Consideration of Glenohumeral joint's image with the Changed Body angle of the Glenohumeral joint's Oblique Position in Erect Position. Glenohumeral joint's of Grashey method is a shoulder oblique method available to view the shoulder joint. Grashey method projects AP view of the Glenohumeral joint's so that the Humerus head's subluxation or joint degeneration can be easily visualized. However in this view, the patients, erect position, have to keep their body obliquely. Oblique position is will be needed to get the good quality Glenohumeral joint's view. Therefore, we thought of examining a method which shows the Glenohumeral joint's well by angling the patient one side upward in erect position. For this study, total 20 subject with no history of neurological or psychiatric illness, were recruited for examinations. They consisted of 13 mails and 7 femails, Statistic group analysis was performed with ANOVA test. Score of the evaluation of the expects were $30^{\circ}$ at $0.40{\pm}0.499$, $35^{\circ}$ at $1.34{\pm}0.657$, $40^{\circ}$ at $1.84{\pm}0.573$, $45^{\circ}$ at $0.76{\pm}0.649$, and they were significant(P<0.05). The degree of $40^{\circ}$ views were shown to yield good quality shoulder oblique images.
This paper is the output of a collaborative European project concerning the barrier free accessibility for disabled persons to regional and long distance trains in Europe. Disabled people represent around 13% of the population in Europe. This is approximately 63 million people. The range of disabilities includes people with reduced mobility including wheel chair users, viewing and hearing impaired people and other forms of impairment. Improving accessibility aims at contributing to the provision of public transport services to all citizens in an equitable way. The purpose of the project was to analyse and to evaluate the existing solutions at selected European railways for all required modules at the entrance (doors, information and safety solutions), to derive a design concept, to develop a mock-up in meeting the needs of rail travellers with the above mentioned impairments and to test it with user groups. The project also aims at deriving components for the determination of standards. The EUPAX Design Mock-up test was performed to verify the advantages of the layout of the train segment including the different modules such as access area (including the access door, gaps between platform and train as well as boarding aid devices), entrance vestibule, information systems inside and outside the train, emergency facilities, toilet with all conveniences and the additional test arrangements regarding push buttons, steps and emergency equipment. For this purpose a questionnaire was developed for the assessment of the EUPAX segment and the additional test arrangements. With the help of this questionnaire it was possible to execute a quantitative and qualitative evaluation. During three test phases 67 experts and handicapped persons from 6 countries have evaluated the Industrial Design mock-up based on this questionnaire. The test group covered persons from North (Denmark) to the South (Italy) and from the West (Spain) to the Middle of Europe (Germany). This is especially important for the generalization (harmonisation) of the results for all European countries. According to COST 335 the information for people with reduced mobility should be clear, concise, accurate and timely. So that all information can be received from persons, they must be transferred on at least two of the three possible ways (acoustical, visual, tactile), a so called "2-sense-principle". Based on the results ergonomic specifications/ solutions for the ergonomic design of the access area, the acoustic, visual and tactile information and the emergency devices including the emergency communication system were developed, related to the benefiting passenger groups.
This study was conducted to improve the use experience of elderly people in fast food kiosks which are actively utilizing 'un-tact' technology. First, the Kiosk design analysis criteria were discussed through literature research. Then, the UI screens of McDonald's, Lotteria and Burger King, which are currently serving kiosks in Korea, were divided into colors, layouts and buttons. Next, the usability evaluation and survey of the elderly revealed problems with the interface design of the current kiosk. As a result, older people do not recognize buttons without an outline as buttons, and errors occur when layout changes or when viewing is complicated. In addition, horizontal navigation and vertical layout menus were error-free, and the design of buttons was error-free with the same color for the same function. Research shows that the Kiosk UI design is preferred by older people. First, buttons in the form of outline or solid are recommended. Second, vertical binding of buttons combined with images and text is recommended. Third, the screen layout should be consistent with the direction of view flow and manipulation, and should avoid increasing the number of menus and information. Fourth, page navigation is recommended in horizontal form and menu arrangement is vertical form. Finally, buttons that perform the same function are efficient for buttons to use the same color, and for different functions, applying a complementary colors can reduce confusion.
