• 제목/요약/키워드: Visual force

검색결과 243건 처리시간 0.027초

시·촉각 되먹임이 넙다리네갈래근 등척성 운동에 미치는 영향 (The Effects of Visual and Tactile Feedback on Quadriceps Isometric Exercise)

  • 이수영;정영종
    • 한국전문물리치료학회지
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    • 제8권3호
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    • pp.27-34
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    • 2001
  • Physical therapists have been using biofeedback training to induce improvements in various circumstances. The purpose of this study was to compare the effects of visual and tactile feedback using electrical stimulation on quadriceps strength. Nineteen women without known impairment of the neuromusculoskeletal system volunteered for this study. Subjects were randomly allocated into three groups: visual feedback, tactile feedback, and control group. The torque of isometric knee extension force was measured. Subjects were asked to exert the maximal isometric contraction force of quadriceps over a 30 second period. The resting period of 10 minutes was given after the maximal isometric contraction to avoid the muscle fatigue. In between groups comparison, significant differences of the peak torque and the torque area were found on the performance of the maximal isometric contraction of quadriceps (p<.05). The values peak of torque and torque area were significantly higher during visual feedback than tactile feedback. The results of this study suggest that visual feedback is more powerful than tactile feedback (p<.01).

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화면구성에 있어서 심리적 인식에 관한 연구 (A Study of the Value of Psychological Recognition on The Pictorial Composition)

  • 문철
    • 디자인학연구
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    • 제13권1호
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    • pp.111-120
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    • 2000
  • 시각예술은 어떤 형식이든지 일정한 공간속에서 이루어지며 작품을 이루는 여러 시각 요소들로 구성되어 있다. 효과적인 커뮤니케이션을 위해서 시각요소들은 서로 유기적인 관계를 맺는 하나의 안정된 구조를 가져야 하는데 여기에는 인간의 시각적인 특성과 심리적인 이해가 필요하다. 왜냐하면 인간의 시각은 생리적, 심리적으로 같은 시각요소에 대해서도 공간속의 위치에 따라 각기 다른 힘과 무게를 느끼기 때문이다. 이러한 힘과 무게를 조절하는 구도는 작품안에 숨겨져 있지만 수평과 수직에 대한 인간의 심리적인 반응을 통해 커뮤니케이션에 실제적인 힘을 발휘하는 작품의 내적 설계이며, 또한 이를 통해 주제와 메시지를 효과적으로 드러나게 하는 시각적 진술방식이기도 하다. 본 논문은 이러한 시각적인 화면, 그 이면에 존재해 있는 힘의 구조로 인한 화면의 특성, 시각적 균형의 원리 등을 미술작품의 분석을 통해 시각적 구조에 관한 연구이다. 그것을 바탕으로 시각적인 이미지작업을 하는 디자이너들이 시각적인 구조와 심리적 인식을 이해하여 구성요소안에 심리적인 힘을 깨달아 화면구성에 실제 응용할 수 있는 바탕을 마련하는데 그 목적이 있다.

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클럽별 골프 스윙 시 지면 반력 변화에 관한 연구 (A Study of Ground Reaction Forces During Professional Golfer's Swing with Different Golf Clubs)

  • 허유진;문건필;임정
    • 한국운동역학회지
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    • 제15권2호
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    • pp.103-111
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    • 2005
  • The purpose of this study was to analysis golf swing in accordance with each club using ground reaction force data. The subject of this study was current professional golf players in Korea. Golf clubs used for this study were driver, iron4, iron7, and pitching. The ground reaction force for left and right foot was collected by one Kistler and one Bertec force platforms. Also collected visual data by NC high speed camera to check the phase which was composed of address, top of backswing, impact and finish. Sampling rate was 600Hz both ground reaction forces data and visual data. The conclusion are as follows. 1. An aspect of change for ground reaction force was that the weight between the left foot and right foot were contrary to each other in general as the phase. 2. Without regard to the type of golf club, the ratio of necessary ground reaction forces for each phase in accordance with address, top of backswing, impact, and finish was comparatively identical. 3. According to the type of golf club, the tendency of Fy was not varied. In terms of Driver, at the moment of impact, the weight of foot-both right and left-was moved to the movement direction of golf because of the rotation force from swing.

