• Title/Summary/Keyword: audio application

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Electromyography Triggered Training System for Wrist Rehabilitation (근전도 트리거 손목 재활 훈련 시스템 개발)

  • Kim, Younghoon;Le, DuyKhoa;Chee, Youngjoon;Ahn, Kyoungkwan;Hwang, Changho
    • Journal of Biomedical Engineering Research
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    • v.34 no.3
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    • pp.148-155
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    • 2013
  • This study is about the development of the wrist rehabilitation system for the patient who has limited capability of movement after stroke. Electromyography triggered training system (ETTS) can play the role between complete passive training and patient activating training system. Surface EMG was measured on pronator teres muscle and biceps brachii muscle for wrist pronation and supination. Our system detects whether the subject makes muscular effort for pronation or supination or nothing in every 50 ms. When the effort level exceeds the preset percentage of maximal voluntary contraction, the motor rotates according to the direction of the intention of the subject. EMG triggers the motor rotation for the wrist rehabilitation training until the preset angle. To evaluate its performance, the maximum voluntary contraction level was measured for 4 subjects at first. With the audio-visual instruction to rotate the wrist (pronation or supination) the subjects made effort to follow the instruction. After calculating root mean square (RMS) for 50 ms, the controller determines whether there was muscular effort to rotate while holding the motor. When there was an effort to rotate, the controller rotates the motor 0.8 degree. By comparing the RMS values from two channels of EMG, the controller determines the rotational direction. The onset delay is $0.76{\pm}0.24$ s and offset delay is $0.65{\pm}0.22$ s for pronation. For supination the onset delay is $1.24{\pm}0.41$ s and offset delay is $0.77{\pm}0.22$ s. The system responded fast enough to be used for rehabilitation training. The controller perceived the direction of rotation 100% correctly for the pronation and 97.5% correctly for supination. ETTS was developed and the fundamental functions were validated for normal subjects. The clinical validation should be done with patients for real world application. With ETTS, the subjects can train voluntarily over the limitation of the range of motion which increases the effectiveness of the rehabilitation training.

Establishment and Application of an Integrated Platform for Navigation Safety Information (항행안전정보 통합 플랫폼 구축 및 활용방안에 관한 연구)

  • Kim, Do-Hoon
    • Journal of the Korean Society of Marine Environment & Safety
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    • v.26 no.2
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    • pp.129-138
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    • 2020
  • This study recognizes problems in the current system of providing navigation safety information (NSI), which is centered on merchant ships, to prevent maritime accidents of fishing boats and small vessels in coastal areas. The system proposed in this study is an effective method of providing NSI to support the safe navigation of small vessels such as fishing boats. First, the status and characteristics of recent maritime accidents were examined, and NSI service targets were identified. Second, the limitations of the current NSI system were determined, and measures were proposed to establish an NSI Integrated Platform (NSIP) that ensures the integration, accessibility, and usability of NSI for a substantial portion of the public. Third, to utilize the NSIP, various NSIs are applied as additional information for the electronic chart system used in the e-navigation ship terminals being developed in connection with the Korean e-navigation project. Functions that set the audiovisual alarm function to automatically operate when a ship enters a navigation risk zone is proposed. These functions are technically achieved by reviewing expert opinions of related organizations and professional producers. The results of this study suggest that NSI can be applied to small vessels such as fishing boats, through the Korean e-Navigation project, to prevent maritime accidents caused by the human error of navigators.

An Analysis of The Repetitive Sound Effects Influencing on Game User's Flow (반복사운드 활용이 게임 유저의 몰입에 미치는 영향 분석)

  • Kim, Wan-Suk;Yun, Jae-Sun;Lim, Chan;Min, Byung-Chul
    • The Journal of the Korea Contents Association
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    • v.10 no.3
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    • pp.149-156
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    • 2010
  • There are elements for the game user get into the emotion of flow (the mental state of operation in which the person is fully immersed in what he or she is doing by a feeling of energized focus, full involvement, and success in the process of the activity). In game contents, for example, a considerable sophisticated application of 'sound' is one of the important elements must be considered for a qualified game development process. If a proper audio condition is satisfied, a game user is intrinsically solving problems by auditorial sense and the participant get into immersing into the game spontaneously. There are elements in game contents storytelling for the user to be in flow condition, this study will be analyzing a game user's flowing, especially with repetitive usage of sound. To be accurate, 'flow analysis' of Csikszentmihalyi. M, and 'flow factors' of Donna L. Hoffman & Thomas P. Novak, in addition, would be proper references in the research. comparing to a precedent study that analyzed a game and flow focused on visual elements. Ponpoko(Sigma Enterprise Inc., 1981) and Bio Hazard 4(Capcom, 2007) will be given as the main texts. To achieve the desired proposition in the study, user's reaction is monitored by listening repeatable and ordinary sound. Questionnaires are including Frequency Analysis, MANOVA(multivariate analysis of variance).

