• 제목/요약/키워드: Vestibular development

검색결과 28건 처리시간 0.029초

Development of a New Training System for the Improvement of Equilibrium Sense

  • Kwon, Tae-Kyu;Park, Yong-Gun;Yu, Mi;Kim, Seong-Hyun;Hong, Chul-Un;Kim, Nam-Gyun
    • 제어로봇시스템학회:학술대회논문집
    • /
    • 제어로봇시스템학회 2004년도 ICCAS
    • /
    • pp.206-210
    • /
    • 2004
  • This paper proposes a new training system for equilibrium sense using unstable platform. This training system for equilibrium sense consists of an unstable platform, a computer interface circuit and software program. Postural instability changes the weighting of different types of sensory information and the state of the equilibrium maintenance system. In order to improve the equilibrium sense, we developed software program such as a block game, sine curve training (SCT) and pingpong game using Visual C++. Using this system and training programs, we performed an experiment to train the equilibrium sense of a subject. To evaluate the effects of balance training, the time maintained on the target and the moving time to the target are measured. As a result, the moving time to the target and time to maintain cursor on the target improved through repeating equilibrium sense training. It was concluded that this system was reliable in the evaluation of equilibrium sense. We expect that this system might be applied to clinical use as an effective balance training system.

  • PDF

불안정판을 이용한 평형감각 훈련시스템 개발 (Development of the Training System for Equilibrium Sense Using the Unstable Platform)

  • 박용군;유미;권대규;홍철운;김남균
    • 한국정밀공학회지
    • /
    • 제22권8호
    • /
    • pp.192-198
    • /
    • 2005
  • In this paper, we propose a new training system for the improvement of equilibrium sense using unstable platform. The equilibrium sense, which provides orientation with respect to gravity, is important to integrate the vision, somatosensory and vestibular function to maintain the equilibrium sense of the human body. In order to improve the equilibrium sense, we developed the software program such as a block game, pingpong game using Visual C++. These training system for the equilibrium sense consists of unstable platform, computer interface and software program. The unstable platform was a simple structure of elliptical-type which included tilt sensor, wireless RF module and the device of power supply. To evaluate the effect of balance training, we measured and evaluated the parameters as the moving time to the target, duration to maintain cursor in the target of screen and the error between sine curve and acquired data. As a results, the moving time to the target and duration to maintain cursor in the target was improved through the repeating training of equilibrium sense. It was concluded that this system was reliable in the evaluation of equilibrium sense. This system might be applied to clinical use as an effective balance training system.

Effects of Virtual Reality Exercise Program on Balance in Multiple Sclerosis Patients

  • Lee, Geun-Ho
    • The Journal of Korean Physical Therapy
    • /
    • 제27권1호
    • /
    • pp.61-67
    • /
    • 2015
  • Purpose: This study was conducted in order to investigate the effectiveness of an 8-week virtual reality exercise program designed around the Nintendo Wii (Wii), in improving balance among patients with Multiple Sclerosis (MS). Methods: The study included 16 patients with MS (10 female, 6 male) who were assigned randomly to experimental (n=8) or control group (n=8). Experimental group performed three 40-minute Wii balance-training sessions per week, for 8 weeks. The control group did not perform any of the training programs. A computerized dynamic posturography (Sensory Organizing Test, SOT) was used to evaluate all patients at baseline and at the end of the treatment protocol. Statistical significance was tested in between the patients before and after treatment by t-test. Results: After 24 training sessions, SOT showed significant difference on condition 5, 6, and vestibular ratios within the experimental group from baseline to post-intervention. By contrast, no significant difference was observed within the control groups. Conclusion: These findings demonstrated that the virtual reality training program could improve the outcomes in terms of balance in the MS population. Long term follow ups and the development of more efficient virtual reality training programs are needed.