Journal of the Korean Institute of Landscape Architecture
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v.47
no.3
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pp.71-80
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2019
The Fourth Industrial Revolution, centered on intelligence and information, began to take hold in 2016. This study uses virtual reality technology, which is the most popular technology of the Fourth Industrial Revolution. The purpose of this study is to explore a Virtual Walk-through method, which can be easily applied to landscape architecture. At present, virtual reality technology is widely used in the fields of games, emergency training, and architectural design. However, in the field of landscape architecture, it is still in the development stage. In addition, most of the traditional ways to display virtual reality use 2D images, but such methods have some limitations. Therefore, this research addresses the three stages of "design-exhibition-experience" and puts forward a new simple method called 'Virtual Walk-through' that breaks from traditional landscape design exhibitions. The results show that compared with traditional methods, virtual reality has many advantages, such as the freedom of experience, a diversity of viewing angles, information supply, interaction, etc. It can show high quality images and effects, which are suitable for landscape design. It provides an evaluation method for garden design that can be utilized in the future. It is simple and has value as it can reflect the method and the expected effects. Virtual reality technology can bring an infinite number of prospects to the development of landscape architecture.
The virtual reality industry has an opportunity to take another leap forward with the surge in demand for non-face-to-face content and interest in the metaverse after Covid-19. Therefore, in order to popularize virtual reality content along with this trend, high-quality content production and storytelling research suitable for the characteristics of virtual reality should be continuously conducted. In order for content to which virtual reality characteristics are applied to be effectively produced through user feedback, a quantitative index that can evaluate the content is needed. In this study, the process of viewing virtual reality contents was analyzed and head movement was set as a quantitative indicator. Afterwards, the experimenter watched five animations and analyzed the correlation between recorded head movement information and immersion. As a result of the analysis, high immersion was shown when the head movement speed was relatively slow, and it was found that the head movement speed can be used significantly as an index indicating the degree of content immersion. The result derived in this way can be used as a quantitative indicator that can verify the validity of the storytelling method applied after the prototype is produced when the creator creates virtual reality content. This method can improve the quality of content by quickly identifying the problems of the proposed storytelling method and suggesting a better method. This study aims to contribute to the production of high-quality virtual reality content and the popularization of virtual reality content as a basic research to analyze immersion based on the quantitative indicator of head movement speed.
It would be reasonable as a teacher to make efforts not only to reflect on the class on their own but also to improve the teacher' teaching e pertise by reflecting on the class with fellow teachers through lesson reflection sharing. This paper attempted to develop a lesson reflective framework that can provide standards and focus for lesson reflection and lesson sharing. First, based on the class evaluation criteria of previous studies, class reflection elements and a draft of lesson reflection were prepared. In a class conducted on 27 third graders at C High School where the co-researcher worked as a teacher, four peer teachers at the same high school were required to write personal opinions on the class based on the draft of lesson reflection. Based on this, lesson sharing was conducted, and modifications of the lesson reflection framework were developed by analyzing the case of class sharing. The implications of this paper indicate the need to clarify the perspective of viewing the lesson by sharing the intention of each question in advance. In addition to writing lesson reflections, it is necessary to share classes simultaneously.
The purpose of this study is to find out what kind of experience docent programs provide to visitors in museums by means of Giorgi's phenomenological method. In-depth interview was conducted with 6 visitors who had experienced firsthand. As a result of the coding based upon Giorgi's method, it was divided into 6 categories and 21 subcategories, and the following results were obtained. First, the reason that the subjects of the study participated in the docent program was due to factors such as information, coincidence, induction of companions, and habits. Second, from participating in the docent guide, they felt that the docent led them to actively visit the exhibition, get the educational effect, and generate interest and curiosity. Third, looking at the reaction after participating in the docent guide, in addition to the positive influence, the docent's reading-like explanation and the problem of the microphone facility were negative experiences. Through this study, it was confirmed that there were many visitors who recognized that the docent guide was helpful in viewing the exhibition and experienced positive reactions. In addition, in the evaluation of the commentary of docent, there was a difference of views between art-related majors and non-majors. In addition, as a result of analyzing the participants' experiences according to Holt's frame of experiential consumption, it was found that the docent experience was a comprehensive consumption behavior appearing in all four fields.
Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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v.8
no.9
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pp.265-273
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2018
In this paper, we propose an acoustic event detection method in tunnels using non-negative tensor factorization (NTF) and hidden Markov model (HMM) applied to multi-channel audio signals. Incidents in tunnel are inherent to the system and occur unavoidably with known probability. Incidents can easily happen minor accidents and extend right through to major disaster. Most incident detection systems deploy visual incident detection (VID) systems that often cause false alarms due to various constraints such as night obstacles and a limit of viewing angle. To this end, the proposed method first tries to separate and detect every acoustic event, which is assumed to be an in-tunnel incident, from noisy acoustic signals by using an NTF technique. Then, maximum likelihood estimation using Gaussian mixture model (GMM)-HMMs is carried out to verify whether or not each detected event is an actual incident. Performance evaluation shows that the proposed method operates in real time and achieves high detection accuracy under simulated tunnel conditions.
Hyun-Seung Cho;Jin-Hee Yang;Sang-Yeob Lee;Jeong-Whan Lee;Joo-Hyeon Lee;Hoon Kim
Science of Emotion and Sensibility
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v.26
no.3
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pp.149-160
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2023
This study develops a time-varying system-based noncontact fabric sensor that can measure cerebral blood-flow signals to explore the possibility of brain blood-signal detection and emotional evaluation. The textile sensor was implemented as a coil-type sensor by combining 30 silver threads of 40 deniers and then embroidering it with the computer machine. For the cerebral blood-flow measurement experiment, subjects were asked to attach a coil-type sensor to the carotid artery area, wear an electrocardiogram (ECG) electrode and a respiration (RSP) measurement belt. In addition, Doppler ultrasonography was performed using an ultrasonic diagnostic device to measure the speed of blood flow. The subject was asked to wear Meta Quest 2, measure the blood-flow change signal when viewing the manipulated image visual stimulus, and fill out an emotional-evaluation questionnaire. The measurement results show that the textile-sensor-measured signal also changes with a change in the blood-flow rate signal measured using the Doppler ultrasonography. These findings verify that the cerebral blood-flow signal can be measured using a coil-type textile sensor. In addition, the HRV extracted from ECG and PLL signals (textile sensor signals) are calculated and compared for emotional evaluation. The comparison results show that for the change in the ratio because of the activation of the sympathetic and parasympathetic nervous systems due to visual stimulation, the values calculated using the textile sensor and ECG signals tend to be similar. In conclusion, a the proposed time-varying system-based coil-type textile sensor can be used to study changes in the cerebral blood flow and monitor emotions.
In this study, the sensitivity of the mid-infrared radiance to atmospheric and surface factors was analyzed using the radiative transfer model, MODerate resolution atmospheric TRANsmission (MODTRAN6)'s simulation data. The possibility of retrieving the land surface temperature (LST) using only the mid-infrared bands at night was evaluated. Based on the sensitivity results, the LST retrieval algorithm that reflects various factors for night was developed, and the level of the LST retrieval algorithm was evaluated using reference LST and observed LST. Sensitivity experiments were conducted on the atmospheric profiles, carbon dioxide, ozone, diurnal variation of LST, land surface emissivity (LSE), and satellite viewing zenith angle (VZA), which mainly affect satellite remote sensing. To evaluate the possibility of using split-window method, the mid-infrared wavelength was divided into two bands based on the transmissivity. Regardless of the band, the top of atmosphere (TOA) temperature is most affected by atmospheric profile, and is affected in order of LSE, diurnal variation of LST, and satellite VZA. In all experiments, band 1, which corresponds to the atmospheric window, has lower sensitivity, whereas band 2, which includes ozone and water vapor absorption, has higher sensitivity. The evaluation results for the LST retrieval algorithm using prescribed LST showed that the correlation coefficient (CC), the bias and the root mean squared error (RMSE) is 0.999, 0.023K and 0.437K, respectively. Also, the validation with 26 in-situ observation data in 2021 showed that the CC, bias and RMSE is 0.993, 1.875K and 2.079K, respectively. The results of this study suggest that the LST can be retrieved using different characteristics of the two bands of mid-infrared to the atmospheric and surface conditions at night. Therefore, it is necessary to retrieve the LST using satellite data equipped with sensors in the mid-infrared bands.
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