• Title/Summary/Keyword: depth sensation

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A Study of Influencing Factors in Acupuncture De Qi Sensation (득기 감각에 영향을 미치는 인자에 대한 연구)

  • Shin, Kyung Min;Jung, Dal Lim;Kim, Eun Jung;Lee, Seung Deok
    • The Journal of Korean Medicine
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    • v.34 no.1
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    • pp.15-28
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    • 2013
  • Objectives: The purpose of this study was to investigate the differences in kind, intensity and depth of de Qi sensation by patients' gender, age, BMI and sensitivity. Methods: Sixty-four healthy volunteers (mean age $26.51{\pm}4.72$, range 22-39) who had been studying anatomy, meridianology, acupuncture & moxibustion for more than five years at Dongguk University, Go-yang, Korea, were invited to take part in an investigation of the sensations associated with acupuncture needling. Needling was self-administered on Hegu (LI4) in the hand and Zusanli (ST36) in the leg randomly. After obtaining de Qi, the participants were asked the kind, intensity and depth of de Qi sensation. Results: There was no statistically significant difference in the kind of de Qi sensation found by acupoints and needling methods (p>0.05). Hegu (LI4) was found to be significantly higher in the intensity (p<0.001), and the depth of de Qi sensation was significantly higher in Zusanli (ST36) than Hegu (LI4) (p<0.001). There was statistically significant difference found in the intensity of de Qi sensation by depth and sensitivity (p<0.05). In the depth of de Qi sensation, there was statistically significant difference found by sensitivity (p<0.05). In de Qi sensation of practitioners, there was statistically significant difference found by gender, BMI, the intensity of de Qi sensation (VAS) and sensitivity. Conclusions: Further study involving acupuncture de Qi sensation and the influencing factors is needed.

Time Series Evaluation of Visual Fatigue and Depth Sensation Using a Stereoscopic Display

  • Kim, Sang-Hyun;Kishi, Shinsuke;Kawai, Takashi;Hatada, Toyohiko
    • Journal of Information Display
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    • v.10 no.4
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    • pp.188-194
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    • 2009
  • Conventional stereoscopic (3D) displays using binocular parallax generate unnatural conflicts between convergence and accommodation. These conflicts can affect the observer's ability to fuse binocular images and may cause visual fatigue. In this study, time series changes in visual fatigue and depth sensation when viewing stereoscopic images with changing parallax were examined. In particular, the physiological changes, including the subjective symptoms of visual fatigue, when viewing five parallax conditions, were examined. Then a comparative analysis of the 2D and 3D conditions was performed based on the visual function. To obtain data regarding the visual function, the time series changes in the spontaneous-blinking rate before and during the viewing of 3D images were measured. The time series change results suggest that 2D and 3D images cause significantly different types of visual fatigue over the range of binocular disparity.

Time-series changes in visual fatigue and depth sensation while viewing stereoscopic images

  • Kim, Sang-Hyun;Kishi, Shinsuke;Kawai, Takashi;Hatada, Toyohiko
    • 한국정보디스플레이학회:학술대회논문집
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    • 2009.10a
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    • pp.1099-1102
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    • 2009
  • Conventional stereoscopic (3D) displays using binocular parallax generate unnatural conflicts between convergence and accommodation. Those conflicts can affect the ability to fuse binocular images and may cause visual fatigue. This study examined time-series changes in visual fatigue and depth sensation while viewing stereoscopic images with changing parallax. We examined the physiological changes, including the subjective symptoms of visual fatigue, when viewing five parallax conditions. The time-series results suggest that 2D and 3D images produce significantly different types of visual fatigue over the range of binocular disparity.

