• Title/Summary/Keyword: Stroke motion

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Design, Fabrication and Characterization of Lateral PZT actuator using Stiffness Control (강성제어 구조물을 이용한 수평구동형 박막 PZT 엑츄에이터의 설계, 제작 및 특성평가)

  • 서영호;최두선;이준형;이택민;제태진;황경현
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 2004.10a
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    • pp.756-759
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    • 2004
  • We present a piezoelectric actuator using stiffness control and stroke amplification mechanism in order to make large lateral displacement. In this work, we suggest stiffness control approach that generates lateral displacement by increasing the vertical stiffness and reducing the lateral stiffness using additional structure. In addition, an additional structure of a serpentine spring amplifies the lateral displacement like leverage structure. The suggested lateral PZT actuator (bellows actuator) consists of serpentine spring and PZT/electrode layer which is located at the edge of the serpentine spring. The edge of the serpentine spring prevents the vertical motion of PZT layer, while the other edge of the serpentine spring makes stroke amplification like leverage structure. We have determined dimensions of the bellows actuator using ANSYS simulation. Length, width and thickness of PZT layer are 135$\mu$m, 20$\mu$m and 0.4$\mu$m, respectively. Dimensions of the silicon serpentine spring are thickness of 25$\mu$m, length of 300$\mu$m, and width of 5$\mu$m. The bellows actuator has been fabricated by SOI wafer with 25$\mu$m-top silicon and 1$\mu$m-buried oxide layer. The bellows actuator shows the maximum 3.93$\pm$0.2$\mu$m lateral displacement at 16V with 1Hz sinusoidal voltage input. In the frequency response test, the fabricated bellows actuator showed consistent displacement from 1Hz to 1kHz at 10V. From experimental study, we found the bellows actuator using thin film PZT and silicon serpentine spring generated mainly laterally displacement not vertical displacement at 16V, and serpentine spring played role of stroke amplification.

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A Study on Binarization of Handwritten Character Image (필기체 문자 영상의 이진화에 관한 연구)

  • 최영규;이상범
    • Journal of the Korea Computer Industry Society
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    • v.3 no.5
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    • pp.575-584
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    • 2002
  • On-line handwritten character recognition be achieved successful results since effectively neural networks divided the letter which is the time ordering of strokes and stroke position. But off-line handwritten character recognition is in difficulty of incomplete preprocessing because has not information of motion or time and has frequently overlap of the letter and many noise occurrence. consequently off-line handwritten character recognition needs study of various methods. This paper apply watershed algorithm to preprocessing for off-line handwritten hangul character recognition. This paper presents effective method in four steps in watershed algorithm as consider execution time of watershed algorithm and quality of result image. As apply watershed algorithm with effective structure to preprocessing, can get to the good result of image enhancement and binarization. In this experiment, this paper is estimate the previous method with this paper method for execution time and quality in image. Average execution time on the previous method is 2.16 second and Average execution time on this paper method is 1.72 second. While this paper method is remove noise effectively with overlap stroke, the previous method does not seem to be remove noise effectively with overlap stroke.

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Development and Clinical Evaluation of the Upper Extremity Rehabilitation Game Program for Patients with Upper Extremity Hemiplegia After Stroke Using Smartphone: Preliminary Study (스마트폰을 이용한 뇌졸중 후 상지 편마비 환자의 상지 게임재활훈련 프로그램 개발 및 임상적 유용성 평가에 대한 예비연구)

  • Lim, Hyunmi;Choi, Yoon-Hee;Paik, Nam-Jong;Ku, Jeonghun
    • Journal of Biomedical Engineering Research
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    • v.36 no.5
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    • pp.155-161
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    • 2015
  • In the paper, we developed the mobile based rehabilitation system for patients with upper extremity hemiplegia after stroke and evaluated clinical usefulness and effectiveness of the system. The sensors built in the smartphone were used to track patients' upper limb motion and the movements was transferred to the tablet PC through bluetooth connection so that the game contents could be interact with the movements. The rehabilitation game contents was based on Brunnstrom stage(B-stage), and was designed to lead accurate movement of upper limb. For the clinical evaluation of the effectiveness, 11 patients were recruited and make them perform an exercise of their wrist, shoulder, and forearm using the system for two weeks. The change of upper limb motor function was measured using fugl-meyer assessment(FMA), Brunnstrom stage(B-stage). And the change of quality of life was measured using EuroQoL-5 Dimension(EQ-5D), Beck Depression Inventory(BDI). The results showed significant improvement in upper limb function but not in quality of life. We verified mobile based rehabilitation program could be useful and effective for the clinical use.