A Design & Implementation of Remote Access Function for A Multimedia Database of The Tele-medical System Based on ATM/B-ISDN (ATM/B-ISDN 기반의 원격 의료정보 시스템을 위한 멀티미디어 데이터베이스 원격 접속기능 설계 및 구현)

  • 김호철;김영탁
    • Journal of Korea Multimedia Society
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    • v.1 no.1
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    • pp.98-108
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    • 1998
  • In the multimedia tele-medical system the medical informations are stored and managed in multimedia database. Also, multimedia DBMS is essential in order to manage large scale medical informations, and the remote access function is necessary for the distributed processing at all around the hospital. For the multimedia tele-medical information that is composed of image/picture, data, video, and audio, a high-speed telecommunication network is necessary that can provide separated connections for each medical information type with different QoS. The commercial DBMSs are based on the TCP/IP socket API(Application Programming Interface) that does not provide multiple QoS. Also, each commercial DBMS has its own API that is incompatible with other DBMS. In this paper, we propose a multimedia DBMS agent for the remote access of the multimedia database in the tele-medical system. The proposed multimedia DBMS agent is based on the ATM API that can provide high-speed data transfer capability and multiple QoS connections. Also, the proposed multimedia DBMS agent is independent of the commercial DBMS. We explain the functional architecture of the multimedia DBMS agent, implementation technology on the ATM network environment, and the result of performance analysis.

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Implementation of Internet Terminal using G.729.1 Wideband Speech Codec for Next Generation Network (차세대 통신망을 위한 G.729.1 광대역 음성 코덱을 활용한 인터넷 단말 구현)

  • So, Woon-Seob;Kim, Dae-Young
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.33 no.10B
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    • pp.939-945
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    • 2008
  • Tn this paper we described the process and the results of an implementation of Internet terminal using G.729.1 wideband speech codec for next generation network. For this purpose firstly we chose a high performance RISC application processor having DSP features for speech codec processing and enhanced Multimedia Accelerator(eMMA) function for video codec. In the implementation of this terminal, we used G.729.1 codec recently standardized in ITU-T which is a new scalable speech and audio codec that extends 0.729 speech coding standard. To adopt G.729.1 codec to this terminal we transformed most of the fixed point C codes which require more complexity into assembly codes so as to minimize processing time in the processor. As a result of this work we reduced the execution time of the original C codes about 80% and operated in real time on the terminal. For video we used H.263/MPEG-4 codec which is supported by the eMMA with hardware in the processor. In the SIP call processing test connected to real network we obtained under looms end-to-end delay and 3.8 MOS value measured with PESQ instrument. Besides this terminal operated well with commercial terminals.

Research about Imaginary Line Extension Application in Composition of TV News - With Special Quality of Imaginary Line in Focus - (TV News 영상구성에서 Imaginary Line 확대 적용에 관한 연구 - 이미지너리 라인의 특성을 중심으로 -)

  • Lim, Pyung-Jong;Kwak, Hoon-Sung
    • The Journal of the Korea Contents Association
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    • v.8 no.9
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    • pp.55-65
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    • 2008
  • At these information age when the importance of news is of particular emphasis, the field of image-production for the news are being made rapid progressive by high-tech like multi-media, multi-channel digital system. Even experts who have engaged in the work of broadcasting in th field for a long time are perplexed with rapid development in Broadcasting equipments and expression techniques. The field of TV is characterized by the speed of change and the desire of viewers for new and interesting video images. The image expression system applying image line has ever existed as one of conventional image expression methods. Obsolete and old image expressions are paling into significance for viewers who want to access more information in a short time. but The change of image expression systems due to the progressive stream of time has forced existing imaginary to be changed constantly to accommodate the changing interests and expectations of the viewers. Therefore, in this treatise, we need a broad interpretation about the direction of this imaginary line for TV news image in that existing systems of image producing haven’t also been changed and adapted to the stream of time. In these days, image is defined as not only video, but also audio. also We need to reduce the confusion concerning the imaginary line and contribute to a correct understanding images of TV news for not only customers but also producer by extending and applying the concept of imaginary line to image producing.

A Study on the Optimized Announcement Based Evacuation Guidance Using Haas Effect (선행음 효과를 이용한 최적의 음성피난유도음에 관한 연구)

  • Baek, Eun-Sun;Kim, Sun-Woo;Baek, Geon-Jong;Shin, Hoon;Song, Min-Jeong;Kook, Chan
    • Fire Science and Engineering
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    • v.25 no.2
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    • pp.101-106
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    • 2011
  • In case of an emergency such as a fire on a building and there is a need to evacuate the occupant in that building, it is important to have the guidance information effectively delivered to the evacuating occupants to guide them toward a safe direction using audio sensual media. And, it is also very important to prevent the evacuating occupants getting lost or falling astray, away from the direction toward safety. The purpose of this study, in this respect, is to examine the possible application of the precedent sound effect, with which the evacuating occupants may get a sense of the direction where the announcement comes from. With such an effect, an experiment was conducted to measure the extent to which people can hear the preceding and the following sound in terms of the acoustic pressure level changes and delay time changes, with a view to make the optimal evacuation-guidance announcement or sound. The optimal evacuation guidance sound (announcement) per each of the experimental indoors environments were as follows; 1) Regarding the optimal condition for the evacuation guidance announcement sound in the space of a lecture room, the direction of the advanced sound is positively recognized when the follow-up sound has the delaying time of 10 ms~50 ms in comparison with the advanced sound or when there is no difference between the acoustic pressures of the advanced and follow-up sounds or the acoustic pressure of the advanced sound is higher than that of the follow-up sound. 2) Regarding the optimal evacuation guidance announcement sound in the space of a hall, the advanced sound is positively recognized when the follow-up sound has the delaying time of 20 ms~60 ms in comparison with the advanced sound. 3) Regarding the optimal evacuation guidance announcement sound in the space of a gymnasium, the advanced sound is positively recognized when the follow-up sound has the delaying time of 10 ms~40 ms in comparison with the advanced sound or when the sound pressure of the advanced sound has a higher level than or the same level as that of the follow-up sound.

