• Title/Summary/Keyword: Multisensory

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An application and evaluation of Alzheimer's Garden Audit Tool(AGAT) to assess outdoor space of the long-term care facility in Korea (국내 노인전문시설 옥외공간 평가를 위한 외국도구(AGAT)의 적용 후 평가)

  • Tak, Young Ran;An, Ji Yeon;Jung, So Young
    • Journal of The Korea Institute of Healthcare Architecture
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    • v.19 no.1
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    • pp.9-22
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    • 2013
  • Purpose: The aging population is the quickly increasing in Korea. Since 2008, the National Long term Care Insurance, a number of long term care facilities have established during short time in Korea. Especially, the environmental assessment tool is important for managing healing environment in a long term care facility for the elderly. Alzheimer's Garden Audit Tool (AGAT) is used to assess whether a garden incorporates those elements and qualities as healing outdoor space. In this paper, we discuss the benefits, limitations, and future directions of the assessment tool for long-term care facilities. Methods : The AGAT audit was done through content analysis by 5 experts from diverse discipline as post occupancy evaluation of a long term care facility located in suburban area. The expert group was asked to describe their comments for modification and improvement in application of AGAT. Results : The results of this study show that it is necessary to refine the instrument's items to better meet the needs of the criteria and items for Korean culture-friendly tool. Especially, greenhouse elements (various plants, birds etc.), multisensory experiences, users-oriented space, programmed activities in garden, and hazards on pathway has somewhat limitation as measurement to assess outdoor of long-term care facilities in Korea. Implications : Consequently, AGAT could be applicable to evaluate the outdoor space of long term care facility in Korea with culturally sensitive revision.

A Research on the Characteristics of Virtual Reality Stores -Focused on Hyundai VR Store and eBay VR Department Store- (가상현실 점포의 특성에 관한 연구 -현대백화점 VR 스토어와 eBay VR 백화점 사례를 중심으로-)

  • Jang, Ju Yeun;Chun, Jaehoon
    • Journal of the Korean Society of Clothing and Textiles
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    • v.42 no.4
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    • pp.671-688
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    • 2018
  • This study investigates the characteristics of VR stores that emerged as new fashion communication media. Two case studies on Hyundai and eBay VR Department stores were conducted along with a discussion of the function and meaning of the fashion VR store. The results showed that both stores provide novel shopping experiences; however, the two were differentiated in terms of production method and technology implementation level. Functional aspects such as providing shopping efficiency and purchasing service was insufficient in both stores. Instead, they were complementing by means of product rotation, recommendation system, voice guidance, or linkage with an online shopping mall. In experiential aspects, both stores provided a strong sense of immersion. Hyundai VR store enhanced immersion with a high resolution image of a real offline store; however, it lacked in the ability to provide multisensory stimulation such as kinetic sense or auditory stimulation. The eBay VR Department store intensified the immersion experience by providing auditory stimulation as well as visual stimulation that enhanced the speed and distance sense through the utilization of animation. However, the extent of experience was limited in terms of agency and transformation because of the low interactivity found in both store systems.

Direct Manipulation based Trajectory Inserting and Editing Methods for ARtalet Authoring Tool (디지로그 북 저작을 위한 감각형 조작 도구를 이용한 직조작 기반의 3D 객체의 이동궤적 삽입 및 편집 기술)

  • Ha, Tae-Jin;Lee, Young-Ho;Woo, Woon-Tack
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.497-501
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    • 2009
  • 'Digilog Book' integrates advantages of existing paper book and immersive digital contents in augmented reality environment, which enables users to feel physical touch and get additional multisensory feedback. As a high level authoring user interface, 'ARtalet' provides an intuitive way to make Digilog Book through 3D user interface in augmented reality environment. This paper mentions trajectory inserting and editing methods of 3D objects, then combining method of the trajectory. 3D object is selected by camera tracked prop, and then transformation matrix relative to book plane is stored in real time based on timeframe. The saved trajectory is managed as templates, and user can make various compositions of trajectories. We expect that suggested methods can enhance interest of readers.

