• 제목/요약/키워드: Video Training

검색결과 403건 처리시간 0.025초

손과 팔 재활 훈련 지원 시스템에서의 사용자 인터페이스 설계와 재활 훈련 방법 (User Interface Design and Rehabilitation Training Methods in Hand or Arm Rehabilitation Support System)

  • 하진영;이준호;최선화
    • 산업기술연구
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    • 제31권A호
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    • pp.63-69
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    • 2011
  • A home-based rehabilitation system for patients with uncomfortable hands or arms was developed. By using this system, patients can save time and money of going to the hospital. The system's interface is easy to manipulate. In this paper, we discuss a rehabilitation system using video recognition; the focus is on designing a convenient user interface and rehabilitation training methods. The system consists of two screens: one for recording user's information and the other for training. A first-time user inputs his/her information. The system chooses the training method based on the information and records the training process automatically using video recognition. On the training screen, video clips of the training method and help messages are displayed for the user.

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동영상 관찰훈련이 뇌졸중 환자의 편측무시와 일상생활활동 수행능력에 미치는 영향 (Effects of Video Observation Training on Neglect and Ability to Perform Activities of Daily Living of Stroke Patients)

  • 김태수;권혁철;조영석
    • 대한지역사회작업치료학회지
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    • 제4권2호
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    • pp.53-61
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    • 2014
  • 목적 : 본 연구는 뇌졸중 환자를 대상으로 동영상 관찰훈련이 편측무시와 일상생활활동 수행능력에 미치는 영향을 알아보고자 한다. 연구방법 : 뇌졸중 진단을 받은 환자 30명을 대상으로 실험군 15명은 작업치료와 물리치료 외에 추가로 동영상 관찰훈련을 실시하였고, 대조군은 작업치료와 물리치료 외에 추가로 위상치료를 실시하였다. 치료 중재 전 후의 편측무시를 비교하기 위해 선 나누기 검사를 시행하였고, 일상생활활동 수행능력을 비교하기 위해 FIM을 시행하였다. 결과 : 동영상 관찰훈련을 시행한 집단이 위상치료를 시행한 집단에 비해 편측무시가 감소되었고, 일상생활활동 수행능력이 더 많이 향상되었다. 선 나누기 검사로 평가된 편측무시는 일상생활활동 수행능력과 통계학적으로 유의한 상관관계를 보였다. 결론 : 동영상 관찰훈련이 뇌졸중 환자의 편측무시 감소와 일상생활활동 수행능력 향상을 위한 치료방법으로써 임상에서 유용하게 적용될 수 있을 것이라 사료된다.

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뇌졸중 환자의 균형 증진을 위한 체감형 전자게임 훈련에 적용되는 되먹임 방식에 따른 효과 (The Effect of Feedback on Somesthetic Video Game Training for Improving Balance of Stroke Patients)

  • 안명환;박기동;유영열
    • 대한물리의학회지
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    • 제7권4호
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    • pp.401-409
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    • 2012
  • PURPOSE: The purpose of this study is to assess the difference in the effect of provision of feedback on knowledge of performance and knowledge of result in the training using somesthetic video game aimed at enhancement of balance of hemiparalysis patients due to stroke. METHODS: 20 stroke patients participated in the study. The participants were randomly divided into 2 groups, namely, the knowledge of performance feedback group (KP group, n=10) and the knowledge of result feedback group (KR group, n=10). Both groups received somesthetic video game training 5 times (30 minutes each) a week for total of 4 weeks. The KP group received feedback on the patterns of movement in execution of somesthetic video game. The KR group received feedback on the scores acquired following execution of somesthetic video game. Verification of the significance of the data was performed through paired t-test and independent t-test. RESULTS: Both groups displayed significant reduction in the movement of center of pressure (COP) and Timed up and Go (TUG), and significant increase in the Berg Balance Scale (BBS) following the training. Although the movement of COP was reduced for the KP group in comparison to the KR group, it was not statistically significant, and there was significant reduction in TUG and significant increase in BBS. CONCLUSION: The above results illustrate that provision of feedback on knowledge of performance is more effective than feedback on knowledge of result in somesthetic video game training for the purpose of enhancement of balance in stroke patients. Therefore, provision of feedback on knowledge of performance is necessary in somesthetic video game training for stroke patients.