Effect of Forward-and-Backward Shift Trunk Exercise Using Proprioceptive Neuromuscular Facilitation Diagonal Pattern in Closed Kinematic Chain Exercises on Upper Limb Function and ADL in Stroke Patient -A Single-Subject Design- (닫힌사슬에서의 PNF 대각선 패턴을 이용한 몸통 전·후방 이동운동이 뇌졸중환자의 상지 기능 및 일상생활에 미치는 영향 -단일 사례 연구-)

  • Park, Si-Eun;Moon, Sang-Hyun
    • PNF and Movement
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    • v.15 no.3
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    • pp.237-246
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    • 2017
  • Purpose: The purpose of this study was to investigate the effects of forward-and-backward shift trunk exercise using a proprioceptive neuromuscular facilitation (PNF) diagonal pattern in a closed kinematic chain exercise on the upper limb function and activity of daily living (ADL) in a stroke patient. Methods: One subject participated in this study. The study used a reversal A-B-A' design, where A and A' were the baseline period (no intervention), and B was the intervention period. The intervention was a forward-and-backward trunk shift exercise, using a PNF diagonal pattern on both a stand-on-hand position and a quadruped position of closed kinematic chain exercises, for 20 min per day for 2 weeks. The range of motion (ROM) of the shoulder joint was measured and a Fugl-Meyer assessment of upper extremity (FMA-UE) and a functional independence measure (FIM) were performed to measure upper limb function and activity of daily living (ADL). Results: ROMs of shoulder joint (flexion, extension, abduction, and external rotation) increased in the intervention phase. The FMA-UE score increased (from 28 to 36) in the intervention phase. The FIM score increased (from 20 to 25) in the intervention phase. These increases were maintained after intervention (Baseline II). Conclusion: These results suggest that forward-and-backward shift trunk exercises using a PNF diagonal pattern in a closed kinematic chain exercise have a positive effect on stroke patients' upper limb function and ADL ability.

A Study on the Goal Setting Method for Increasing the Holed Probability in Slope Putting Stroke on an Artificial Putting Surface

  • Park, Jin;Kim, Ji Hyeon;Jung, Jong Min
    • Korean Journal of Applied Biomechanics
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    • v.27 no.4
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    • pp.269-278
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    • 2017
  • Objective: The purpose of this study was to develop a goal setting method for increasing the probability of a holed in a side inclined putting stroke. Method: Three-dimensional video data was recorded at a frequency of 120 hz per second after synchronizing 19 infrared motion capture systems (Qualisys, Gothenburg, Sweden). Putting green used a polycarbonate plate ($1.2{\times}2.4{\times}0.01meter$) with coefficient of friction (${\mu}=0.062$) and a real curve of the actual hole. Results: The velocity ratio between the club and the ball was 1:1.6 under various ball speed conditions in this study. The overall position of the break is 1 m to 1.4 m from the point where the ball leaves. If there is a slope, the ball follows the target line by the straightening force, and when it reaches 1 m position, the straightening force decreases by 30~50% and reaches to the deviation (break) point which is severely influenced by the slope. From here, the ball is aimed in a direction other than the target, and the size is affected by the slope. Conclusion: If there is a side slope, the ball moves away from the straight line, and the larger the slope, the closer the break point is to the starting point of the ball. Therefore, it is necessary to calculate the degree of departure according to the slope carefully, and it is preferable that the slower the speed is, the more the influence of the slope becomes. It is preferable to use the center of the hole as a reference when calculating the departure.

Development of a Golf Putting Result Recording System Using USB Camera (USB 카메라를 이용한 골프 퍼팅 결과 기록 장치의 개발)

  • Kim, Hyung-Sik;Choi, Jin-Seung;Tack, Gye-Rae;Lim, Young-Tae;Yi, Jeong-Han
    • Korean Journal of Applied Biomechanics
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    • v.20 no.2
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    • pp.239-243
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    • 2010
  • The putting stroke accounts for 40~50% of total stroke for a golf rounding and most golfers have difficulties on the puting. Studies for the putting stroke have been conducted by analyzing various factors such as kinematics, kinetics, psychologic and physiologic parameters. A lot of devices were developed to support the studies. However there was no appropriate method to measure the position of the ball quantitatively. In this study, we developed a new measurement system to measure and evaluate the putting result. The developed system uses a USB camera to take the 2-dimensional image of the surface including the hole cup at the center of the image and the ball. The position of the ball is extracted as a set of distance and angle in polar coordinate system. We evaluated the new system with an indoor set-up for putting experiments and the system provided accurate measurement results. The proposed system can be combined with the other measurement systems such as 3D motion capture system and force plate without any restriction.

