• Title/Summary/Keyword: Skin motion

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The Effect of Paraffin Therapy on Release of pain and Range of motion with Joint Disease Patients (관절 질환의 통증과 가동력에 파라핀 치료가 미치는 효과)

  • Lee, Suk-Min;Kwon, Ki-Ja
    • Journal of Korean Physical Therapy Science
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    • v.10 no.1
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    • pp.130-139
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    • 2003
  • This study was conducted in order to determine the effect of Paraffin Therapy on release of pain, skin temperature and range of motion with joint diseases. This study was performed on 42 patients with general joint diseases and 21 patients with degenerative joint diseases. All the subjects were randomly assigned to three groups with 21 each. The experiment had been done from June, 1. 2002 to September, 30. 2002, in two general hospitals and a social welfare center using Digital Thermometer Kane-May KM330 and VAS(visual analogue scale). Each pint was measured in terms of skin temperature, pain scale and ROM(range of motion). The results of the experiment are as follows : 1. In application of three different heat modalities (Paraffin bath, Infra red, Hydro pack) on the Knee, Ankle, Elbow pints of the subjects for 30 minutes, the elevation of skin temperature and the reduction of pain scale were found to be significantly different. When checked right after the 30 minutes' application, the Infra red resulted in a higher degree elevation of skin temperature than two other modalities, while Paraffin bath resulted in the highest degree of the elevation of skin temperature when it was checked one hour after the application was over. It means that Paraffin bath lasted longer than the other two modalities(F=14.691, p<.000). 2. With Paraffin bath application, pint pain was reduced significantly both in 30 minutes and one hour checks(F=20.675, p<.001). 3. In terms of ROM(range of motion) increase, didn't seem to have any significant differences in 30 minutes and one hour. The results suggest that Paraffin therapy be helpful in maximizing th effects on pint diseases. I strongly suggest that further studies be done on other pints and muscle diseases using Paraffin bath in different methods of applying the therapy.

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Effect of the Lumbar Range of Motion and Back Pain on Kinesiotaping of Erector Spinae Muscle (척주세움근의 키네시오 테이핑이 허리가동범위와 허리통증에 미치는 영향)

  • Park, Jonghang;Kim, Yoonhwan;Lee, Jaejun
    • Journal of The Korean Society of Integrative Medicine
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    • v.3 no.4
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    • pp.53-59
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    • 2015
  • Purpose : To retestify about the changes of the range of motion and pain from kinesiotaping the erector spinae muscle. Method : Targeted the number of 30 people with low back pain and measured lumbar range of motion and pain before kinesiotaping on the erector spinae muscle. After that, the measured value were compared and analyzed. Result : First, before and after kinesiotaping, doing skin distraction test, the changes of the skin distance within each experiment group all statistically showed meaningful differences(p<0.05). Secondly, before and after kinesiotaping and testing pain threshold, it statistically showed meaningful differences(p<0.05). Conclusion : Both two groups showed that the change of the skin distance increased and the pain averagely decreased than before taping. Therefore, kinesiotaping is considered that it affected the low back, the range of motion and pain.

A Position based Kinematic Method for the Analysis of Human Gait

  • Choi Ahn Ryul;Rim Yong Hoon;Kim Youn Soo;Mun Joung Hwan
    • Journal of Mechanical Science and Technology
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    • v.19 no.10
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    • pp.1919-1931
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    • 2005
  • Human joint motion can be kinematically described in three planes, typically the frontal, sagittal, and transverse, and related to experimentally measured data. The selection of reference systems is a prerequisite for accurate kinematic analysis and resulting development of the equations of motion. Moreover, the development of analysis techniques for the minimization of errors, due to skin movement or body deformation, during experiments involving human locomotion is a critically important step, without which accurate results in this type of experiment are an impossibility. The traditional kinematic analysis method is the Angular-based method (ABM), which utilizes the Euler angle or the Bryant angle. However, this analysis method tends to increase cumulative errors due to skin movement. Therefore, the objective of this study was to propose a new kinematic analysis method, Position-based method (PBM), which directly applies position displacement data to represent locomotion. The PBM presented here was designed to minimize cumulative errors via considerations of angle changes and translational motion between markers occurring due to skin movements. In order to verify the efficacy and accuracy of the developed PBM, the mean value of joint dislocation at the knee during one gait cycle and the pattern of three dimensional translation motion of the tibiofemoral joint at the knee, in both flexion and extension, were accessed via ABM and via new method, PBM, with a Local Reference system (LRS) and Segmental Reference system (SRS), and then the data were compared between the two techniques. Our results indicate that the proposed PBM resulted in improved accuracy in terms of motion analysis, as compared to ABM, with the LRS and SRS.

