• Title/Summary/Keyword: Tactile

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The Antiallodynic Effects of Intrathecal Zaprinast in Rats with Chronic Constriction Injury of the Sciatic Nerve (좌골신경 만성협착손상 흰쥐에서 척수강 내로 투여된 Zaprinast의 항이질통 효과)

  • Lee, Jae Do;Jun, In Gu;Choi, Yun Sik;Im, So Hyun;Park, Jong Yeon
    • The Korean Journal of Pain
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    • v.22 no.1
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    • pp.16-20
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    • 2009
  • Background: Zaprinast is an inhibitor of phosphodiesterase 5, 6 and 9. Phosphodiesterase inhibitors could produce anti-nociceptive effects by promoting the accumulation of cGMP. We hypothesized that intrathecal zaprinast could attenuate the allodynia induced by chronic constriction injury of the sciatic nerve in rat. Methods: Sprague-Dawley rats were prepared with four loose ligations of the left sciatic nerve just proximal to the trifurcation into the sural, peroneal and tibial nerve branches. Tactile allodynia was measured by applying von Frey filaments to the lesioned hindpaw. The thresholds for the withdrawal responses were assessed. Zaprinast ($3-100{\mu}g$) was administered intrathecally by the direct lumbar puncture method to obtain the dose-response curve and the 50% effective dose ($ED_{50}$). Measurements were taken before and 15, 30, 45, 60, 90, 120, and 180 min after the intrathecal doses of zaprinast. The side effects were also observed. Results: Intrathecal zaprinast resulted in a dose-dependent antiallodynic effect. The maximal effects occurred within 15-30 min and then they gradually decreased down to the baseline level over time in all the groups. There was a dose dependent increase in the magnitude and duration of the effect. The $ED_{50}$ value was $17.4{\mu}g$ (95% confidence intervals; $14.7-20.5{\mu}g$). No severe motor weakness or sedation was observed in any of the rats. Conclusions: Intrathecally administered zaprinast produced a dose-dependent antiallodynic effect in the chronic constriction injury neuropathic pain model. These findings suggest that spinal phosphodiesterase 5, 6 and 9 may play an important role in the modulation of neuropathic pain.

A Classification of Korean Traditional Materials Focused on Visual Texture (시각적 질감을 중심으로 한 한국 전통소재의 체계적 분류)

  • 박영순;김영인;이현주;신인호;최선미;최희승
    • Archives of design research
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    • v.14 no.2
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    • pp.197-207
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    • 2001
  • A designed object reveals its meaning and image through form, color and material. Among these three elements, material has more powerful influence with its tactile and visual characteristics. In Korea, traditionally materials itself were mainly used to design artifacts rather than various color or formal decoration. The purpose of this study is to investigate the Korean traditional materials, and to classify them by the characteristics of their texture. For this study, the pictures of Korean traditional artifacts were collected from the national museums and literature. Those are architectural and interior elements, furniture, cloths and textiles, arts and crafts. Total of 533 collected artifacts were classified into seven categories, metal, day, stone, paper, wood, straw, fabric things. : 59 metal things, 115 clay things, 62 stone things, 73 paper things, 80 wood things, 47 straw things, 97 fabric things. Each materials were classified into its forming methods and surface treatment focused on the he characteristics of their surface texture. Throughout this study, the uniqueness of forming method and surface treatment of each materials in Korea has been clarified. And furthermore the classification by this various traditional methods of materials will provide plentiful information and ideas to today's designers of the world.

