• Title/Summary/Keyword: Tactile

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Development of a Breath Control Training System for Breath-Hold Techniques and Respiratory-Gated Radiation Therapy

  • Hyung Jin Choun;Jung-in Kim;Jong Min Park;Jaeman Son
    • Progress in Medical Physics
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    • v.33 no.4
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    • pp.136-141
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    • 2022
  • Purpose: This study aimed to develop a breath control training system for breath-hold technique and respiratory-gated radiation therapy wherein the patients can learn breath-hold techniques in their convenient environment. Methods: The breath control training system comprises a sensor device and software. The sensor device uses a loadcell sensor and an adjustable strap around the chest to acquire respiratory signals. The device connects via Bluetooth to a computer where the software is installed. The software visualizes the respiratory signal in near real-time with a graph. The developed system can signal patients through visual (software), auditory (buzzer), and tactile (vibrator) stimulation when breath-holding starts. A motion phantom was used to test the basic functions of the developed breath control training system. The relative standard deviation of the maxima of the emulated free breathing data was calculated. Moreover, a relative standard deviation of a breath-holding region was calculated for the simulated breath-holding data. Results: The average force of the maxima was 487.71 N, and the relative standard deviation was 4.8%, while the average force of the breath hold region was 398.5 N, and the relative standard deviation was 1.8%. The data acquired through the sensor was consistent with the motion created by the motion phantom. Conclusions: We have developed a breath control training system comprising a sensor device and software that allow patients to learn breath-hold techniques in their convenient environment.

Digital Technology Facilitating the Fusion of Video Games and Films (디지털 기술의 발전 아래 전자 게임과 영화의 융합 연구)

  • Li, Juan
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.4
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    • pp.71-82
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    • 2019
  • Today's media environment is becoming very complicated and the trend of media convergence is getting clearer. The convergence of media is the supreme hot issue. In this wave of convergence, there has also been a huge change between movies and electronic games. The remake boom between them showed a tremendous economic effect that can be achieved by exchanging two media of essentially different characteristics. As computer virtual reality technologies evolve, electronic games will provide a virtual world that can satisfy the demands of the visual, auditory, and tactile aspects very real to the public with the Internet. At that time, movies and other media will be thoroughly melted into the virtual world created by electronic games, and they will become an element of the virtual world as those media that exist in the truth world.

Haptic System to Provide the Realistic Sensation of Virtual Impact (사실적인 가상 임팩트 감각 전달을 위한 햅틱 시스템)

  • Jechan Jeon;Jaeyoung Park
    • Journal of Internet Computing and Services
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    • v.24 no.6
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    • pp.23-29
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    • 2023
  • As an effort to maximize the immersiveness of user experience in virtual reality, there have been constant efforts to provide a user with tactile sensation by providing haptic feedback. Most of the haptic feedback methods, however, can create only limited or unrealistic haptic sensations since they utilize affordable actuators such as a vibrotactile actuator. When it comes to martial arts training or a game, the limitation of such haptic feedback is apparent due to the significant difference between the physical impact of hitting an object and the sensation departed from a vibrotactile actuator. Noting this, we proposed a haptic impact system that can create a haptic impact when the user hits a virtual object with the fist. The haptic interface uses a quick-return mechanism that can deliver haptic impact feedback to a user's fist. The realism of the haptic impact was evaluated by conducting a human-subject experiment. The results indicate a significant effect of haptic feedback on the realism of the virtual impact.

Virtual Object Weight Information with Multi-modal Sensory Feedback during Remote Manipulation (다중 감각 피드백을 통한 원격 가상객체 조작 시 무게 정보 전달)

  • Changhyeon Park;Jaeyoung Park
    • Journal of Internet Computing and Services
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    • v.25 no.1
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    • pp.9-15
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    • 2024
  • As virtual reality technology became popular, a high demand emerged for natural and efficient interaction with the virtual environment. Mid-air manipulation is one of the solutions to such needs, letting a user manipulate a virtual object in a 3D virtual space. In this paper, we focus on manipulating a remote virtual object while visually displaying the object and providing tactile information on the object's weight. We developed two types of wearable interfaces that can provide cutaneous or vibrotactile feedback on the virtual object weight to the user's fingertips. Human perception of the remote virtual object weight during manipulation was evaluated by conducting a psychophysics experiment. The results indicate a significant effect of haptic feedback on the perceived weight of the virtual object during manipulation.