자폐스펙트럼장애 아동에서 대소변 가림 여부에 따른 사회지수 및 감각처리기능 비교 (Comparison of Social Quotient and Sensory Processing According to the Toileting Ability in Children with Autism Spectrum Disorder)

  • 이철상;김태훈
    • 대한통합의학회지
    • /
    • 제8권3호
    • /
    • pp.133-142
    • /
    • 2020
  • Purpose : The purpose of this study was to investigate the differences in social quotient and sensory processing function between completed-toileting and incomplete-toileting children with autism spectrum disorder (ASD). We aims to provide a basis for the training of children with autism spectrum disorders. Methods : The subjects of this research were children with ASD, aged from 4 to 7, receiving sensory integration therapy at the H-Child Development Research Center in Busan, South Korea. After recruiting 30 parents who had children with ASD, we interviewed them and we divided their children into completed-toileting group and incomplete-toileting group based on the past researches. We assessed them using the Social Maturity Scale and Sensory Profile. Spearman correlation was used to analyze between the sensory processing score and social quotient. Mann-Whitney U test was used to compare the Sensory Profile scores of the two groups. Results : The social quotient was correlated with the sensory processing score in the most of component as for auditory processing, vestibular processing, touch processing, multisensory processing, orosensory processing, except for visual processing. The groups of completed-toileting and incomplete-toileting group showed statistically significant intergroup difference in sensory seeking, emotional reactive, oral-sensory sensitivity, and inattention/distractibility in the sensory factor region. No statistically significant difference from intergroup was observed in any modulation areas, nor in behavioral & emotional response domains. Conclusion : A significant intergroup difference was observed in the most of sensory processing areas, except for modulation areas and behavioral & emotional response domains. The result revealed that toileting is significantly correlated with sensory processing. Therefore, this study suggests that the sensory processing function should be considered in the toilet training of children with ASD.

FR-III를 이용한 3급 부정교합 환자의 치험례 (THE TREATMENT OF CLASS III MALOCCLUSION USING FR-III)

  • 곽아람;박재홍;최성철;김광철
    • 대한소아치과학회지
    • /
    • 제35권2호
    • /
    • pp.345-350
    • /
    • 2008
  • 반대교합은 교두간섭이나 유구치의 조기상실 등에 의해 하악이 기능적인 전방위로 위치된 기능성 반대교합과 하악골의 과성장, 상악골의 열성장 또는 양자가 복합된 골격성 반대교합, 구치부의 관계는 1급이나 전치부의 치축경사가 조화를 이루지 못해 발생되는 치성 반대교합으로 분류된다. 1970년 Rolf Frankel에 의해 소개된 Functional regulator(FR)의 한 종류인 FR-III는 상악의 열성장을 동반한 반대교합을 개선하기 위해 유치열기, 혼합치열기, 및 초기 영구치열기에 사용되고 있다. 이 장치는 비정상적인 근육력을 차단하여 구강내 치열 및 악궁에 대한 힘의 불균형 상태를 개선하고, 구강주위의 근육을 훈련시켜 새로 형성된 힘의 균형에 의해 이차적으로 악안면골의 크기와 형태를 변화시킨다. 본 증례는 상악 중절치가 맹출하기 전에 미약한 상악 열성장과 전치부의 깊은 교합을 동반한 전치부 반대교합을 FRIII로 치료하여 양호한 결과를 얻었기에 이에 보고하는 바이다.

  • PDF

VR 애플리케이션을 위한 사물인터넷 기반 어지럼증 검출 시스템 개발 (Development of an IoT-Based Dizziness Detection System for VR Applications)

  • 고은이;김영천;박혜리;정원석;서정욱
    • 한국정보통신학회:학술대회논문집
    • /
    • 한국정보통신학회 2019년도 춘계학술대회
    • /
    • pp.423-425
    • /
    • 2019
  • 사용자가 HMD(Head Mounted Display) 기기를 착용하고 VR(Virtual Reality) 애플리케이션을 체험하다보면 사이버 멀미(Cybersickness)를 경험하게 된다. 사이버 멀미의 원인은 아직 불명확 하지만 주로 눈으로 들어오는 시각 정보와 전정기관(이동과 평형감각을 주관하는 감각 기관)에 들어오는 감각 정보가 불일치할 때 발생하는 것으로 알려져 있다. 그러나 사이버 멀미를 측정하기 위한 데이터 수집 및 분석시스템 개발에 대한 연구는 부족한 상태이다. 따라서 본 논문에서는 사물인터넷 플랫폼으로 VR HMD 기기를 착용한 사용자로부터 뇌파와 생체 데이터를 수집하고, 결정 문턱값으로 사이버 멀미가 유발하는 어지럼증을 판별하는 시스템을 설계한다. 14명 실험 참여자를 고려하여 어지럼증 검출 성능을 평가한 결과, 약 92% 정확도를 나타내었다.