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Evaluation of Car Prototype using CAVE-like Systems (케이브 기반 자동차 시제품 평가)

  • 고희동;안희갑;김진욱;김종국;송재복;어홍준;윤명환;우인수;박연동
    • Science of Emotion and Sensibility
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    • v.5 no.4
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    • pp.77-84
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    • 2002
  • In this paper, we propose the NAVER, a general framework for multipurpose virtual environments, and introduce the case study of evaluating car prototypes using cave-like systems. As a framework to implement variant applications in virtual environment, NAVER is extensible, reconfigurable and scalable. NAVER consists of several external modules (Render Server, Control Server and Device Server), which communicate each other to share states and user-provided data and to perform their own functions. NAVER supports its own scripting language based on XML which allows a user to define variant interactions between objects in virtual environments as well as describe the scenario of an application. We used NAVER to implement the system for evaluating car prototyes in a CAVE-like virtual environment system. The CAVE-like virtual environment system at KIST consists three side screens and a floor screen (each of them is a square with side of 2.2m), four CRT projectors displays stereoscopic images to the screens, a haptic armmaster, and a 5.1 channel sound system. The system can provide a sense of reality by displaying auditory and tactile senses as well as visual images at the same time. We evaluate car prototypes in a CAVE-like system in which a user can observe, touch and manipulate the virtual installation of car interior.

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Real-Time Stereoscopic Visualization of Very Large Volume Data on CAVE (CAVE상에서의 방대한 볼륨 데이타의 실시간 입체 영상 가시화)

  • 임무진;이중연;조민수;이상산;임인성
    • Journal of KIISE:Computing Practices and Letters
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    • v.8 no.6
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    • pp.679-691
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    • 2002
  • Volume visualization is an important subarea of scientific visualization, and is concerned with techniques that are effectively used in generating meaningful and visual information from abstract and complex volume datasets, defined in three- or higher-dimensional space. It has been increasingly important in various fields including meteorology, medical science, and computational fluid dynamics, and so on. On the other hand, virtual reality is a research field focusing on various techniques that aid gaining experiences in virtual worlds with visual, auditory and tactile senses. In this paper, we have developed a visualization system for CAVE, an immersive 3D virtual environment system, which generates stereoscopic images from huge human volume datasets in real-time using an improved volume visualization technique. In order to complement the 3D texture-mapping based volume rendering methods, that easily slow down as data sizes increase, our system utilizes an image-based rendering technique to guarantee real-time performance. The system has been designed to offer a variety of user interface functionality for effective visualization. In this article, we present detailed description on our real-time stereoscopic visualization system, and show how the Visible Korean Human dataset is effectively visualized on CAVE.

Cross-Cultural Comparison of Touch Sensation for Korean Traditional Silk fabrics (한국 전통 견직물에 대한 한$\cdot$미 주관적 촉감의 비교)

  • Yi Eun-Jou;Cho Gil-Soo
    • Science of Emotion and Sensibility
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    • v.8 no.4
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    • pp.393-402
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    • 2005
  • Subjective touch sensation for Korean traditional silk fabrics was evaluated, in order to compare tactile sensory aspects of Korean and American subjects and to determine mechanical properties of the fabrics affecting the sensation psychophysically. Eight aspects of touch sensation including hardness, smoothness, coarseness, coolness, pliability, crispness, heaviness, and thickness were rated by semantic deferential scale. The mechanical properties of fabrics were measured by Kawabata Evaluation System (KES). Both of Koreans and Americans showed fairly similarities to each other in subjective smoothness, coarseness, and crispness. On the contrary, as for coolness and pliability, Koreans were found as feeling the silk fabrics more sensitively than Americans were in that they rated some of modified leno fabrics as very cool and stiff in touch. Coolness and pliability by Koreans were affected mainly by surface and bending properties while those by Americans were determined mostly by compressional and tensile characteristics as well as sulfate properties

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The Relationship of Two-Point Discrimination Threshold and the Number of Fungiform Papilla According to Anatomical Location of Tongue (해부학적 위치에 따른 혀의 촉각식별능의 차이와 심상유두 개수의 관계)

