation significantly increased perception threshold. Without constraints, mean threshold was $0.82{\pm}0.23mG$, while it was $1.23{\pm}0.35mG$ with reduced lower limb somatosensation. The results suggest that without visual cues, perception of the movement direction strongly depends on the lower limb somatosensory information.

Multi-Modal Wearable Sensor Integration for Daily Activity Pattern Analysis with Gated Multi-Modal Neural Networks (Gated Multi-Modal Neural Networks를 이용한 다중 웨어러블 센서 결합 방법 및 일상 행동 패턴 분석)

  • On, Kyoung-Woon;Kim, Eun-Sol;Zhang, Byoung-Tak
    • KIISE Transactions on Computing Practices
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    • v.23 no.2
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    • pp.104-109
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    • 2017
  • We propose a new machine learning algorithm which analyzes daily activity patterns of users from multi-modal wearable sensor data. The proposed model learns and extracts activity patterns using input from wearable devices in real-time. Inspired by cue integration of human's property, we constructed gated multi-modal neural networks which integrate wearable sensor input data selectively by using gate modules. For the experiments, sensory data were collected by using multiple wearable devices in restaurant situations. As an experimental result, we first show that the proposed model performs well in terms of prediction accuracy. Then, the possibility to construct a knowledge schema automatically by analyzing the activation patterns in the middle layer of our proposed model is explained.

The Trend of Overseas Studies on the Intervention of Multisensory Environment: Systemic Review (다감각환경중재에 관한 국외 연구의 경향: 체계적 고찰)

  • Cho, Eun-Hee;Song, Hyun-Eun;Yoo, Doo-Han
    • The Journal of Korean Academy of Sensory Integration
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    • v.17 no.1
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    • pp.54-64
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    • 2019
  • Objective : The purpose of this study is to study the effects of multisensory environment interventions, to provide information about clinical applications, and to aid South Korean research on the multisensory environment. Methods : PubMed, Cochrane, and Google Scholar were used to search for papers published from 2008 to 2018. The main search terms were "multisensory environment" and "snoezelen", a total of 10 foreign research articles were selected. And they were summarized according to Patient, Intervention, Comparison, Outcome (PICO). Results : Among the 10 papers, 6 included participants with dementia. The other studies examined patients with intellectual disabilities, patients with schizophrenia, and pregnant women. The study periods ranged from 3 weeks to 10 months. Most of the interventions included 2 or 3 sessions per week. The duration of each intervention session was 30 to 60 minutes. The dependent variables were psychological factors (such as anxiety and depression), social factors (such as quality of life), and cognitive and physical domains. The multisensory environment used for the interventions in the studies consisted of visual, auditory, and tactile senses, as well as additional olfactory and taste sensations, and vestibular sensations. Conclusion : In the future, the research should be applied to various target groups, especially children, who are interested in multisensory environmental intervention in South Korea.

A Modularized Approach to the Development of the Creativity Learning Program

  • Won, Kyung-Ah
    • Archives of design research
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    • v.20 no.2 s.70
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    • pp.103-116
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    • 2007
  • Art education in design has repeatedly stressed the importance of developing creativity. In the digital period, however, which shows rapid change in both forms and contents, it needs to be equipped with more flexible and systematic ways of approaching to the creativity development, especially involved with cultural diversity of the digital world. This paper primarily proposes a maximally efficient, productive creativity learning program in which the integration of expressive media and communication generates a comprehensive network of communicative information in the development of digital technologies, which, consequently, brings forth valuable cultural contents of art. The amalgamation of Won (2006)'s Prism Effect, with distinctive three devices, and the facilitator factors, with two different facilitators such as self-controlled and controlled plays, would function as a catalyst for cultural diversity in the digital forms and contents of art. And this will, consequently, result in producing a number of practices that can be classified and assorted for a later performance. This paper thus suggests a roadmap of how to develop the creativity learning program in which two categories of facilitators based on three thinking devices function to classify four activities. In addition, selected activities are shaped as a creativity learning program by generating learning practices with the formalizing instructional strategy that fit into a specialized educational environment and learners. The samples of loaming practice design show guidelines for practice and the results of learning activity. Therefore, the eventual goal of this paper would be to establish a creativity learning program that constitutes a highly systematized and modularized database to maximize the efficiency and productivity of the creativity development.

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A Rule-based Integration of Neural Network Modules based on Cellular Automata for Sensory-Motor Controller (센서-모터 제어기를 위한 셀룰라 오토마타 기반 신경망 모듈의 규칙기반 결합)

  • Kim, Kyung-Joong;Song, Geum-Beom;Cho, Sung-Bae
    • Journal of the Korean Institute of Intelligent Systems
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    • v.12 no.1
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    • pp.19-26
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    • 2002
  • There are some difficulties to construct a sensory-motor controller for an autonomous mobile robot such as coordinating the mechanics and control system parts of the robot, and managing interaction with external environments. In previous research, we evolve the CAM-Brain, neural networks based on cellular automata, to control an autonomous mobile robot. In this paper, we propose the method of combining multi-modules evolved to do simple behavior in order to making more sophisticated behaviors because the controller composed of one neural network module is difficult to make complex behaviors. In experimental results, we can get the controller adapting to more complex environments by combining CAM-Brain modules evolved to do simple behavior by rule-based approach.