Two-Stream Convolutional Neural Network for Video Action Recognition

  • Qiao, Han;Liu, Shuang;Xu, Qingzhen;Liu, Shouqiang;Yang, Wanggan
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제15권10호
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    • pp.3668-3684
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    • 2021
  • Video action recognition is widely used in video surveillance, behavior detection, human-computer interaction, medically assisted diagnosis and motion analysis. However, video action recognition can be disturbed by many factors, such as background, illumination and so on. Two-stream convolutional neural network uses the video spatial and temporal models to train separately, and performs fusion at the output end. The multi segment Two-Stream convolutional neural network model trains temporal and spatial information from the video to extract their feature and fuse them, then determine the category of video action. Google Xception model and the transfer learning is adopted in this paper, and the Xception model which trained on ImageNet is used as the initial weight. It greatly overcomes the problem of model underfitting caused by insufficient video behavior dataset, and it can effectively reduce the influence of various factors in the video. This way also greatly improves the accuracy and reduces the training time. What's more, to make up for the shortage of dataset, the kinetics400 dataset was used for pre-training, which greatly improved the accuracy of the model. In this applied research, through continuous efforts, the expected goal is basically achieved, and according to the study and research, the design of the original dual-flow model is improved.

Effect of Dental Practicality Index training using an online video on decision-making and confidence level in treatment planning by dental undergraduates

  • Zhai Wei See;Ming Sern Lee;Abhishek Parolia;Shalini Kanagasingam;Shilpa Gunjal;Shanon Patel
    • Restorative Dentistry and Endodontics
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    • 제49권1호
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    • pp.8.1-8.12
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    • 2024
  • Objectives: The purpose of this study was to evaluate the effect of Dental Practicality Index (DPI) training using an online video on the treatment planning decisions and confidence level of dental undergraduates (DUs). Materials and Methods: Ninety-four DUs were shown 15 clinical case scenarios and asked to decide on treatment plans based on 4 treatment options. The most appropriate treatment plan had been decided by a consensus panel of experienced dentists. DUs then underwent DPI training using an online video. In a post-DPI-training test, DUs were shown the same clinical case scenarios and asked to assign the best treatment option. After 6 weeks, DUs were retested to assess their knowledge retention. In all 3 tests, DUs completed the confidence level scale questionnaire. Data were analyzed using the related-samples Wilcoxon signed rank test and the independent-samples Mann-Whitney U test with the level of significance set at p < 0.05. Results: DPI training significantly improved the mean scores of the DUs from 7.53 in the pre-DPI-training test to 9.01 in the post-DPI-training test (p < 0.001). After 6 weeks, the mean scores decreased marginally to 8.87 in the retention test (p = 0.563). DPI training increased their confidence level from 5.68 pre-DPI training to 7.09 post-DPI training. Conclusions: Training DUs using DPI with an online video improved their decision-making and confidence level in treatment planning.

A Study on Taekwondo Training System using Hybrid Sensing Technique

  • Kwon, Doo Young
    • 한국멀티미디어학회논문지
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    • 제16권12호
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    • pp.1439-1445
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    • 2013
  • We present a Taekwondo training system using a hybrid sensing technique of a body sensor and a visual sensor. Using a body sensor (accelerometer), rotational and inertial motion data are captured which are important for Taekwondo motion detection and evaluation. A visual sensor (camera) captures and records the sequential images of the performance. Motion chunk is proposed to structuralize Taekwondo motions and design HMM (Hidden Markov Model) for motion recognition. Trainees can evaluates their trial motions numerically by computing the distance to the standard motion performed by a trainer. For motion training video, the real-time video images captured by a camera is overlayed with a visualized body sensor data so that users can see how the rotational and inertial motion data flow.