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A Study of Synesthesia Used in Public Advertising (공익포스터의 공감각적 표현 연구)

  • Li, Li;Kim, Maeng Ho
    • The Journal of the Korea Contents Association
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    • v.17 no.10
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    • pp.624-635
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    • 2017
  • A variety of methods are used in public advertising to make message persuasive. In order for posters to be more appealing, one good way is to use synesthesia. This study analyzed how synesthesia were used for effective communication. The case analysis is based on the prize winning advertisements chosen by the Korea Broadcast Advertising Corporation. According to the study, synesthesia maximize the efficiency of information delivery. Secondly, in the public campaign posters, sight was the most frequently used sensory element, followed by touch, hearing, smell and taste, respectively. Third, visual tactility was mostly used in nature and environment related posters to effectively deliver the messages. In the topic of social community campaigning, visualization of hearing was applied the most. Lastly, when more than three multisensory stimulations were present in the public campaign, the strongest sense stimulus played the largest part in making message delivery more efficient. The results of this study are expected to provide a scientific basis for future campaign posters that synesthesia expression elements are applied.

Digital Storytelling and Interaction based on Book - Application Scenario for Digilog Book (책을 기반으로 한 디지털 스토리텔링 및 상호작용 체험 - 디지로그 북 응용 시나리오를 중심으로)

  • Kim, Hae-Sun;Woo, Woon-Tack
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.552-557
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    • 2008
  • 'Digilog Book' dealing with the combination of each advantage of analog sensibility on texts and digital sensation on virtual reality is one of the noble applications of U-book. Based on contents from books, enhancing 3D immersive display enable readers to enjoy various experiences with multisensory feedback provided. Also, 'Digilog Book' provides digitally created stories that would project different experiences and environments interacting users' choices on the interface of the book. This study focuses on developing users friendly implementation tools providing more interaction between digitally generated stories and digitally generated interface so that interaction between virtual reality and actual realty is expanded through simulating contexts and extents. From the application scenario 'Digilog Book' would perform as a storytelling tool with developing subordinated elements such as context structure, screen structure, definition of writing function, writing interface, writing system structure, etc. Therefore, this study would become a significance to direct and indicate the development of writing techniques on virtual reality back to life through digitally augmented reality.

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Feasibility of Virtual Reality for Enhancement of Upper Extremity Function Post Stroke (작업치료 임상에서 뇌졸중 환자의 상지기능 향상을 위한 가상현실 치료의 유용성에 관한 고찰)

  • Kwon, Jae-Sung;Yang, No-Yul
    • Therapeutic Science for Rehabilitation
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    • v.1 no.2
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    • pp.35-40
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    • 2012
  • The purpose of this review was to investigate feasibility of intensive virtual reality training to improve upper extremity function with brain plasticity of individuals with stroke through the literature. The recovery of the paretic upper extremity depends on regularity and intensity of training as use-dependent plasticity. In resent, virtual reality program has been widely used in the occupational therapy field of augmented stroke rehabilitation. There is a growing body of evidence that virtual reality training of the paretic extremity induces brain plasticity associated with motor improvement. In terms of therapeutic feasibility to improve paretic upper extremity, recent research has explored several important factors of virtual reality training for recovery of upper extremity motor function. These factors include high repetition intensity, high motivation like type of game, enhanced multisensory feedback regarding performance, and interactive task-oriented training. Therefore, occupational therapy combined with intensive and repetitive virtual reality training will enhance recovery of upper extremity motor function after stroke.

A Study on the Characteristics and Expression Methods of Phenomenal Light In Steven Holl's Architecture (스티븐 홀의 건축공간에서 나타나는 현상적 빛의 표현방법과 특성에 관한 연구)

  • Jang, Hyun-Ju;Park, Chan-Il
    • Korean Institute of Interior Design Journal
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    • v.22 no.1
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    • pp.143-153
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    • 2013
  • The purpose of this study is to explore how to make use of the light and expression methods to embody phenomenal space by considering the representation techniques and characteristics of a variety of 'Phenomenal light' in his works focused on the Steven Holl's views that thought the light as object of creating space. The process is summarized as follows: (1) Study on the relationship between light and color, Classify concept and type of phenomenal light by phenomenal color (2) Consider the characteristics and expression methods of the phenomenal light in the Steven Holl's architecture (3) Finally, organize the concepts and representation techniques of phenomenal light, and then present method to embody phenomenal space by light. According to this, the results are as follows: (1) Perceptual color by the light of the sense forms a variety of perception and texture of light and shadow according to the contrast of shades and the change of materiality, thus embodying multisensory space with the light as the medium approach that helps to experience formal and tactile senses. (2) Spatial color by the light of volume distinguishes the flow and movement of sight, and embody inducing space with the light as Atypical activity that forms atmosphere of space through concentrated or overlapped mass of light and darkness. (3) Existential color by the light of the light source visualizes the existence of the uncertain light, and embody the receptive space with the light as emotional communication that forms symbolic and psychological meaning through metaphorical phenomena of colored light.