  • Kim, Kyun-Yo;Hur, Yun-Kyung;Choi, Jae-Kap
    • Journal of Oral Medicine and Pain
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    • v.33 no.4
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    • pp.295-303
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    • 2008
  • The lingual branch of the trigeminal nerve transmitts general sensation from anterior two thirds of the tongue, also bearing within sheath fibers of chordal tympani branch of the facial nerve. Chorda tympani nerve carries special taste sensations from the anterior two thirds of the tongue and sub-serves the existing trigeminal pathway. Chorda tympani nerve and the lingual nerve innervate to fungiform papilla and distribution of fungiform papilla on tongue dorsum is variable according to anatomical location. The purpose of this report is to assess that the relationship of the number of fungiform papilla and the ability of two-point discrimination of tongu dorsum. Twenty-six healthy students(male:female=13:13) whose mean age was $30{\pm}3$ participated in our study. Two-point discrimination thresholds were measured to evaluate the spatial acuity of touch sensation. The measurement was carried out at the tip and posterolateral region of dorsal tongue. After two-point discrimination test, we took the pictures of their dorsal tongue dyed with methylene blue with digital camera. There were no significant differences between the number of fungiform papilla and the two-point discrimination threshold. But, we found that there were the intraregional and intersubject variations of spatial acuity of the tongue. During the test on the posterolateral region of the dorsal tongue, students appealed the difficulty of discrimination of one point and two point.

The Correlation of Sensory Processing Abilities and Play Preferences of School-Age Children (학령기 아동의 감각처리능력과 놀이 선호도의 상관관계)

  • Kim, Ye-Ji;Kim, Ji-Won;Yoon, Na-Rae;Chang, Moonyoung
    • The Journal of Korean Academy of Sensory Integration
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    • v.12 no.1
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    • pp.1-11
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    • 2014
  • Objective : The purpose of this research is understanding relevancy of school ages'ability of sensory process and preference of what they want to play, and studying of main reason of impact of sensory process to preference of what school ages want to play. Methods : During 22 to 24 October 2012, our group evaluated and analyzed ability of sensory process and preference of what children want to play by using Short Sensory Profile (SSP) and Pediatric Interest Profile (PIP) to elementary school children in fourth grade at Kimhae city in Kyungnam province. Results : For the total population of an ability of sensory process and frequency, preference, and proficiency of eight different games, preference of outdoor activities appears to be related to total score of sensitivity to taste and smell and filter of hearing. For preference and proficiency of creative activities appears to be related to sensitivity of taste and smell. Preference of lessons and classes related to total scores of sensitivity of tactile sensation, taste and smell, movement, and filter of hearing, and sensitivity of visual and hearing. Frequency and proficiency of lessons and classes are inter-related to sensitivity of visual and hearing. Conclusion : This research shows that there is no inter-relationship between function of sensory process and preference of what children want to play, however certain games relevantly show the inter-relationship. The research provides the basic data of what the preference of what children want to play and determine what children can play during occupational therapy with plays after studying inter-relationship of school ages'ability of sensory process and games.

Muscle Stiffness and Elasticity Related to Physical Therapeutic Modalities (물리치료에 따른 근육의 경도와 탄성도 비교)

  • Kim, Sung-Hwan;Kim, Mee-Eun
    • Journal of Oral Medicine and Pain
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    • v.32 no.3
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    • pp.319-328
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    • 2007
  • The purpose of this study was to quantitatively assess treatment effect of physical therapy on experimentally-induced masseter muscle fatigue by two parameters of muscle stiffness and elasticity. Three physical therapeutic modalities inducing electroacupunture stimulation therapy(EAST), Microwave diathermy and low-level laser therapy(LLLT) were compared. 10 healthy volunteers with normal occlusion (mean age of $26.3{\pm}1.16$ years, M:F=1:1) were participated in this study. All subjects were asked to chew gum on the right side until they felt pain(more and VAS 5 (0 to 10)) and their masseter muscles were examined with a tactile sensor in order to evaluate changes of stiffness and elasticity according to gum chewing and three physical therapeutic modalities. Subjective discomfort or pain was self-estimated by VAS as well. Unilateral gum chewing increased stiffness and decreased elasticity only on the chewing side but VAS increased on the both sides(p<0.05). EAST or Microwave diathermy greatly decreased stiffness and VAS and increased elasticity(p<0.05) but LLLT did not exhibit significant difference. From the results of this study, it is concluded that both EAST and Microwave diathermy have favorable effect on stiffness and elasticity of muscles and pain relief while effect of LLLT is not reliable. In addition, experimental unilateral gum chewing compromises stiffness and elasticity of masseter muscles only the chewing side while subjective discomfort or pain can be felt on the both sides.