원격조작을 위한 2차원 영상정보에 기반한 저속 변형체의 실시간 햅틱 렌더링 (Real-Time Haptic Rendering of Slowly Deformable Bodies Based on Two Dimensional Visual Information for Telemanipulation)

  • 김정식;김영진;김정
    • 대한기계학회논문집A
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    • 제31권8호
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    • pp.855-861
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    • 2007
  • Haptic rendering is a process providing force feedback during interactions between a user and a virtual object. This paper presents a real-time haptic rendering technique for deformable objects based on visual information of intervention between a tool and a real object in a remote place. A user can feel the artificial reaction force through a haptic device in real-time when a slave system exerts manipulation tasks on a deformable object. The models of the deformable object and the manipulator are created from the captured image obtained with a CCD camera and the recognition of objects is achieved using image processing techniques. The force at a rate of 1 kHz for stable haptic interaction is deduced using extrapolation of forces at a low update rate. The rendering algorithm developed was tested and validated on a test platform consisting of a one-dimensional indentation device and an off-the shelf force feedback device. This software system can be used in a cellular manipulation system providing artificial force feedback to enhance a success rate of operations.

Adaptive V1-MT model for motion perception

  • Li, Shuai;Fan, Xiaoguang;Xu, Yuelei;Huang, Jinke
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제13권1호
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    • pp.371-384
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    • 2019
  • Motion perception has been tremendously improved in neuroscience and computer vision. The baseline motion perception model is mediated by the dorsal visual pathway involving the cortex areas the primary visual cortex (V1) and the middle temporal (V5 or MT) visual area. However, few works have been done on the extension of neural models to improve the efficacy and robustness of motion perception of real sequences. To overcome shortcomings in situations, such as varying illumination and large displacement, an adaptive V1-MT motion perception (Ad-V1MTMP) algorithm enriched to deal with real sequences is proposed and analyzed. First, the total variation semi-norm model based on Gabor functions (TV-Gabor) for structure-texture decomposition is performed to manage the illumination and color changes. And then, we study the impact of image local context, which is processed in extra-striate visual areas II (V2), on spatial motion integration by MT neurons, and propose a V1-V2 method to extract the image contrast information at a given location. Furthermore, we take feedback inputs from V2 into account during the polling stage. To use the algorithm on natural scenes, finally, multi-scale approach has been used to handle the frequency range, and adaptive pyramidal decomposition and decomposed spatio-temporal filters have been used to diminish computational cost. Theoretical analysis and experimental results suggest the new Ad-V1MTMP algorithm which mimics human primary motion pathway has universal, effective and robust performance.

연속 회전점프 시 시각선택과 회전순서가 도약과 착지에 미치는 영향 (Effects of visual selection and rotation order on take-off and landing during sequential rotational jumping)

  • 우병훈
    • 한국응용과학기술학회지
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    • 제39권5호
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    • pp.701-709
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    • 2022
  • 본 연구의 목적은 국내 발레단 소속 여자 무용수를 대상으로 연속 회전점프 시 시각선택과 회전순서에 따른 차이를 도약과 착지구간으로 분류하여 비교하였다. 10명의 대상자(연령: 26.0±2.9 yrs, 신장: 163.4±3.3 cm, 체중: 46.8±3.6 kg, 발레경력: 12.3±5.9 yrs)가 연구에 참여하였다. 3차원 동작분석기와 지면반력기를 이용하여 신체중심의 높이와 도약과 착지 시 지면반력을 측정하였다. 시각선택(양눈 사용, 왼눈 사용, 오른눈 사용)과 회전순서(첫번째 회전점프, 두 번째 회전점프)에 따른 차이를 반복측정 이원변량 분석을 통하여 분석하였다. 신체중심의 높이는 첫 번째 회전점프가 높게 나타났다. 도약 시 지면반력의 좌우힘은 좌우발 모두 두 번째 회전점프에서 왼발은 외측힘, 오른발은 내측힘이 강하게 나타났고, 전후힘은 오른발에서 첫 번째 회전점프 시 전방힘이 강하게 나타났으며, 수직힘은 좌우발 모두 차이가 없었다. 착지 시 전후힘은 왼발에서 두 번째 착지에서 후방힘이 강하게 나타났고, 오른발은 왼쪽 시각 사용에서 후방힘이 강하게 나타났다. 수직힘은 왼발에서 두 번째 착지, 오른발은 첫 번째 착지에서 강하게 나타났다.