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A Study on Tactile Sensation Application for Computer Game and Virtual Reality (컴퓨터게임과 가상현실을 위한 촉각 응용에 관한 연구)

  • 이영재
    • Journal of Korea Multimedia Society
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    • v.5 no.6
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    • pp.646-654
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    • 2002
  • The human sense of touch provides us with an important source of information about our surroundings. Because of its unique position at interface between our bodies and the out world, touch sensation supplies sensory data which helps us manipulate and recognize objects and warn of harmful situation. But tactile sensation was recognized less important than visual sense and auditory sense but it plays an important immersing role in virtual reality and computer game. Tactile sensation can be used to influence to objects according to power and supplied sensory feedback to the player in a virtual environment. This paper investigated the characteristics of tactile sensation of human being and proposed method of sturdy using force sensing sensor, simple force modeling and data structure form for virtual reality and computer game. As a result, force distribution, depth, center point can be calculated using sensor output and this information is very effective to specific position for actions and reactions. This study can used as basic information for tactile sensation and it's application in computer game and virtual realty.

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Needling Depth of Five-Phase Acupoints and Depth of Meridian Qi (오수혈 자침 깊이와 맥기의 천심)

  • Lee, Seoyoung;Lee, In-Seon;Chae, Younbyoung
    • Korean Journal of Acupuncture
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    • v.39 no.2
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    • pp.63-67
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    • 2022
  • Objectives : The purpose of this study was to investigate the needling depth of five-phase acupoints and discuss the association with the depth of meridian qi. Methods : DongUiBoGam was used to determine the depth of five-phase acupoints. The depth of needling at 60 five-phase acupoints was compared between well, spring, stream, river, and sea acupoints. Results : The proximal part of the extremities had deeper needling depth than the distal part of the extremities. The targeted deqi sensation can be related to the needling depth. Conclusions : The depth of the meridian qi is related to the distinct patterns of needling depth of five-phase acupoints.

A Research of the Needling Depth for Gaining Deqi and Quality of Those Sensation - In Chung-wan(CV12) and Kwan-wan(CV4) Loci, Often Used in Ob&Gy Treatment (부인과(婦人科)에서 상용하는 중완혈(中脘穴)과 관원혈(關元穴)의 득기감(得氣感)을 느끼는 자침(刺鍼) 깊이와 득기감(得氣感) 발현 양상에 대한 연구)

  • Maeng, Yu-Sook;Kwon, Su-Kyung;Jin, Yong-Jae;Kim, Dong-Il
    • The Journal of Korean Obstetrics and Gynecology
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    • v.22 no.1
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    • pp.191-202
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    • 2009
  • Purpose: This research is to investigate the needling Depth for Deqi based onone's age, weight, and the level of obesity and the different Deqi sensation in Chung-wan and Kwan-wan. Methods: We took a research on Deqi for the 123 patients who visited a local Korean Medicine clinic at random. The variants were the age, the weight, thetotal fat rate, the waist-hip rate, BMI, the weight size, and the Sasang constitution. Result: Older patients need more depth of Deqi in Chung-wan and Kwan-wan compared to the younger ones. The higher the level of obesity(weight, total body fat rate, the waist-hip rate, BMI) goes up, the more Deqi in Chung-wan and Kwan-wan goes deeply. As the level of obesity goes down in the order of Taeeum-in, Soyang-in, Soeum-in, the depth of Deqi also decreases in Chung-wan and Kwan-wan. Deqi in Chung-wan is the feeling of pressure around the acu-point, and Deqi in Kwan-wan is the feeling that it spreads out to the upper, lower, the right, and the left side of the acu-point. Conclusion: In case of Needling Depth for Deqi on Chung-wan and Kwan-wan, that increases or decreases as the age, the level of obesity(the physique), and the Sasang constitution changes.

Quality Assessment and Analysis of Stereoscopic 3D Television Pictures (양안식 3D 텔레비전 영상의 화질 평가와 분석)

  • Park, Dae-Chul
    • Journal of the Institute of Convergence Signal Processing
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    • v.11 no.4
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    • pp.278-288
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    • 2010
  • In this paper, we carried out quality assessment and analysis of stereoscopic 3D Television pictures according to ITU-R contribution and recommendation by rating scales using DSCQS (Double-Stimuli Continuous Quality Scale) method. The evaluation results show that overall quality and sharpness of stereoscopic pictures revealed almost no difference compared to cases of mono pictures as to natural outdoor scenes, graphic images, and indoor scenes (about 3.0 above ~ 4.0), but depth perception and sensation of reality of stereoscopic images exhibit better quality performance over mono images as indicated more than 4.0 out of 5.0 grade. Evaluation results should be considered as human factors such as disparity when shooting and/or editing 3DTV.

