• 제목/요약/키워드: Visual sensation

검색결과 171건 처리시간 0.027초

시기능 훈련방법에 의한 양안시 기능적.감각적 증상 개선 효과 연구 (The Study on the Improvement of Function and Sensation Symptoms of Binocular Vision for Vision Training Methods)

  • 이창선;김기홍
    • 한국안광학회지
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    • 제15권2호
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    • pp.185-193
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    • 2010
  • 목적: 이 연구의 목적은 시기능 훈련 대상자들의 시기능 훈련방법의 차이에 따른 시기능 증상 개선 효과를 조사하였다. 방법: 시기능 훈련 대상자는 안질환과 조절이상 및 수직사위가 없는 양안시 이상자 35명을 대상으로 추적 관찰하였고, 훈련기간은 8주간 매주 한번은 안경원에 방문하여 시기능 훈련에 따른 변화를 측정하였다. 결과: 시기능 훈련 대상자의 시기능 훈련방법의 차이에 따른 기능적 및 감각적 증상이 개선되었다. 그리고 Worth 4 Dot검사, 입체시 검사 및 적색렌즈 융합 속도 검사는 유사한 결과를 보여 주었다. 결론: 본 연구에서 시기능 훈련 방법에 따라 환자의 사위량, 기능적 및 감각적 증상 변화가 있는 것으로 나타났다.

Challenges in neuro-machine interaction based active robotic rehabilitation of stroke patients

  • Song, Aiguo;Yang, Renhuan;Xu, Baoguo;Pan, Lizheng;Li, Huijun
    • Advances in robotics research
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    • 제1권2호
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    • pp.155-169
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    • 2014
  • Study results in the last decades show that amount and quality of physical exercises, then the active participation, and now the cognitive involvement of patient in rehabilitation training are known of crux to enhance recovery outcome of motor dysfunction patients after stroke. Rehabilitation robots mainly have been developing along this direction to satisfy requirements of recovery therapy, or focusing on one or more of the above three points. Therefore, neuro-machine interaction based active rehabilitation robot has been proposed for assisting paralyzed limb performing designed tasks, which utilizes motor related EEG, UCSDI (Ultrasound Current Source Density Imaging), EMG for rehabilitation robot control and feeds back the multi-sensory interaction information such as visual, auditory, force, haptic sensation to the patient simultaneously. This neuro-controlled and perceptual rehabilitation robot will bring great benefits to post-stroke patients. In order to develop such kind of robot, some key technologies such as noninvasive precise detection of neural signal and realistic sensation feedback need to be solved. There are still some grand challenges in solving the fundamental questions to develop and optimize such kind of neuro-machine interaction based active rehabilitation robot.

Development of an Advanced Early Rehabilitation Training System for Postural Control Using a Tilting Bed

  • Yu, Chang-Ho;Kim, Kyung;Kim, Yong-Yook;Kwon, Tae-Kyu;Hong, Chul-Un;Kim, Nam-Gyun
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 2005년도 ICCAS
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    • pp.2440-2443
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    • 2005
  • We propose a new early rehabilitation training system for postural control using a tilting bed and a force plate. The conventional rehabilitation systems for postural control cannot be applied to the patients lying in bed because the rehabilitation training using those systems is possible only when the patient can stand up by himself or herself. Moreover, there has not existed any device that could provide the sense of balance or the sensation of walking to the patients in bed. By using a tilting bed, a visual display, and a force plate, we have developed a new rehabilitation training system for balance control of the patients in bed providing sense of balance and the sensation of walking to the patient. Through the experiments with real people, we verified the effectiveness of the new early rehabilitation training system. The results showed that this system is an effective system for the early rehabilitation training and that our system might be useful as clinical equipment.

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텐던 구동방식의 장착형 역/촉감 제시기구의 개발에 관한 연구 (Development of exoskeletal type tendon driven haptic device)

  • 이규훈;최혁렬
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 1997년도 한국자동제어학술회의논문집; 한국전력공사 서울연수원; 17-18 Oct. 1997
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    • pp.1285-1288
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    • 1997
  • The basic technology of virtual reality can be described as the cognition of the condition change in virtual world by stimulating the visual, auditory, kinesthetic and tactile sensation. Among these, the kinesthetic and tactile sensation is one of the most important things to recognize the interaction. In this paper, it is addressed the haptic device which help the human feel the sense of the operator, and is designed in modular type to expand for five fingers later. the haptic device is driven by tendon and ultrasonic motors located in the wrist part. Each joint is actuated by coupled tendons and adopts more actrator by one than the number of the joints, called 'N+1 type'. The haptic device adopts metamorphic 4-bar linkage structure and the length of linkages, shape and the location of joint displacement sensor are optimized through the analysis.