Smart Wrist Band Considering Wrist Skin Curvature Variation for Real-Time Hand Gesture Recognition (실시간 손 제스처 인식을 위하여 손목 피부 표면의 높낮이 변화를 고려한 스마트 손목 밴드)

  • Yun Kang;Joono Cheong
    • The Journal of Korea Robotics Society
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    • v.18 no.1
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    • pp.18-28
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    • 2023
  • This study introduces a smart wrist band system with pressure measurements using wrist skin curvature variation due to finger motion. It is easy to wear and take off without pre-adaptation or surgery to use. By analyzing the depth variation of wrist skin curvature during each finger motion, we elaborated the most suitable location of each Force Sensitive Resistor (FSR) to be attached in the wristband with anatomical consideration. A 3D depth camera was used to investigate distinctive wrist locations, responsible for the anatomically de-coupled thumb, index, and middle finger, where the variations of wrist skin curvature appear independently. Then sensors within the wristband were attached correspondingly to measure the pressure change of those points and eventually the finger motion. The smart wrist band was validated for its practicality through two demonstrative applications, i.e., one for a real-time control of prosthetic robot hands and the other for natural human-computer interfacing. And hopefully other futuristic human-related applications would be benefited from the proposed smart wrist band system.

The positive effect of motion platform in virtual navigation (가상주행에서 모션플랫폼의 긍정적인 효과)

  • 김영윤;김은남;고희동;김현택
    • Science of Emotion and Sensibility
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    • v.6 no.1
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    • pp.11-16
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    • 2003
  • In this study, we examined the evaluation of virtual Reality (VR) according to the use of motion platform. We recorded electrogastrogram, skin conductance, blood volume, skin temperature, heart rate, and the frequency of eyeblink before, during, after virtual navigation in 33 subjects. We used simulator sickness questionnaire, presence questionnaire , and self-report to evaluate cybersickness and presence in VR system. All subjects experienced VR two times in Motion platform condition and non-Motion platform condition at two-week intervals. Presence score of motion platform condition was greater than non-motion platform condition. The frequency and severity of cybersickness were significantly reduced in motion platform condition than non-motion platform condition. These results suggest that the use of motion platform that synchronizes visual presentation provides higher presence and reduces cybersickness.

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Implementation of Game Interface using Human Head Motion Recognition (사람의 머리 모션 인식을 이용한 게임 인터페이스 구현)

  • Lee, Samual;Lee, Chang Woo
    • Journal of Korea Society of Industrial Information Systems
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    • v.19 no.5
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    • pp.9-14
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    • 2014
  • Recently, various contents using human motion are developed in computer vision and game industries. If we try to apply human motion to application programs and contents, users can experience a sense of immersion getting into it so that the users feel a high level of satisfaction from the contents. In this research, we analyze human head motion using images captured from an webcam and then we apply the result of motion recognition to a game without special devices as an interface. The proposed method, first, segments human head region using an image composed of MHI(Motion History Image) and the result of skin color detection, and then we calculate the direction and distance by the MHI sequence. In experiments, the proposed method for human head motion recognition was tested for controlling a game player. From the experimental results we proved that the proposed method can make a gammer feel more immersed into the game. Furthermore, we expect the proposed method can be an interface of a serious game for medical or rehabilitation purposes.

