• Title/Summary/Keyword: Virtual methods

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Comparison of the Effects of Wii Balance Games and Mirror Self-Balancing Exercises on Knee Joint Proprioception and Balance in Chronic Stroke Patients (Wii 균형 게임과 자가 거울 균형 운동이 만성 뇌졸중 환자의 균형 및 무릎관절 고유수용성 감각에 미치는 효과 비교)

  • Sim, Gyeong-seop;Jeon, Hye-seon
    • Physical Therapy Korea
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    • v.24 no.1
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    • pp.30-40
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    • 2017
  • Background: Many studies have reported positive results of the various mirror training and virtual reality games in improving dynamic standing balance and posture adjustment in chronic stroke patients. However, no systematic study has been conducted to compare the effects of virtual reality games and the mirror balance training. Objects: The purpose of this study was to compare the effectiveness of Wii balance games and Mirror Self-Balancing Exercises in improving proprioception of knee joint and standing balance of people with chronic stroke. Methods: Twenty patients with chronic stroke volunteered for this study. The subjects were randomly divided into a Wii balance games group and a Mirror Self-Balancing Exercises group with 10 patients in each group. Each training was performed for 30 mins a day for 4 days. In addition to the balance training, 30 mins neuro-developmental-treatment based routine physical therapy was given to both groups. Proprioception was measured using two continuous passive motion devices, and static balance was measured using a Wii balance board. Dynamic balance assessment tools included the Berg Balance Scale, Dynamic Gait Index, and Timed Up-and-Go test. Results: All measured variables before and after the experimental results showed a significant improvement in both groups (p<.05). Only the improvement of the affected knee proprioception appeared to be significantly greater in the Wii balance game group (p<.05). However, other variables did not differ between the groups (p>.05). Conclusion: The findings suggest that both Wii balance games and Mirror Self-Balancing Exercises may be helpful for improving the proprioception of knee joint and the balance of patients with chronic stroke.

Extending VNC Server and Client for Sharing Clipboard Contents Composed of Text and Images (텍스트와 이미지로 구성된 클립보드 콘텐츠 공유를 위한 VNC 서버와 클라이언트의 확장)

  • Lee, Tae-Ho;Lee, Hong-Chang;Park, Yang-Su;Lee, Myung-Joon
    • Journal of the Korea Society of Computer and Information
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    • v.13 no.4
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    • pp.115-126
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    • 2008
  • VNC(Virtual Network Computing) is a desktop sharing system based on the RFB(Remote Framebuffer) protocol which allows you to control a remote computer running a VNC server through a VNC client(or viewer) on a local computer. To exchange information between the two computers, VNC provides the functionality of sharing the clipboard contents. Unfortunately, the current VNC softwares support only the clipboard text contents, not providing methods for sharing the clipboard multimedia contents such as images. In this paper, we extend the RFB protocol to share the clipboard contents composed of text and images. Also, to support the developed protocol. we extend both the UltraVNC server and the JavaViewer VNC client which are free open-source softwares. Through the developed VNC softwares, users can exchange the clipboard contents including texts and images between the remote computer and the local computer.

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Interactive Animation of Articulated Bodies using a Procedural Method (절차적 방법을 이용한 다관절체의 대화형 동작생성)

  • Bae, Hui-Jeong;Baek, Nak-Hun;Lee, Jong-Won;Yu, Gwan-U
    • Journal of KIISE:Computer Systems and Theory
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    • v.28 no.12
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    • pp.620-631
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    • 2001
  • In interactive environments including computer games and virtual reality applications, we have increased need for interactive control of articulated body motions. Recently, physically based methods including constrained dynamics techniques are introduced to this area, in order to produce more realistic animation sequences. However, they are hard to achieve real-time control of articulated bodies, due to their heavy computations. In this paper, we present a procedural method for interactive animation of articulated bodies. In our method, each object of the constrained body is first moved according to their physical properties and external forces, without considering any constraints. Then, the locations of objects are adjusted to satisfy given constraints. Through adapting this two-stage approach, we have avoided the solving of large linear systems of equations, to finally achieve the interactive animation of articulated bodies. We also present a few example sequences of animations, which are interactively generated on PC platforms. This method can be easily applied to character animations in virtual environments.