The Physiological Responses and Behavior Characteristics of Sensory Stimulation of ADHD Children: A Systematic Review (ADHD아동의 감각자극에 대한 생리학적 반응 특성과 행동학적 특성: 체계적 고찰)

  • Lee, Na-Hael;Kim, Kyeong-Mi
    • The Journal of Korean Academy of Sensory Integration
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    • v.9 no.2
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    • pp.51-60
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    • 2011
  • Objective : The characteristics of physiological responses of ADHD children to sensory stimulation were examined by types of sensory stimulation, measurement tools, and responses. In addition the behavioral characteristics were examined by analyzing items of common problems according to the measuring tool, frequency, and measurement tools. Methods : A systematic review methods were used. Papers published in the Journal between January, 1990 and December 31, 2011 were searched through Riss4U, MEDLINE /PubMed, CINAH. The main terms searched were "ADHD, Children, Sensory processing, Sensory integration, SP, SSP, SOR, TIE, CSP, SEP, EDR", and 15 papers were analyzed. Results : 1. The number of studies on physiological responses of children with ADHD to sensory stimulation was five (33.33 percent), the number of studies on behavioral responses was ten(66.67%), and the number of studies combined the two kinds of study was two (13.33%), where a total of 15 (100%) papers were analyzed. 2. In five studies on the physiological response, there were three studies using tactile and proprioceptive stimulations and two studies using olfactory, auditory, visual, tactile, and vestibular sensories. 3. In ten studies on the behavioral responses, there were five studies using SP, three studies using SSP, two studies using SOR, one study using TIE, and one study using CSP. Conclusion : In the characteristics of physiological responses of children with ADHD children to sensory stimulation, there was in the action potential of the cells in hand region of the primary sensorimotor cortex neurons. It was analyzed that there was an initial state and it appeared show a obvious and fast habituation in the later state; the time of recovery seemed to have many non-specific responses. In the characteristics of behavioral responses, there were inattention / distraction, vestibular processing, sensory processing related to endurance / tone, modulation of sensory input affecting emotional responses, low energy/weak.

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Utility Estimation of the Application of Auditory-Visual-Tactile Sense Feedback in Respiratory Gated Radiation Therapy (호흡동조방사선치료 시 Real Time Monitor와 Ventilator의 유용성 평가)

  • Jo, Jung Hun;Kim, Byeong Jin;Roh, Shi Won;Lee, Hyeon Chan;Jang, Hyeong Jun;Kim, Hoi Nam;Song, Jae Hun;Kim, Young Jae
    • The Journal of Korean Society for Radiation Therapy
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    • v.25 no.1
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    • pp.33-40
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    • 2013
  • Purpose: The purpose of this study was to evaluate the possibility to optimize the gated treatment delivery time and maintenance of stable respiratory by the introduction of breath with the assistance of auditory-visual-tactile sense. Materials and Methods: The experimenter's respiration were measured by ANZAI 4D system. We obtained natural breathing signal, monitor-induced breathing signal, monitor & ventilator-induced breathing signal, and breath-hold signal using real time monitor during 10 minutes beam-on-time. In order to check the stability of respiratory signals distributed in each group were compared with means, standard deviation, variation value, beam_time of the respiratory signal. Results: The stability of each respiratory was measured in consideration of deviation change studied in each respiratory time lapse. As a result of an analysis of respiratory signal, all experimenters has showed that breathing signal used both Real time monitor and Ventilator was the most stable and shortest time. Conclusion: In this study, it was evaluated that respiratory gated radiation therapy with auditory-visual-tactual sense and without auditory-visual-tactual sense feedback. The study showed that respiratory gated radiation therapy delivery time could significantly be improved by the application of video feedback when this is combined with audio-tactual sense assistance. This delivery technique did prove its feasibility to limit the tumor motion during treatment delivery for all patients to a defined value while maintaining the accuracy and proved the applicability of the technique in a conventional clinical schedule.