Comparison of Discourse by Environments for Using Tools in Small Group Learning with Augmented Reality (증강현실을 활용한 소집단 학습에서 도구 사용 환경에 따른 담화 비교)

  • Seokjin Shin;Haerheen Kim;Taehee Noh;Nayoon Song
    • Journal of The Korean Association For Science Education
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    • v.43 no.2
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    • pp.181-190
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    • 2023
  • In this study, we compared discourse by environments for using tools in terms of participation types, discourse types, and knowledge building processes. 24 first-year high school students were divided into six groups. They were assigned to the sharing tools environment, which used one marker and one smart device, or the individual tools environment, which used markers and smart devices individually. Students participated in small group learning using AR application based on the concept of chemical bonding. All classes were video- and audio-taped. Semi-structured interviews were conducted with six students who voluntarily agreed. The results of the study revealed that the sharing tools environment had a high proportion of one-student dominating type, while the individual tools environment had a high proportion of partly participating type and most students participating type. In the individual tools environment, the ratio of knowledge sharing and knowledge construction discourse was similar compared to the tool sharing environment, and the sub-discourse types were also diverse. In the sharing tools environment, only some students had a meaningful knowledge building process. On the other hand, in the individual tools environment, most of the group members constructed knowledge about the target concept, and had a meaningful knowledge building process. In addition, the misconceptions that appeared to some group members were corrected through small group discussions.

A Brief Analysis of the Application of Chinese Traditional Culture in Big Fish and Begonia (<대어해당> 중 중국전통문화의 응용에 대한 간략 분석)

  • Xiaoli, Wang
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.5
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    • pp.67-72
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    • 2019
  • Animation is a comprehensive audio-visual art, animation literature, painting, music, architecture, photography and other art forms are integrated. China's animation industry has made some achievements in the new century, but on the whole, with the globalization of China, China's animation industry has been influenced by Japan and the United States. China has a history and culture of five thousand years, with profound social deposits and cultural foundation. Of the four ancient civilizations in the world, the Chinese civilization is the only one that has survived. China has too many stories to tell. From the development history of Chinese and foreign animation, we can see that many Chinese traditional cultural elements are used for reference. Since the 1980s, Chinese animation has been on the road of national revival. Chinese animation has begun to draw close to traditional culture in terms of themes, characters and scenes, and integrate Chinese traditional cultural elements. The theme of big fish and begonia is to repay kindness by sacrificing one's own life for the sake of justice and friendship. This fearless spirit of sacrificing one's life for justice is the concentrated embodiment of the fine qualities of the Chinese nation over the past several thousand years. Kun to save chun and give up his life, chun in order to repay rather give up half of his life, and qiushui in order to help their beloved, also would rather give up all of their own. These three protagonists are very distinctive personality characteristics, are to "righteousness" and give up their most precious things. At the same time, big fish and begonia combines many traditional Chinese cultural elements to form an animated film with Chinese characteristics.

The Effect of SWH Application on Problem-Solving Type Inquiry Modules through Student-Student Verbal Interactions (학생-학생 언어적 상호작용 분석을 통한 문제 해결형 탐구 모듈에서의 SWH 활용 효과)

  • Lee, Eun-Kyeong;kang, Seong-Joo
    • Journal of The Korean Association For Science Education
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    • v.28 no.2
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    • pp.130-138
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    • 2008
  • The purpose of this study was to analyze the effects of Science Writing Heuristic(SWH) strategy on problem-solving type inquiry modules through student-student verbal interactions. The modules were applied to 23 students of the 3rd grade in middle school and the SWH strategy was applied to 3 experimental groups. The SWH is the strategy that each student, first of all, has a chance to think and propose ways of problem-solving by individual writing a blue card when problems were emerged, and then students discuss ways of problem-solving with group members by writing a green card. Verbal interactions during small group discussions were audio- and video-taped, transcribed and analyzed to compare the effect of the SWH strategy. As a results, experimental groups tended to force solely on questions and suggestions about problem-solving, but controlled groups executed experiment and discussed about problem-solving simultaneously. The analysis also showed that the experimental students dialogued more on the deep-leveled argumental interactions than the controlled students did; in particular, show more SS3 and SD1 verbal interaction regarding suggestions of problem solving. We argue, therefore, that the SWH strategy is effective to the problem-solving type inquiry modules.