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Tracking Position Control of DC Servo Motor in LonWorks/IP Network

  • Song, Ki-Won;Choi, Gi-Sang;Choi, Gi-Heung
    • International Journal of Control, Automation, and Systems
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    • v.6 no.2
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    • pp.186-193
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    • 2008
  • The Internet's low cost and ubiquity present an attractive option for real-time distributed control of processes on the factory floor. When integrated with the Internet, the LonWorks open control network can give ubiquitous accessibility with the distributed control nature of information on the factory floor. One of the most important points in real-time distributed control of processes is timely response. There are many processes on the factory floor that require timely response. However, the uncertain time delay inherent in the network makes it difficult to guarantee timely response in many cases. Especially, the transmission characteristics of the LonWorks/IP network show a highly stochastic nature. Therefore, the time delay problem has to be resolved to achieve high performance and quality of the real-time distributed control of the process in the LonWorks/IP Virtual Device Network (VDN). It should be properly predicted and compensated. In this paper, a new distributed control scheme that can compensate for the effects of the time delay in the network is proposed. It is based on the PID controller augmented with the Smith predictor and disturbance observer. Designing methods for output feedback filter and disturbance observer are also proposed. Tracking position control experiment of a geared DC Servo motor is performed using the proposed control method. The performance of the proposed controller is compared with that of the Internal Model Controller (IMC) with the Smith predictor. The result shows that the performance is improved and guaranteed by augmenting a PID controller with both the Smith predictor and disturbance observer under the stochastic time delay in the LonWorks/IP VDN.

Three-dimensional analysis of the cusp variation patterns of mandibular second premolar in Koreans (일부 한국인 하악 제2소구치 교두 변이 양상에 대한 3차원적 분석)

  • Nam, Shin-Eun
    • Journal of Technologic Dentistry
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    • v.42 no.3
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    • pp.220-227
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    • 2020
  • Purpose: This study aims to investigate the cusp variation pattern of the Korean mandibular second premolar and to determine the difference in tooth diameter and surface area using a virtual three-dimensional model. Methods: Dental casts from 69 students were scanned as a virtual dental models with a three-dimensional dental model scanner. Tooth diameter, absolute and relative individual areas, total crown area, the number of lingual cusps and central groove pattern were analyzed using RapidForm 2004. The Mann-Whitney U-test and the Kruskal-Wallis test were performed to verify sexual dimorphism, the difference in tooth diameter and surface according to the cusp variation pattern (α=0.05). Results: There was no significant difference except in buccolingual diameter (p<0.05) and buccolingual diameter at the cervix (p<0.05). The relative surface area of the total clinical crown was 65.76% for the buccal half and 34.24% for the lingual half, with a ratio of 2:1. In the case of the presence of two lingual cusps, the ratio was 21.47% for the mesiolingual half and 14.12% for the distaolingual half, with a ratio of 3:2. The dominant central groove patterns of the second premolar were the H-pattern (42.0%), followed by the Y-pattern (37.7%), then the U-pattern (20.3%). The relative buccal half was largest in the U-pattern central groove and the relative lingual half was largest in the Y-pattern central groove (p<0.05). Conclusion: This study is significant in that it measured quantitative surface areas and the findings could be a meaningful reference to comprehend dental anatomy in Koreans.

Virtual Screening for Potential Inhibitors of NS3 Protein of Zika Virus

  • Sahoo, Maheswata;Jena, Lingaraja;Daf, Sangeeta;Kumar, Satish
    • Genomics & Informatics
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    • v.14 no.3
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    • pp.104-111
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    • 2016
  • Zika virus (ZIKV) is a mosquito borne pathogen, belongs to Flaviviridae family having a positive-sense single-stranded RNA genome, currently known for causing large epidemics in Brazil. Its infection can cause microcephaly, a serious birth defect during pregnancy. The recent outbreak of ZIKV in February 2016 in Brazil realized it as a major health risk, demands an enhanced surveillance and a need to develop novel drugs against ZIKV. Amodiaquine, prochlorperazine, quinacrine, and berberine are few promising drugs approved by Food and Drug Administration against dengue virus which also belong to Flaviviridae family. In this study, we performed molecular docking analysis of these drugs against nonstructural 3 (NS3) protein of ZIKV. The protease activity of NS3 is necessary for viral replication and its prohibition could be considered as a strategy for treatment of ZIKV infection. Amongst these four drugs, berberine has shown highest binding affinity of -5.8 kcal/mol and it is binding around the active site region of the receptor. Based on the properties of berberine, more similar compounds were retrieved from ZINC database and a structure-based virtual screening was carried out by AutoDock Vina in PyRx 0.8. Best 10 novel drug-like compounds were identified and amongst them ZINC53047591 (2-(benzylsulfanyl)-3-cyclohexyl-3H-spiro[benzo[h]quinazoline-5,1'-cyclopentan]-4(6H)-one) was found to interact with NS3 protein with binding energy of -7.1 kcal/mol and formed H-bonds with Ser135 and Asn152 amino acid residues. Observations made in this study may extend an assuring platform for developing anti-viral competitive inhibitors against ZIKV infection.