TREATMENT OF COMPOSITE RESIN RESTORATION WITH THE AIR ABRASIVE TECHNIQUE (Air abrasive technique을 이용한 복합레진 수복 증례)

  • Lee, Chang-Woo;Jang, Ki-Taeg;Lee, Sang-Hoon;Hahn, Se-Hyun
    • Journal of the korean academy of Pediatric Dentistry
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    • v.24 no.4
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    • pp.763-770
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    • 1997
  • The air abrasive technique is a non-mechanical method by which teeth are treated before restoration and stains and calculi are removed from tooth surfaces using the kinetic energy of small particles. The air abrasive technique in dentistry was first introduced in the 1950's with as instrument called 'Airdent'. But, as the main restorative materials of the period were amalgam and gold, and the instrument's inability to control the flow of particles caused the particles to be spread throughout the clinics, widespread use was not possible. In the 1990's, as these techincal problems were solved and more interest in new restorative materials rose in an effort to preserve sound tooth structure, new developements took place in instruments related to the air abrasive technique. The air abrasive technique produces less pressure, vibration and heat that might cause patient discomfort and facilitates the preservation of sound tooth structure. It also reduces the need for anesthesia and is less harmful to the pulp. Other advantages include increase in dentin bonding strength of composite resin, lower possibility of saliva contamination and maintenance of a dry field. But there is not direct contact between the nozzle and the tooth, the operator cannot use his or her tactile sense and must rely solely upon visual input. Other disadvantages are: the tooth preparation depends on the operator's ability; alpha-alumina particles, after bouncing off the tooth surface, cause damage to dental mirrors; the equipment is expensive and takes up a certain amount of space in the clinic. The author conducted case report using the air abrasive technique on patient visiting the Department of Pediatric Dentistry at Seoul National University Dental Hospital and arrived at the following conclusions. 1. The tooth preparation capability of different air abrasive devices varied widely among manufacturers. 2. It was more effective in treating early caries lesions and stains compared to lesions where caries had already progressed to produce soft dentin. 3. The cold stream and noise caused by the evacuation system was a major cause of discomfort to pediatric patients. 4. As there is no direct contact with tooth surface when using the air abrasive technique for tooth preparation, considerable experience and skill is required for proper tooth preparation.

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A Study for the Accessibility of Camera-Based Mobile Applications on Touch Screen Devices for Blind People (스마트기기에서 시각장애인을 위한 카메라기반 인식 소프트웨어 인터페이스의 접근성 연구)

  • Choi, Yoonjung;Hong, Ki-Hyung
    • Journal of the HCI Society of Korea
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    • v.7 no.2
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    • pp.49-56
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    • 2012
  • The camera-based mobile applications such as color, pattern and object reading can improve the living quality of blind people. However currently available camera-based applications are uncomfortable for the blind, since these applications do not reflect accessibility requirements of the blind especially on touch screen. We investigated accessibility requirements about rapidly growing camera-based mobile applications on touch screen devices for the blind. In order to identify accessibility requirements, we conducted a usability testing for color reading applications with three different types of interfaces on Android OS. The results of the usability testing were as follows: (1) users preferred short depth of menu hierarchy, (2) the initial audio help was more useful than just-in-time help, (3) users needed both manual and automatic camera shooting modes although they preferred manual to automatic mode, (4) users wanted the OS supported screen reader function to be turned off during the color reading application was running, and (5) users required tactile feedback to identify touch screen boundary. We designed a new user interface for blind people by applying the identified accessibility requirements. From a usability testing of the new user interface with 10 blind people, we showed that the identified accessibility requirements were very useful accessibility guidelines for camera-based mobile applications.

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