BIOCOMPATIBILITY OF FOOD COLORING AGENTS TO DEVELOP NEW DENTAL PLAQUE DISCLOSANTS (새로운 치면세균막 착색제 개발을 위한 식용색소의 생체적합성 연구)

  • Lee, Kwang-Hee
    • Journal of the korean academy of Pediatric Dentistry
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    • v.26 no.1
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    • pp.14-24
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    • 1999
  • The purpose of study was to develop new dental plaque disclosants which could replace erythrosine. Three food coloring agents(Red No.40, Blue No.1, and Mixed Green), erythrosine and fluorescein were tested for their color difference, antibacterial property, and biocompatibility. Color difference of Red No.40 was greater than that of erythrosine as concentration of solution increased. Color differences of Blue No.1 and Mixed Green were smaller than that of red dyes. Erythrosine showed obvious antibacterial property, but food coloring agents showed almost no antibacterial property. The taste and sensation of erythrosine was the worst, and the taste of Red No.40 and the sensation of Mixed Green were the most tolerable. Erythrosine stained dental plaque and oral soft tissue most deeply and long, and Blue No.1 was the next in the depth and longevity of stain.

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An Input/Output Technology for 3-Dimensional Moving Image Processing (3차원 동영상 정보처리용 영상 입출력 기술)

  • Son, Jung-Young;Chun, You-Seek
    • Journal of the Korean Institute of Telematics and Electronics S
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    • v.35S no.8
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    • pp.1-11
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    • 1998
  • One of the desired features for the realizations of high quality Information and Telecommunication services in future is "the Sensation of Reality". This will be achieved only with the visual communication based on the 3- dimensional (3-D) moving images. The main difficulties in realizing 3-D moving image communication are that there is no developed data transmission technology for the hugh amount of data involved in 3-D images and no established technologies for 3-D image recording and displaying in real time. The currently known stereoscopic imaging technologies can only present depth, no moving parallax, so they are not effective in creating the sensation of the reality without taking eye glasses. The more effective 3-D imaging technologies for achieving the sensation of reality are those based on the multiview 3-D images which provides the object image changes as the eyes move to different directions. In this paper, a multiview 3-D imaging system composed of 8 CCD cameras in a case, a RGB(Red, Green, Blue) beam projector, and a holographic screen is introduced. In this system, the 8 view images are recorded by the 8 CCD cameras and the images are transmitted to the beam projector in sequence by a signal converter. This signal converter converts each camera signal into 3 different color signals, i.e., RGB signals, combines each color signal from the 8 cameras into a serial signal train by multiplexing and drives the corresponding color channel of the beam projector to 480Hz frame rate. The beam projector projects images to the holographic screen through a LCD shutter. The LCD shutter consists of 8 LCD strips. The image of each LCD strip, created by the holographic screen, forms as sub-viewing zone. Since the ON period and sequence of the LCD strips are synchronized with those of the camera image sampling adn the beam projector image projection, the multiview 3-D moving images are viewed at the viewing zone.

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A Walking Movement System for Virtual Reality Navigation (가상현실 네비게이션을 위한 보행 이동 시스템의 개발)

  • Cha, Moohyun;Han, Soonhung;Huh, Youngcheol
    • Korean Journal of Computational Design and Engineering
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    • v.18 no.4
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    • pp.290-298
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    • 2013
  • A walking navigation system (usually known as a locomotion interface) is an interactive platform which gives simulated walking sensation to users using sensed bipedal motion signals. This enables us to perform navigation tasks using only bipedal movement. Especially, it is useful for the certain VR task which emphasizes on physical human movement, or accompanies understanding of the size and complexity of building structures. In this work, we described system components of VR walking system and investigated several types of walking platform by literature survey. We adopted a MS Kinect depth sensor for the motion recognition and a treadmill which includes directional turning mechanism for the walking platform. Through the integration of these components with a VR navigation scenario, we developed a simple VR walking navigation system. Finally several technical issues were found during development process, and further research directions were suggested for the system improvement.