A Study on the Expressional Characteristics and Elements of Contents Using Hologram (홀로그램을 활용한 콘텐츠의 표현특성 및 요소에 관한 연구)

  • Lim, Jung-Hee;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.15 no.4
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    • pp.405-411
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    • 2017
  • The purpose of this study is to identify the visual characteristics of image expression elements of contents based on hologram and to find ways to utilize hologram effectively. Therefore, I intend to analyze the characteristics and cases of hologram, and investigate efficient representation methods of hologram contents. As a research method, I considered the theoretical background of the hologram through the literature investigation and the precedent study related to the hologram technology, and derived the results from the case study analysis. The characteristics of expression of hologram contents are fusion of virtual and physical elements, interaction, visual extension of reality space. It becomes possible to produce scenes that were difficult to visualize, thereby enhancing the interest and immersion of the audience.

A Study of Effective Privacy Protection System on High Concurrent Transaction Database System (동시 트랜잭션이 많은 데이터베이스에서 효과적인 개인정보보호 시스템 연구)

  • Kang, Ji-Won
    • Convergence Security Journal
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    • v.12 no.2
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    • pp.107-113
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    • 2012
  • Recently, according to the establishment of personal information protection Act, the public and private organizations are taking a step to protect personal information rights and interests by employing the technical methods such as the access control mechanism, cryptography, etc. The result of the personal information leakage causes a serious damage for the organization image and also has to face with the responsibility by law. However, applying access control and cryptographic approach on the personal information item for every connection to large database system causes significant performance degradation in a large database system. In this paper, we designed and implemented the light weight system using JVM (Java Virtual Machine) for the Oracle DBMS environment which the concurrent transaction occurs many, thereby the proposed system provides the minimum impact on the system performance and meets the need of personal information protection. The proposed system was validated on the personal information protection system which sits on a 'A' public organization's portal site and personnel information management system.

An Analysis on Discourses of SIMS2 Players in Korea (국내 <심즈2> 플레이어들의 담론분석)

  • Kim, Jong-Deok;Song, Su-Hyun
    • Journal of Korea Game Society
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    • v.11 no.5
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    • pp.53-65
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    • 2011
  • If we analyze games and game communities which are mostly consumed by the young, we can get the meaningful analysis result of youth culture. The content analysis and the discourse analysis methods were used in this study since the relationship between media and culture was exquisitely reciprocal. The object of analysis is the domestic community of the simulation game, Sims 2, which reflects the identities of the game players. I was searching for the social and cultural meaning of the game activities, and could find the content's characteristics of 'Sims 2' players' discourses. The results showed that the game media has social and cultural significance by providing the players a self-realization, identity workshop, virtual identity that diverges from their own ones with an alternative sex, constructing a cultural property with the involved game players, and increasing their virtual consumption and self-examination of antisocial behaviors in the game.

A Study on the MMORPG Server Architecture Applying with Arithmetic Server (연산서버를 적용한 MMORPG 게임서버에 관한 연구)

  • Bae, Sung-Gill;Kim, Hye-Young
    • Journal of Korea Game Society
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    • v.13 no.2
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    • pp.39-48
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    • 2013
  • In MMORPGs(Massively Multi-player Online Role-Playing Games) a large number of players actively interact with one another in a virtual world. Therefore MMORGs must be able to quickly process real-time access requests and process requests from numerous gaming users. A key challenge is that the workload of the game server increases as the number of gaming users increases. To address this workload problem, many developers apply with distributed server architectures which use dynamic map partitioning and load balancing according to the server function. Therefore most MMORPG servers partition a virtual world into zones and each zone runs on multiple game servers. These methods cause of players frequently move between game servers, which imposes high overhead for data updates. In this paper, we propose a new architecture that apply with an arithmetic server dedicated to data operation. This architecture enables the existing game servers to process more access and job requests by reducing the load. Through mathematical modeling and experimental results, we show that our scheme yields higher efficiency than the existing ones.