  • PDF

Low Frequency Noise and It's Psychological Effects

  • Eom, Jin-Sup;Kim, Sook-Hee;Jung, Sung-Soo;Sohn, Jin-Hun
    • 대한인간공학회지
    • /
    • 제33권1호
    • /
    • pp.39-48
    • /
    • 2014
  • Objective: This entire study has two parts. Study I aimed to develop a psychological assessment scale and the study II aimed to investigate the effects of LFN (low frequency noise) on the psychological responses in humans, using the scale developed in the study I. Background: LFN is known to have a negative impact on the functioning of humans. The negative impact of LFN can be categorized into two major areas of functioning of humans, physiological and psychological areas of functioning. The physiological impact can cause abnormalities in threshold, balancing and/or vestibular system, cardiovascular system and, hormone changes. Psychological functioning includes cognition, communication, mental health, and annoyance. Method: 182 college students participated in the study I in development of a psychological assessment scale and 42 paid volunteers participated in the study II to measure psychological responses. The LFN stimuli consisted of 12 different pure tones and 12 different 1 octave-band white noises and each stimulus had 4 different frequencies and 3 different sounds pressure levels. Results: We developed the psychological assessment scale consisting of 17 items with 3 dimensions of psychological responses (i.e., perceived physical, perceived physiological, and emotional responses). The main findings of LFN on the responses were as follows: 1. Perceived psychological responses showed a linear relation with SPL (sound pressure level), that is the higher the SPL is, the higher the negative psychological responses were. 2. Psychological responses showed quadric relations with SPL in general. 3. More negative responses at 31.5Hz LFN than those of 63 and 125Hz were reported, which is deemed to be caused by perceived vibration by 31.5Hz. 'Perceived vibration' at 31.5Hz than those of other frequencies of LFN is deemed to have amplified the negative psychological response. Consequently there found different effects of low frequency noise with different frequencies and intensity (SPL) on multiple psychological responses. Conclusion: Three dimensions of psychological responses drawn in regard to this study differed from others in the frequencies and SLP of LFN. Negative psychological responses are deemed to be differently affected by the frequency, SPL of the LFN and 'feel vibration' induced by the LFN. Application: The psychological scale from our study can be applied in quantitative psychological measurement of LFN at home or industrial environment. In addition, it can also help design systems to block LFN to provide optimal conditions if used the study outcome, .i.e., the relations between physical and psychological responses of LFN.

경피신경전기자극이 근피로에 의한 자세균형과 근수축력의 변화에 미치는 효과 (Effectiveness of Transcutaneous Electrical Nerve Stimulation(TENS) on the Changes of Postural Balance and Muscle Contraction following Muscle Fatigue)

  • 조휘영;이순현;인태성;강선희;이동엽;송창호
    • 한국산학기술학회논문지
    • /
    • 제11권11호
    • /
    • pp.4418-4426
    • /
    • 2010
  • 근피로는 자세균형과 근수축력의 악화를 유발하여 다양한 근골격계 손상을 초래한다. 본 연구는 하퇴삼두근에 근피로 유발에 의한 자세불균형과 근수축력 저하에 경피신경전기자극이 미치는 효과를 알아보고자 하였다. 2010년 3월부터 4개월간 전정계통과 시각계통에 문제가 없는 20명의 건강한 성인을 대상으로 반복운동 수행을 통하여 비복근에 근피로를 유발하였고, 유발 후 즉시 경피신경전기자극을 적용하였다. 근피로 및 경피신경전기자극에 의한 자세균형과 근수축력의 변화를 측정하기 위하여 자세동요 이동거리와 속도, 최대수의수축력을 사용하였다. 근피로 유발에 의하여 자세동요 이동거리 및 속도의 증가와 근수축력의 저하가 나타났다(p<.05). 근피로가 유발된 비복근에 경피신경 전기자극의 적용은 근피로에 의한 자세동요와 근수축력을 유의하게 개선하였다(p<.05). 이와 같은 연구결과를 통하여 족저굴곡근의 근피로는 자세균형과 근수축력에 관여되고, 경피신경전기자극은 근피로에 의한 자세불균형 및 근수축력 저하에 효과적임을 증명하였다. 경피신경전기자극은 일상생활에서 흔히 유발되는 근피로의 중재에 경피신경전기자극이 효과적인 중재 방법으로 사용될 수 있을 것으로 사료된다.