Comparison of Social Quotient and Sensory Processing According to the Toileting Ability in Children with Autism Spectrum Disorder (자폐스펙트럼장애 아동에서 대소변 가림 여부에 따른 사회지수 및 감각처리기능 비교)

  • Lee, Chulsang;Kim, Taehoon
    • Journal of The Korean Society of Integrative Medicine
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    • v.8 no.3
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    • pp.133-142
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    • 2020
  • Purpose : The purpose of this study was to investigate the differences in social quotient and sensory processing function between completed-toileting and incomplete-toileting children with autism spectrum disorder (ASD). We aims to provide a basis for the training of children with autism spectrum disorders. Methods : The subjects of this research were children with ASD, aged from 4 to 7, receiving sensory integration therapy at the H-Child Development Research Center in Busan, South Korea. After recruiting 30 parents who had children with ASD, we interviewed them and we divided their children into completed-toileting group and incomplete-toileting group based on the past researches. We assessed them using the Social Maturity Scale and Sensory Profile. Spearman correlation was used to analyze between the sensory processing score and social quotient. Mann-Whitney U test was used to compare the Sensory Profile scores of the two groups. Results : The social quotient was correlated with the sensory processing score in the most of component as for auditory processing, vestibular processing, touch processing, multisensory processing, orosensory processing, except for visual processing. The groups of completed-toileting and incomplete-toileting group showed statistically significant intergroup difference in sensory seeking, emotional reactive, oral-sensory sensitivity, and inattention/distractibility in the sensory factor region. No statistically significant difference from intergroup was observed in any modulation areas, nor in behavioral & emotional response domains. Conclusion : A significant intergroup difference was observed in the most of sensory processing areas, except for modulation areas and behavioral & emotional response domains. The result revealed that toileting is significantly correlated with sensory processing. Therefore, this study suggests that the sensory processing function should be considered in the toilet training of children with ASD.

Effect of Lower Limb Ischemia on Linear Motion Perception (하지 허혈 유발에 따른 선형 운동 역치 변화)

  • Yi, Yong-Woo;Park, Su-Kyung
    • Transactions of the Korean Society of Mechanical Engineers B
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    • v.35 no.11
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    • pp.1185-1190
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    • 2011
  • The lower limb somatosensory deficit observed among peripheral neuropathy patients is partially related to the decline in their balance ability. In general, balance ability has been examined by measuring the postural response (i.e., action). However, body motion is induced by integrated multisensory cues (i.e., motion perception). In this study, we hypothesized that the reduced lower limb somatosensation might also lower motion perception. We induced lower limb sensory deficits through ischemia and then measured the cutaneous sensory sensitivity and directional motion perception. The sensory deficit was successfully induced, and it also lowered the motion perception. However, the center of pressure (COP) variation did not significantly change under the sensory deficit. This result implies that measuring motion perception could enable the detection of precursors of sensory deficits.

Evaluation of Human-body Effect on Half Body Bathing System Using Micro Bubble and LED Lighting for the Elderly (마이크로 버블과 LED조명을 이용한 고령자용 반신욕조 시스템 인체영향 평가)

  • Kim, K.T.;Oh, S.Y.;Yu, M.;Yu, C.H.;Han, K.S.;Kwon, T.K.
    • Journal of rehabilitation welfare engineering & assistive technology
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    • v.8 no.1
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    • pp.19-26
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    • 2014
  • The purpose of this study was to investigate the human body effect according to micro bubble and LED lighting in half body bathing. This study was conducted on 6 elderly male and 7 female in 70's, and the subjects were classified into half body bathing with the micro bubble group (3 male, 4 female) and without the micro bubble group (3 male, 3 female) to proceed to the experiment. Experiments were performed 4 times by changing the LED lighting colors. As a result, parasympathetic nerves were activated than sympathetic nerves (micro bubble stimulation : 21.41%) and the temperature of the body were increased by $5.93^{\circ}C$ with micro bubble and red lighting stimulation. It is considered that this work will help to utilize the half body bathing system for the micro bubble and LED lighting.

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