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Effects of Flushing, Preservation and Reperfusion in the Canine Transplanted Lung Tissue (관류, 보존 및 재관류 과정이 이식된 개의 폐조직에 미치는 영향)

  • Lim, Young-Keun;Park, Chang-Kwon;Kwon, Kun-Young
    • Tuberculosis and Respiratory Diseases
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    • v.46 no.4
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    • pp.512-522
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    • 1999
  • Background: Due to the paucity of suitable donor organs for lung allotransplantation, a number of techniques have been developed to improve the lung preservation. Ultrastructural studies of the morphologic changes of the flushing, preservation and reperfusion injury in donor lungs have rarely been reported. Methods: Adult dogs (n=46) were matched as donors and recipients for the single lung transplantation. The donor lungs were preserved after flushing with preservation solution and transplanted after 20-hours of preservation at $10^{\circ}C$. Ultrastructural features of the lung were examined after flushing, preservation and 2 hours after lung transplantation (reperfusion) respectively. Results: Electron microscopy after flushing showed focal alveolar collapse and mild swelling of type I epithelial cells. After preservation both type I epithelial cells and endothelial cells were swollen and destroyed focally. The endothelial cells showed protrusion of tactile-like structures into the lumina, blebs or vacuoles of the cytoplasm After reperfusion the lung tissue showed fibrin material in the alveoli, prominent type I epithelial cell swelling with fragmented cytoplasmic debris and marked endothelial cell swelling with vacuoles or tactile-like projections. The alveolar macrophages showed active phagocytosis. Scanning electron microscopic examination of the pulmonary parenchyma showed focally alveolar collapse and focal consolidation after the preservation and more prominent changes after the reperfusion procedure. The lungs preserved with low potassium dextran glucose solution, with additional prostaglandin $E_1(PGE_1)$ and verapamil(VP) showed relatively well preserved ultrastructures compared with those which were preserved with modified Euro-Collins or University of Wisconsin, and with additional $PGE_1$ and/or VP. Conclusion: The ultrastructural changes associated with flushing were mild in severity, the donor lungs were injured during the preservation, and further damage was occurred during the reperfusion. The reperfusion injury resulted in prominent pulmonary parenchymal alterations with a pattern of acute lung injury.

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Analyzing animation techniques used in webtoons and their potential issues (웹툰 연출의 애니메이션 기법활용과 문제점 분석)

  • Kim, Yu-mi
    • Cartoon and Animation Studies
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    • s.46
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    • pp.85-106
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    • 2017
  • With the media's shift into the digital era in the 2000s, comic book publishers attempted a transition into the new medium by establishing a distribution structure using internet networks. But that effort shied from escaping the parallel-page reading structure of traditional comics. On the other hand, webtoons are showing divers changes by redesigning the structure of traditional sequential art media; they tend to separate and allot spaces according to the vertical scroll reading method of the internet browser and include animations, sound effects and background music. This trend is also in accordance with the preferences of modern readers. Modern society has complicated social structures with the development of various media; the public is therefore exposed to different stimuli and shows characteristics of differentiated perceptions. In other words, webtoons display more relevant and entertaining characteristics by inserting sounds and using moving texts and characters in specific frames, while traditional comics require an appreciation of withdrawal and immersion like other published media. Motions in webtoons are partially applied for dramatic tension or to create an effective expression of action. For example, hand-drawn animation is adopted to express motions by dividing motion images into many layers. Sounds are also utilized, such as background music with episode-related lyrics, melodies, ambient sounds and motion-related sound effects. In addition, webtoons provide readers with new amusement by giving tactile stimuli via the vibration of a smart phone. As stated above, the vertical direction, time-based nature of animation motions and tactile stimuli used in webtoons are differentiated from published comics. However, webtoons' utilization of innovative techniques hasn't yet reached its full potential. In addition to the fact that the software used for webtoon effects is operationally complex, this is a transitional phenomenon since there is still a lack of technical understanding of animation and sound application amongst the general public. For example, a sound might be programmed to play when a specific frame scrolls into view on the monitor, but the frame may be scrolled faster or slower than the author intended; in this case, sound can end before or after a reader sees the whole image. The motion of each frame is also programmed to start in a similar fashion. Therefore, a reader's scroll speed is related to the motion's speed. For this reason, motions might miss the intended timing and be unnatural because they are played out of context. Also, finished sound effects can disturb the concentration of readers. These problems come from a shortage of continuity; to solve these, naturally activated consecutive sounds or animations, like the simple rotation of joints when a character moves, is required.