Effects of Robot-Mediated Gait Training Combined with Virtual Reality System on Muscle Activity: A Case Series Research

  • Heo, Seoyoon;Kim, Mooki;Choi, Wansuk
    • Journal of International Academy of Physical Therapy Research
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    • v.11 no.2
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    • pp.2021-2027
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    • 2020
  • Background: Previous robot-mediated gait training has been proven several limitations such as pointless repeated motion training, decreased presence, etc. In this research, adult stroke patients were participated in robot-mediated gait training accompanied with or without virtual reality program. Objectives: Exploring whether the results indicated virtual reality system has contribution to muscle strength and balance ability. Design: A case series research, cross-over trial. Methods: Eleven participants (male 4, female 7) with adults diagnosed as stroke from medical doctor ware engaged. The participants received 2 treatment sessions of identical duration, robot-assisted gait training with virtual reality and robot-assisted gait training with screen-off randomly crossed over include 1-day for each person of wash-out period. The parameter was muscle activity, the researchers assessed sEMG (surface electromyography). Results: The result showed less muscle activities during training in robot-assisted gait training with virtual reality circumstances, and these indicated muscles were gluteus medius muscle, vastus medialis muscle, vastus intermedius and vastus lateralis muscle, semimembranosus muscle, gastrocnemius-lateral head, and soleus muscle (P<.05). Conclusion: In this study, we analyzed the outcome of muscle activity for clinical inference of robot-assisted gait training with virtual reality (VR). Less muscle activity was measured in the treatment accompanied by VR, therefore, a more systematic, in-depth and well-founded level of follow-up research is needed.

Development of Home Training System with Self-Controlled Feedback for Stroke Patients (키넥트 센서를 이용한 자기통제 피드백이 가능한 가정용 훈련프로그램 개발)

  • Kim, Chang Geol;Song, Byung Seop
    • Journal of Korea Society of Industrial Information Systems
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    • v.18 no.1
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    • pp.37-45
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    • 2013
  • Almost of stroke patients who experience aftereffects such as motor, sensory and cognitive disorders have to take some rehabilitation therapies. It is known that the consistent training for rehabilitation therapy in their home is more effective than rehabilitation therapy in hospital. A few home training programs were developed but these programs don't give any appropriate feedback messages to the client. Therefore, we developed a home training program which can provide appropriate feedback message to the clients using the Kinect sensor which can analyze user's 3-D dimensional motion. With this development, the client can obtain some feedback messages such as the knowledges of performance, results and self-controlled feedback. The program will be more effective than any existing programs.

Efficacy of PNF Group Exercise Program in Chronic Stroke (만성 뇌졸중 환자에 대한 PNF 집단 운동프로그램의 효과)

  • Kim, Soo-Min;Bae, Sung-Soo
    • PNF and Movement
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    • v.3 no.1
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    • pp.1-15
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    • 2005
  • Objective : The purpose of this study was to evaluate the influence of a community based group exercise intervention on motor functional capacity. To evaluate the immediate(post-treatment) effects after 6-weeks exercise program on the group exercise intervention(PNF and Circuit exercise). Methods : Subjects-Included persons with stroke who were living in the community. Thirty-seven subjects were randomly assigned to the PNF, Circuit exercise and control group participated in a repeated measures design that evaluated the subjects with pre-treatment, post-treatment(6 weeks). Functional ability outcome measures assessed the motor assessment scale(MAS) and EMG. Both treatment groups participated in exercise cJass three times a week for 6 weeks. Group programs focused on balance, functional motor capacity and walking ability. The PNF program was modified PNF pattem and techniques with emphasis on functional tasks when possible, as well as stretching of the more affected limb particularly in the more affected shoulder. The Circuit program with subjects completing practice at a selies of work station as well as participating in walking races and relay with other members of the group. Results : Compared with the control group, the treatment group had larger improvements in the motor function ability after 6 weeks treatment and Post-treatment test scores were more significant than the pre-treatment score. 1. Motor function were assessed by using MAS, sit to stand, walking and upper function were assessed pre-treatment versus post-treatment measures revealed a statically significant(p<.05). There were significant differences between the groups. Compared with the control group, the treatment group had larger improvements. 2. In the treatment groups, demonstrated difference in the electromyographic activation of biceps, triceps, quadriceps and tibialis anterior muscles on the paretic side in the response to the reaching arm movement and stepping motion in stance. The difference in muscle activation improvement were not statically significant. Conclusion : The results of this study showed that the PNF and Circuit group exercise intervention can improve motor functional ability. This study suggests that the PNF and Circuit exercise programs is appropriate for community-based group exercise principles. It leads to gain and maintain potential function for disabled persons after stroke in the community.

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Production Technology for Multi-face Convergence Performance (Multi-face Convergence 공연을 위한 제작 기술)

  • You, Mi;Son, Tae-Woong;Kim, Sang-Il
    • Journal of Broadcast Engineering
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    • v.25 no.4
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    • pp.475-486
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    • 2020
  • This paper is a thesis on media art technology for high-tech performances and exhibitions. After creating an interactive stroke in VR, it is projected in real time through a media facade technique. Among our traditional dramas emphasizing linear movements, movements were extracted from the Bongsan mask dance, and the movements of the lines were used in a media art performance called 'Multi-face Convergence'. When motion data enters the virtual space, geometry consisting of faces is created in the VR space. The created strokes can be set with various brush types, and when performing, a stroke with a red fire effect that matches a dynamic movement was used. It was made to be able to harmonize with the dancers performing the Bongsan mask dance. The medium called VR has characteristics that are not suitable for melting into a performance, but in this performance, it has overcome its limitations by using a technique called media façade. We propose the world's first performance technique that combines interactive strokes with traditional dance performances.