A Study of Electrode Locations for Design of ECG Monitoring Smart Clothing based on Body Mapping (심전도 모니터링 스마트 의류 디자인을 위한 바디매핑 기반 전극 위치 연구)

  • Cho, Hakyung;Cho, Sang woo
    • Fashion & Textile Research Journal
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    • v.17 no.6
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    • pp.1039-1049
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    • 2015
  • The increase in the need for a 24 hour monitoring of biological signals has been accompanied by an increasing interest in wearable systems that can register ECG at any time and place. ECG-monitoring clothing is a wearable system that records heart function continuously, but there have been difficulties in making accurate measurements due to motion artifacts. Although various factors may cause noise in measurements due to motion, the variations in the body surface and clothing during movements that cause eventual the shifting and displacement of the electrodes is particularly noteworthy. Therefore, this study used biomedical body mapping and a motion-capture system to measure and analyze the changes in the body surface and garment during movements. It was deduced that the area where the friction and separation between the garment and skin is the lowest would be the appropriate location to place the ECG electrodes. For this study, 5 male and 5 female in their 20s were selected as subjects, and through their selected body movements, the changes in the garment and skin were analyzed using the motion-capture system. As a result, the area below the chest circumference and the area below the shoulder blades were proposed as the optimal location of electrode for ECG monitoring.

Research about Graphic Modeling Element of Media Skin (미디어스킨 기반의 그래픽 조형 요소에 관한 연구)

  • Kim, Moon Seok;Oh, Moon Seok
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.6 no.3
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    • pp.151-158
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    • 2010
  • Media Skin is in form extended of TV or computer monitor that is digital media picture or digital output of graphic. Mean reflex or graphics applied in LCD Window of portable phone or LED display etc. of city environment mainly. Draft and study skill development trend and studied about role as graphic modeling to Media Skin. Media Skin that inflect LED over inside and outside of the country impulse to steal current is embodied. It is situating from modern society to one media trend. Progressed general investigation about Media Skin's connection skill in research. As culture contents progressed determinate research to graphic modeling element etc. As graphic modeling of new media special quality is construed by 4 as following. Contact, Real time, Nonlinear, Multi-Communication are it. Media Skin has function as symbol of city or media construction facade. Also, have enough value as function new media as information offer function, art.

Imperceptible On-Skin Sensor Devices for Musculoskeletal Monitoring and Rehabilitation (상시 근골격 모니터링과 재활을 위한 온스킨 센서 디바이스 기술)

  • Park, C.W.;Koo, J.B.;Jin, H.;Kim, Y.;Lim, C.;Hong, C.H.;Kim, H.J.
    • Electronics and Telecommunications Trends
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    • v.37 no.2
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    • pp.30-41
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    • 2022
  • As the society is superaging, the number of patients with movement disabilities due to musculoskeletal or nervous system illness is rapidly increasing. To improve public health and reduce medical expenses, it is essential to develop rehabilitation systems that allow patients to resume their daily-life activities. However, the existing musculoskeletal illness diagnosis and rehabilitation method is limited in terms of precision and efficiency because it is based on an empirical diagnosis and prescription without regard for individual characteristics. To overcome these limits, it is critical to design a novel concept of routine rehabilitation therapy device that is capable of inducing musculoskeletal balance by the precise analysis of musculoskeletal usage patterns via the motion and the muscle activity tracking of linked muscles. This study introduces the trend of on-skin sensor device technology for routine musculoskeletal monitoring and therapy. For on-skin rehabilitation systems, skin-adhesive and stretchable motion/posture, electromyography, pressure sensors, small-size and low-power wireless sensor interfaces, and user-friendly rehabilitation contents based on new algorithms are combined.

Hand Tracking based on CamShift using Motion History Image (운동 히스토리 영상을 활용한 CamShift 기반 손 추적 기법)

  • Gil, Jong In;Kim, Mina;Whang, Whankyu;Kim, Manbae
    • Journal of Broadcast Engineering
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    • v.22 no.2
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    • pp.182-192
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    • 2017
  • In this paper, we propose hand tracking system combined with color and motion information. Most of hand detection and tracking systems are performed by modeling skin color. However, in this approach, since it is highly influenced by light or surrounding objects, accurate values cannot be derived constantly. Also, depending on the skin color, hand tracking may be interrupted by not only the hand but also the background with a color similar to that of the face and skin. Therefore, we design the hand tracking that can effectively track a hand by using motion history image(MHI) and combining it with CamShift. The proposed system is implemented based on C/C++, and the experiments proved that the proposed method shows stable and excellent performance.