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가미소요산(加味逍遙散)으로 호전된 중증 갱년기 장애 환자 2례에 대한 증례보고 (The Clinical Study of Two Severe Menopausal Disorder Patients Treated by Gamisoyo-san)

  • 백동기
    • 대한한의학방제학회지
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    • 제20권2호
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    • pp.199-211
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    • 2012
  • Objectives : The purpose of this study is to evaluate the effects of Gamisoyo-san on severe menopausal disorder patients. Methods : We recruited 2 severe menopausal disorder patients who have been suffering from hot flush and heat sensation. The patients had been administrated Gamisoyo-san. The patients of severe menopausal disorder had been estimated with Kupperman's index(KI), Menopause rating scale(MRS), Beck's depression Inventory(BDI), Visual analogue scale(VAS) and Heart rate variability (HRV). Kupperman's index, Menopause rating scale and Beck's depression inventory for every seven days. We measured VAS everyday. Heart rate variability was estimated twice, before and after treatment. Results : After the treatments, symptoms of menopausal disorder were decreased. Conclusions : This study suggests that Gamisoyo-san is significantly effective on severe menopausal disorder patients with hot flush and heat sensation.

착용감 구현을 위한 증강현실용 햅틱 상의(上衣) (Augmented Reality Haptic Upper Garment for Wear Sensation)

  • 임은혁;권지안;이수용
    • 로봇학회논문지
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    • 제14권2호
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    • pp.150-156
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    • 2019
  • Haptic systems have been widely used for both virtual reality and augmented reality application including game, entertainment, education and medical sectors. Clothing designers and retailers initiated using AR and VR technologies to help the consumers find style with the perfect fit. Most of the developed augmented reality shopping is implemented by overlapping the image of the clothes on the customer so that he/she can find the fit. However, those are only visual information and the customer cannot experience the real size and the stiffness of the clothes. In this paper, we present the haptic upper garment which provides the haptic feedback to the user using cables. By controlling the length of the cable, the size of the clothes is set and by stiffness control, the compliance of the fabric is implemented. The haptic garment is modeled for precise control and the distributed controller architecture is described. With the haptic upper garment, the user's experience of the virtual clothes is greatly enhanced.

연마지를 이용한 촉각적 시각에 관한 연구 (A Study on Tactile Visuality Using Sandpapers)

  • 이은숙;김지선;오한별;백진영;전재훈
    • 전기학회논문지
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    • 제66권9호
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    • pp.1424-1430
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    • 2017
  • Human senses have been studied widely. Many studied are being actively conducted to analyze correlations between two or more different senses. Among them, research on tactile visuality where a subject can indirectly experience visual sensation through tactile elements is also progressing in various fields. In this study, we analyzed color information by having subjects perceive sandpapers with different roughness through tactile sense, then having them choose a color that is reminiscent of the tactile sensation. Unlike existing tactile-visuality studies allowing the perception of indirect visual sense by using tactile sense, this study shows that it is possible to analyze with quantitative value by representing visual image perceived by tactile sense as a color. This study will contribute to emotional evaluation research that combines two or more of the senses felt by humans, and especially is considered to be useful as basic data when conducting research about tactile visuality or auditory tactile sense.

Diagnosis and successful visual biofeedback therapy using fiberoptic endoscopic evaluation of swallowing in a young adult patient with psychogenic dysphagia: a case report