Correlation of bone quality in radiographic images with clinical bone quality classification (방사선사진에서의 골질과 임상적으로 평가한 골질 분류의 상관관계)

  • Kim Hyun-Woo;Huh Kyung-Hoe;Park Kwan-Soo;Kim Jeong-Hwa;Yi Won-Jin;Heo Min-Suk;Lee Sam-Sun;Choi Soon-Chul
    • Imaging Science in Dentistry
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    • v.36 no.1
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    • pp.25-32
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    • 2006
  • Purpose : To investigate the validity of digital image processing on panoramic radiographs in estimating bone quality before endosseous dental implant installation by correlating bone quality in radiographic images with clinical bone quality classification. Materials and Methods : An experienced surgeon assessed and classified bone quality for implant sites with tactile sensation at the time of implant placement. Including fractal dimension eighteen morphologic features of trabecular pattern were examined In each anatomical sites on panoramic radiographs. Finally bone quality of 67 implant sites were evaluated in 42 patients. Results : Pearson correlation analysis showed that three morphologic parameters had weak linear negative correlation with clinical bone quality classification showing correlation coefficients of -0.276, -0.280, and - 0.289, respectively (p<0.05). And other three morphologic parameters had obvious linear negative correlation with clinical bone quality classification showing correlation coefficients of -0.346, -0.488, and -0.343 respectively (p<0.05). Fractal dimension also had a linear correlation with clinical bone quality classification with correlation coefficients -0.506 significantly (p<0.05). Conclusion : This study suggests that fractal and morphometric analysis using digital panoramic radiographs can be used to evaluate bone quality for implant recipient sites.

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Design Development for the Ocean & Leasure Industry (해양레저산업 활성화를 위한 아이디어 상품 디자인개발 사례)

  • Kang, Bum-Kyu;Lee, Bo-Bae;Kim, Sung-Hyun
    • The Journal of the Korea Contents Association
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    • v.12 no.10
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    • pp.116-127
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    • 2012
  • With the recent rapid growth in the number of people who enjoy marine and leisure activities in Korea, the marine leisure industry faces good opportunities for development. Korean brands are in between them. In this situation, new and innovative products related to an inflatable tube, which is one of the most popular marine leisure items, will help to increase sales of domestic companies and to pioneer a new market. Research methods are largely divided into 4: investigation, analysis & synthesis, development and evaluation. This paper introduces a "tube cushion" which is an inflatable tube covered by fabrics. It can be functioned at home 365 days a year as a cushion or a children's plaything. Tactile fabrics, neoprene and air-mesh, are used as the cover with a zipper, making it easy to open and close. Moreover, by putting together tubes and connecting them with snap fastener attached straps, the cushion can be transformed into a chair, a table, a tunnel, a train, and so on, serving as a creative plaything for children. With this paper, it is expected that new and innovative items differentiated from others, like this crossover tube cushion, will help to create a 'Blue Ocean' market for the marine leisure industry from the long-term perspective.