• Title/Summary/Keyword: Training Path

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Postural Balance Rehabilitation using Virtual Reality Technology (가상현실기술을 이용한 자세균형재활훈련에 관한 연구)

  • 이정수;정진석
    • Journal of Biomedical Engineering Research
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    • v.17 no.3
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    • pp.313-318
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    • 1996
  • We proposed a new system for the postural balance rehabilitation training. For the purpose, we used the virtual hiking system using virtual reality technology. We evaluated the system by measuring the parameters such as path deviation, path deviation velocity, cycling time, and head movement. From our results, we verified the usefulness of virtual reality technology in rehabilitation. Our results showed that this system was effective postural balance rehabilitation training device and might be useful as the clinical equipment.

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Autopilot Design for a Target Drone using Rate Gyros and GPS

  • Rhee, Ihnseok;Cho, Sangook;Park, Sanghyuk;Choi, Keeyoung
    • International Journal of Aeronautical and Space Sciences
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    • v.13 no.4
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    • pp.468-473
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    • 2012
  • Cost is an important aspect in designing a target drone, however the poor performance of low cost IMU, GPS, and microcontrollers prevents the use of complex algorithms, such as ARS, or INS/GPS to estimate attitude angles. We propose an autopilot which uses rate gyro and GPS only for a target drone to follow a prescribed path for anti-aircraft training. The autopilot consists of an altitude hold, roll hold, and path following controller. The altitude hold controller uses vertical speed output from a GPS to improve phugoid damping. The roll hold controller feeds back yaw rate after filtering the dutch roll oscillation to estimate the roll angle. The path following controller operates as an outer loop of the altitude and roll hold controllers. A 6-DOF simulation showed that the proposed autopilot guides the target drone to follow a prescribed path well from the view point of anti-aircraft gun training.

A Study on the Career Development Path of Standard Expert for the 4th Industrial Revolution (제4차 산업혁명에 대응하는 표준전문가 경력경로 연구)

  • Hwang, Yunwon;Song, Yongchan
    • Journal of Digital Convergence
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    • v.15 no.12
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    • pp.101-109
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    • 2017
  • This study seeks the career development path for standard professional manpower training to respond to the $4^{th}$ industrial revolution based on the analysis of overseas professional manpower training from USA and EU. Based on the cases of USA & Europe and in-depth interview, this study suggested a professional manpower training system to cultivate both general expert and specialists at the same time. The study suggested that there is a need to train standard professional manpower with convergence professionalism that can combine the detailed fields in accordance with general and specific field. As for the program helping career development of professional manpower, job transfer/circulation system, career counseling, mentoring were suggested. Also, the study suggested that the training requires foundations such as various constructions of certification system of standard professional manpower, securing instructors with ability to conduct standard education wand professionalism, and empowerment through reeducation of current standard related manpower. This study is limited as it is a descriptive study based on domestic and overseas literature review and overseas case analysis in seeking career development path for professional manpower training. There is a need to diversify empirical research that could review the validity of the study result related to the $4^{th}$ industrial revolution and standard professional manpower.

Multiple-Training LMS based Decision Feedback Equalizer with Soft Decision Feedback (연판정 귀환을 갖는 다중 훈련 LMS 기반의 결정 재입력 등화기)

  • Choi Yun-Seok;Park Hyung-Kun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.9 no.3
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    • pp.473-479
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    • 2005
  • A key issue toward mobile multimedia communications is to create technologies for broadband signal transmission that ran support high quality services. Such a broadband mobile communications system should be able to overcome severe distortion caused by time-varying multi-path fading channel, while providing high spectral efficiency and low power consumption. For these reasons, an adaptive suboptimum decision feedback equalize. (DFE) for the single-carrier short-burst transmissions system is considered as one of the feasible solutions. For the performance improvement of the system with the short-burst format including the short training sequence, in this paper, the multiple-training least mean square (MTLMS) based DFE scheme with soft decision feedback is proposed and its performance is investigated in mobile wireless channels throughout computer simulation.

The Effect of Body Weight Support Treadmill Training on Gait and Balance in Patient with Subacute Stroke (체중지지 트레드밀 보행 훈련이 아급성기 뇌졸중 환자의 보행과 균형에 미치는 영향)

  • Jeong, Dae-Geun;Lee, Hyun-Kee;Lee, Sang-Yong;Choi, Yong-Won;Yoon, Chang-G.;Bae, Sung-Soo
    • Journal of the Korean Society of Physical Medicine
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    • v.3 no.2
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    • pp.135-144
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    • 2008
  • Purpose : The purpose of this study was to identify the effect of body weight support treadmill training (BWSTT) and parallel bar gait training(P-bar) on gait and balance ability of subacute stroke patients. The subjects were consisted of 27 patients with subacute stroke, and they were randomly devided into two groups which were BWSTT group and P-bar group. Method : The timed up and go(TUG), 10m gait speed were used to measure gait speed, Bergs balance scale(BBS) was used to measure dynamic balance ability, and balance performance monitor(BPM) was used to measure sway area, sway path, max velocity. Result : 1. The TUG and 10m gait speed of BWSTT group and P-bar group were significantly decreased (p<.05). The TUG and 10m gait speed were different significantly between BWSTT group and P-bar group(p<.05). 2. The BBS and sway area of BWSTT group and P-bar group were significantly decreased (p<.05). The BBS and sway area were not different significantly between BWSTT group and P-bar group(p>.05). 3. The sway path and max velocity of BWSTT group and P-bar group were significantly decreased (p<.05). The sway path and max velocity were not different significantly between BWSTI group and P-bar group(p>.05). Conclusion : The outcomes suggest that patient with subacute stroke can improve their gait and balance through body weight support treadmill training.