  • Youngmo Kim;Sang Hun Han;Yong Beom Shin;Jin A Yoon;Sang Hun Kim
    • Journal of Yeungnam Medical Science
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    • 제40권1호
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    • pp.91-95
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    • 2023
  • Psychogenic dysphagia is a deglutition disorder characterized by a fear of swallowing, with no structural or functional causes. This report presents the case of a young male patient who had severe malnutrition due to psychogenic dysphagia and was provided visual biofeedback using fiberoptic endoscopic evaluation of swallowing (FEES). A healthy 25-year-old man presented to our clinic with a complaint of throat discomfort when swallowing that had started 6 months prior. As the symptoms worsened, he became fearful of food spreading to his lungs after swallowing and the development of respiratory difficulties. His food intake gradually decreased, resulting in a weight loss of 20 kg within 2 months. Evaluation of organic and other functional causes of dysphagia was performed, but no abnormalities were detected. The sensation of a lump in his throat, fear of swallowing, and anxiety were transformed into somatic symptoms. The patient was diagnosed with psychogenic dysphagia. After visual biofeedback by a physician who performed FEES, the patient resumed eating normally and increased his food intake. If routine tests do not reveal structural or functional causes of dysphagia, assessment of a psychogenic swallowing disorder should be considered. FEES can help in the diagnosis and management of psychogenic dysphagia.

3D 미디어아트의 시각적 몰입감 극대화 방안 (A Plan to Maximizing the Visual Immersion of 3D Media Art)

  • 김기범;김경수
    • 디지털콘텐츠학회 논문지
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    • 제16권4호
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    • pp.659-669
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    • 2015
  • 최근 미디어아트는 아날로그에서 '디지털'로, 2D에서 '3D'로 변모하고 있다. 특히 3D 미디어아트는 미디어파사드, 홀로그램, 가상현실, 앱어플리케이션 등의 디지털 환경에서 다양한 콘텐츠 장르와 융합하며 활용의 폭이 점차 넓어지고 있다. 따라서 현 시점에서 가장 우수한 미디어아트 작품으로 평가받고 있는 Pirx Ars Electronica의 3D 수상작들을 대상으로 '시각적 몰입감 요소'를 분석하여 미디어아트에 대한 관심을 집중시키고 감정을 고조시키는 방안을 찾아보았다. 연구 결과, 시각적 콘셉트의 관점에서 3D 모델링 및 맵핑 등 '창의성'과 '다양성'이 있는 콘셉트를 개발하고, 모든 콘셉트의 '일관성'을 유지하며, 애니메이션, 포스트프로덕션 등 콘셉트의 '제한성'을 강화할수록 미디어아트 작품으로 관심이 집중되었다. 시각적 기승전결 관점에서 3D '형태'와 '재질' 등의 질적 변화가 기승전결로 배치하고, '개수'와 '크기' 등의 양적 변화가 점층적으로 증가하며, '화면전환' 등의 편집 변화가 체계화할수록 감정이 고조된다. 결국 3D 미디어아트의 시각적 몰입감을 극대화하기 위해서는 3D 시각적 '콘셉트를 개발'하면서 '일치화'하고, 3D 시각적 '기승전결을 강화'하면서 '체계화'하는 전략이 필요하다.

침자 술기 실습 모델에서 침감의 정량적 특성에 관한 연구 (A Study on the Quantitative Characteristics of Needle Force on the Acupuncture Practical Model)

  • 이연선;김선혜;김은정;이승덕;김경호;김갑성;정찬영
    • Korean Journal of Acupuncture
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    • 제35권3호
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    • pp.149-158
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    • 2018
  • Objectives : In this study, we quantitatively evaluated the needle forces using needle insertion-measurement system and compared the needle sensation of each acupuncture practical model. Methods : After inserting acupuncture with a sensor to six models, a lifting-thrusting motion was implemented using the needle insertion-measurement system. The needle force was measured repeatedly, and the measurement was analyzed based on the modified Karnopp friction model for a comparison of friction coefficients. After the insertion, practitioners did lifting-thrusting manipulations. They quantified the similarity of needle sensation with VAS (Visual Analogue Scale). Results : When friction force and coefficients of friction in five different models were compared with a porcine shank model, all five models were significantly different from a porcine shank model, cotton and apple showing the closest frictional values to that of a porcine shank model. In the Cp and Cn values of cotton and in the Cp values of IM injection pad, there was no statistically significant difference. The similarity of the needle sensation between the porcine shank and five models was the highest in the apple, and overlapping papers was the lowest. Conclusions : This study quantitatively compared the physical forces in the practical model when implementing lifting-thrusting manipulations, using a needle insertion-measurement system. We suggest that a reproducible exercise model that reflects the characteristics of various human tissues, such as viscoelasticity or strength, needs to be further developed. This will contribute to establishing standardized acupuncture practice training.