시각되먹임 균형훈련이 낙상을 경험한 노인의 균형에 미치는 효과 (Effects of Visual Feedback-Based Balance Training on Balance in Elderly Fallers)

  • 이선우;이경진;송창호
    • 근관절건강학회지
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    • 제18권1호
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    • pp.16-27
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    • 2011
  • Purpose: The purpose of this study was to investigate the effects of a visual feedbackbased balance training, using force platform biofeedback, on the postural balance of elderly faller. Methods: Fifty one community-dwelling older adults (aged 66-88 years) with a recent history of fall participated in the study. Participants were randomized to an experimental group (EG, n=25) and to a control group (CG, n=26). The EG participated in training sessions three times/week for 6 weeks. Visual feedbackbased balance training with the a computerized force platform with visual feedback screen was used in the experimental group. Static balance (center of gravity) and dynamic balance (Functional reach test, Timed "Up & Go" test, Berg balance scale) were assessed before and after end of training. Results: A significant improvement in static balance and dynamic balance were demonstrated within the EG (p<.05), but not in the CG. Conclusion: Visual feedback-based balance training may be an effective intervention to improve postural balance of elderly fallers.

<라이온 킹>에 나타난 정서표현의 시각이미지 분석 : 그레이브스 명암이론과의 관계를 중심으로 (Analysis on Emotional visual image in Lion King : Focusing on the relationship with Graves theory)

  • 김광환
    • 만화애니메이션 연구
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    • 통권15호
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    • pp.73-88
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    • 2009
  • 이 논문에서는 시각적으로 명암이 인간의 정서에 영향을 미친다는 그레이브스의 명암이론을 적용하여 "라이온 킹" 에서 사용된 명암의 유형을 분석하고 작품 내에서 시각적으로 표현된 명암이 내러티브에서 전개되는 정서의 흐름과 어떠한 관계를 맺고 있는지에 대한 유형을 분석하였다. 이를 통하여 명암이 시각이미지에 끼치는 영향과 더불어 정서적인 분위기 표현에 중요한 요소로 작용한다는 점을 규명하고자 하였다. 애니메이션에서는 실사 영화와는 달리 내러티브상에서 전개되는 캐릭터들의 정서적 변화에 따른 이미지 연출이 더욱 강조 된다. 이는 관객들의 감정이입을 강화시키는 중요한 수단이 된다.

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차량 시스템 개발 및 운전자 인자 연구를 위한 실시간 차량 시뮬레이터의 개발 (Development of a Real-Time Driving Simulator for Vehicle System Development and Human Factor Study)

  • 이승준
    • 한국자동차공학회논문집
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    • 제7권7호
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    • pp.250-257
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    • 1999
  • Driving simulators are used effectively for human factor study, vehicle system development and other purposes by enabling to reproduce actural driving conditions in a safe and tightly controlled enviornment. Interactive simulation requries appropriate sensory and stimulus cuing to the driver . Sensory and stimulus feedback can include visual , auditory, motion, and proprioceptive cues. A fixed-base driving simulator has been developed in this study for vehicle system developmnet and human factor study . The simulator consists of improved and synergistic subsystems (a real-time vehicle simulation system, a visual/audio system and a control force loading system) based on the motion -base simulator, KMU DS-Ⅰ developed for design and evaluation of a full-scale driving simulator and for driver-vehicle interaction.

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인터넷 환경에서 힘반영을 이용한 이동로봇의 원격제어 (Internet-based Teleoperation of a Mobile Robot with Force-reflection)

  • 진태석;임재남;이장명
    • 제어로봇시스템학회논문지
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    • 제9권8호
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    • pp.585-591
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    • 2003
  • A virtual force is generated and fed back to the operator to make the teleoperation more reliable, which reflects the relationship between a slave robot and an uncertain remote environment as a form of an impedance. In general, for the teleoperation, the teleoperated mobile robot takes pictures of the remote environment and sends the visual information back to the operator over the Internet. Because of the limitations of communication bandwidth and narrow view-angles of camera, it is not possible to watch certain regions, for examples, the shadow and curved areas. To overcome this problem, a virtual force is generated according to both the distance between the obstacle and the robot and the approaching velocity of the obstacle w.r.t the collision vector based on the ultrasonic sensor data. This virtual force is transferred back to the master (two degrees of freedom joystick) over the Internet to enable a human operator to estimate the position of obstacle at the remote site. By holding this master, in spite of limited visual information, the operator can feel the spatial sense against the remote environment. It is demonstrated by experiments that this collision vector based haptic reflection improves the performance of teleoperated mobile robot significantly.