비디오 컨텐츠를 사용한 홈 트레이닝이 만성 허리 통증이 있는 대학생의 배근육 두께, 허리기능 및 통증에 미치는 영향 (The effect of home training using video contents on abdominal muscle thickness, Oswestry disability index, and pain in students with chronic low back pain)

  • 박선욱
    • 대한물리의학회지
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    • 제18권2호
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    • pp.71-82
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    • 2023
  • PURPOSE: This study examined the effect of training using video content on abdominal muscle thickness, Oswestry disability index (ODI), and pain in college students with chronic back pain. METHODS: Twenty-nine college students with chronic back pain participated in this study. The subjects were assigned randomly to 15 experimental groups who trained using video content and 14 control groups who exercised voluntarily using back exercise leaflets. The video used for the intervention was obtained from YouTube, and the difficulty level of the video was classified into six levels. Both groups participated in the intervention for 40 minutes/day, three times a week for six weeks, and the variables of abdominal muscle thickness, ODI, and pain were compared before and after the intervention. RESULTS: In the experimental group, there were statistically significant changes in the thickness of the internal oblique and transverse abdominis muscles, ODI, and pain after the intervention, except for the external oblique muscle (p < .05). In the control group, there was no statistically significant difference in all variables after the intervention (p > .05). A statistically significant difference in all variables was observed between the experimental group and the control group after the intervention except for the external oblique muscle (p < .05). CONCLUSION: Treatment of chronic low back pain using video content is a possible alternative treatment if quality images are selected and the difficulty levels are adjusted.

Video augmentation technique for human action recognition using genetic algorithm

  • Nida, Nudrat;Yousaf, Muhammad Haroon;Irtaza, Aun;Velastin, Sergio A.
    • ETRI Journal
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    • 제44권2호
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    • pp.327-338
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    • 2022
  • Classification models for human action recognition require robust features and large training sets for good generalization. However, data augmentation methods are employed for imbalanced training sets to achieve higher accuracy. These samples generated using data augmentation only reflect existing samples within the training set, their feature representations are less diverse and hence, contribute to less precise classification. This paper presents new data augmentation and action representation approaches to grow training sets. The proposed approach is based on two fundamental concepts: virtual video generation for augmentation and representation of the action videos through robust features. Virtual videos are generated from the motion history templates of action videos, which are convolved using a convolutional neural network, to generate deep features. Furthermore, by observing an objective function of the genetic algorithm, the spatiotemporal features of different samples are combined, to generate the representations of the virtual videos and then classified through an extreme learning machine classifier on MuHAVi-Uncut, iXMAS, and IAVID-1 datasets.

동작관찰 훈련과 운동 상상훈련이 뇌 활성상태에 미치는 효과 (Effects of Action Observation Training and Motor Image Training on Brain Activity)

  • 양병일;박형기
    • 신경치료
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    • 제22권3호
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    • pp.7-10
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    • 2018
  • Purpose The purpose of this study was to investigate the difference of brain activity during action observation training and image training throughout EEG. Methods This study was participated 1 healthy college student without mental illness or cognitive impairment. The subject was randomly selected from university students and was interested in participating in the experiment. The purpose of this study was to investigate the visual and auditory stimuli (action observation) and brain image training. Results The results of our study, EEG value measured o.1 during resting. But brain activity changed to 0.3 during action observation. Finally, it changed to .05 after brain image training. Conclusion EEG measurement results were showed that after watching the Ball squat video, Brain activity increased.

응급구조학과 비대면 실습 강의에서 360° 가상현실 영상과 1인칭 시점 영상의 만족도, 흥미도, 경험인식 비교 (Comparison of satisfaction, interest, and experience awareness of 360° virtual reality video and first-person video in non-face-to-face practical lectures in medical emergency departments)

  • 이효주;신상열;정은경
    • 한국응급구조학회지
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    • 제24권3호
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    • pp.55-63
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    • 2020
  • Purpose: This study aimed to establish effective training strategies and methods by comparing the effects of 360° virtual reality video and first-person video in non-face-to-face practical lectures. Methods: This crossover study, implemented May 18-31, 2020, included 27 participants. We compared 360° virtual reality video and first-person video. SPSS version 25.0 was used for statistical analysis. Results: The 360° virtual reality video had a higher score of experience recognition (p=.039), vividness (p=.045), presence (p=.000), fantasy factor (p=.000) than the first-person video, but no significant difference was indicated for satisfaction (p=.348) or interest (p=.441). Conclusion: 360° virtual reality video and first-person video can be used as training alternatives to achieve the standard educational objectives in non-face-to-face practical lectures.