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Discussion about the Priority for the Improvement of Performer Training in Korea

  • Son, BongHee
    • International journal of advanced smart convergence
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    • v.11 no.2
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    • pp.135-141
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    • 2022
  • This thesis examines a significant way to enhancing and improving the term/phenomenon of performer training system in contemporary Korean theatre. To articulate the matters, this research engages in discussing and criticizing those problematic issues that we, as an instructor/trainer, have faced with through the last decades in the field of performer training and education. Specifically, we concern with the necessity of an applicable and appropriate educational/training system where each student-actor would discover his/her own adaptability by evaluating what a specific method and approach is. This atmosphere accurately provided by an instructor/trainer can also facilitate and enhance the young students' potential possibilities and/or talent, that is, as we argue a way to accomplish each performer's true nature. To achieve the goals, we underlie the necessity of establishing and/or settling performer training program/course by means of an alternative path. The research finding shows that within the atmosphere each student could share then interrogate what a possible or ideal way is according to his/her comprehensive understandings with clearer purpose: what kind of performers would you produce, train, and/or educate.

A Comparative Study of Vocational Training Schemes for Youth Employment Promotion in the United Kingdom and Korea (한국과 영국의 청소년 고용증진정책 비교연구 : 직업훈련 중심)

  • Chung, Young-Soon
    • Korean Journal of Social Welfare
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    • v.49
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    • pp.95-128
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    • 2002
  • The present study is designed to trace the successful reform steps taken within the vocational training system in the UK and to extract a set of instructive implications for Korea's future reform path towards an efficient vocational training system conducive to youth employment. To this end, this study focuses on three major aspects of the youth vocational training system: the government's role and partnerships between training and industry, the vocational training system, and the employment support system. Implications drawn from the comparative analysis are as follows. Vocational training reform should be made within the broad paradigm of youth employment promotion. All aspects of the youth vocational training system, such as the training program structure, program content, provider, management, so on, should be reformed, step by step, within a long-term plan. In addition to the vocational training reforms. employment support programs should be enlarged, and the service delivery system should be well structured in order to enhance the effects of the training reforms. For these reforms, it is essential to make fundamental changes in the following areas: integration of youth employment policy making and its administrative structures, reinforcement of partnerships between training and industry, nation-wide standardization of job skins, and the introduction of standardized job certificate classification on a national level.

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Impact of Virtual Reality Based Neuromuscular Postural Control Fusion Training on Balance Ability and Jump Performance of Soccer Players with Functional Ankle Instability (가상현실 기반 자세조절 융합 훈련이 기능적 발목 불안정성 축구선수들의 균형과 점프에 미치는 영향)

  • Yang, Dae-Jung;Park, Seung-Kyu;Uhm, Yo-Han
    • Journal of Digital Convergence
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    • v.14 no.11
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    • pp.357-367
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    • 2016
  • In this study, we examined the impact on balance ability and jump performance of soccer players with functional ankle instability using virtual reality based neuromuscular posture control fusion training. Soccer players were divided into 15 people of virtual reality-based neuromuscular posture control fusion training group and 15 people of common treadmill training group and performed for 30 minutes three times a week for 8 weeks. In order to evaluate the balance of ability, using biorescue, it measured surface area, whole path length, limit of stability. In order to measure jump performance, it measured counter movement jump with arm swing and standing long jump. The results showed the statistically significant difference in the balance comparison of surface area, whole path length, limited of stability and the jump performance comparison of counter movement jump with arm swing, standing long jump. As a result, virtual reality-based neuromuscular posture control fusion training was found to be more effective to improve its balance ability and jump performance than common treadmill training.

Augmented Reality-based Billiards Training System (AR을 이용한 당구 학습 시스템)

  • Kang, Seung-Woo;Choi, Kang-Sun
    • Journal of Practical Engineering Education
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    • v.12 no.2
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    • pp.309-319
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    • 2020
  • Billiards is a fun and popular sport, but both route planning and cueing prevent beginners from becoming skillful. A beginner in billiards requires constant concentration and training to reach the right level, but without the right motivating factor, it is easy to lose interests. This study aims to induce interest in billiards and accelerate learning by utilizing billiard path prediction and visualization on a highly immersive augmented reality platform that combines a stereo camera and a VR headset. For implementation, the placement of billiard balls is recognized through the OpenCV image processing program, and physics simulation, path search, and visualization are performed in Unity Engine. As a result, accurate path prediction can be achieved. This made it possible for beginners to reduce the psychological burden of planning the path, focus only on accurate cueing, and gradually increase their billiard proficiency by getting used to the path suggested by the algorithm for a long time. We confirm that the proposed AR billiards is remarkably effective as a learning assistant tool.

Implementation of Tactical Path-finding Integrated with Weight Learning (가중치 학습과 결합된 전술적 경로 찾기의 구현)

  • Yu, Kyeon-Ah
    • Journal of the Korea Society for Simulation
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    • v.19 no.2
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    • pp.91-98
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    • 2010
  • Conventional path-finding has focused on finding short collision-free paths. However, as computer games become more sophisticated, it is required to take tactical information like ambush points or lines of enemy sight into account. One way to make this information have an effect on path-finding is to represent a heuristic function of a search algorithm as a weighted sum of tactics. In this paper we consider the problem of learning heuristic to optimize path-finding based on given tactical information. What is meant by learning is to produce a good weight vector for a heuristic function. Training examples for learning are given by a game level-designer and will be compared with search results in every search level to update weights. This paper proposes a learning algorithm integrated with search for tactical path-finding. The perceptron-like method for updating weights is described and a simulation tool for implementing these is presented. A level-designer can mark desired paths according to characters' properties in the heuristic learning tool and then it uses them as training examples to learn weights and shows traces of paths changing along with weight learning.