• 제목/요약/키워드: digital stimulation

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A Study on the architectural planning through the analysis between the Behavior character of Dementia patient (채매환자의 행태특성 분석을 통한 건축계획에 관한 연구 -시.도립 치매 전문병원 사례를 중심으로-)

  • Kim, Jong-Whan;Kim, Myoung-Keun
    • Journal of The Korean Digital Architecture Interior Association
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    • v.6 no.2
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    • pp.55-63
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    • 2006
  • The purpose of this study is to analyze the problems in assumption of the distinguished behaviors of hospitalized dementia patients- which can be easily emerged and recognized in senile dementia patients and their distinctive behavior characters in different physical environment per person. Furthermore, it is to suggest a fundamental data to improve physical environment of the different facilities and the design guidelines for reconstruction in terms of the new and therapeutic function of the dementia specialized department. For planning on the dementia specialized hospital, considerablely, security and safety, comfortableness, personal identification of the facility, emotional stability and the proper stimulation for the patients are emphasized according to the research on the frequent and major issues of the patients from their own dwelling place.

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Clinical Observation on 1 Case of Both Leg Paralysis Patient Diagnosed Wei Symptom (위증(療證)으로 진단한 하지마비 환자의 치험 1례)

  • Wei, Tung-Sheun
    • Journal of Physiology & Pathology in Korean Medicine
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    • v.20 no.3
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    • pp.748-752
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    • 2006
  • Wei symptom(?證) is symptom that reveals muscle relaxation without contraction and muscle relaxation occurs in the lower or upper limb, in severe case, leads to death. This is the clinical report about the Wei symptom(?證)-patient doubt as Transverse Myelitis and Conversion Disorder. The patient was treated by acupuncture, moxibustion, herb medication(十全大補湯), electriccal stimulation theraphy, Bee Venom acupuncture, and had significant improvement in Wei symptom(?證). these results suggest the surface temperature differ remarkably from before being treated. The temperature is measured by using Digital Infrared Thermal Imaging(DITI). The results suggest that oriental medicare is an effective treatment for Wei symptom. We expected that therapeutic value of treatment of both leg Paralysis in the oriental medicine will be higher if more clinical studies and researches are accomplished.

The Effect of Thirst on Impulsive Purchasing: Focusing on the Mediation of Self-Control (갈증이 충동구매에 미치는 영향: 자기통제의 매개효과를 중심으로)

  • Lee, Sinae;Min, Dongwon
    • Journal of Digital Convergence
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    • v.19 no.2
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    • pp.143-150
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    • 2021
  • Prior research on consumer psychology has primarily focused on when and why consumers exhibit impulsive behavior, such as impulse buying. This study focuses on physical stimulation during an impulse purchase as another meaningful factor. Specifically, this study examines whether thirst depletes cognitive resources. The results of two experiments show that impulse purchase tendency increases when consumers are thirsty (Exp. 1), and that the loss of self-control is based on the relationship between thirst and impulse purchase tendency (Exp. 2). These findings suggest that physical stimulation, such as thirst, may be a useful indicator of impulsive behavior in consumers.

Effects on the Thermal Changes of Kok-Chi$(LI_{11})$ and Yong-Hyang$(LI_{20})$ Following Acupuncture on Hap-Kok $(LI_{4})$ in Man (합곡(合谷)$(LI_4)$ 자침(刺鍼)이 곡지(曲池)$(LI_{11})$와 영향(迎香)$(LI_{20})$ 영역(領域) 온도변화(溫度變化)에 미치는 영향(影響))

  • Song, Jae-Soo;An, Seong-Hun;Kim, Jae-Hyo;Kim, Kyung-Sik;Sohn, In-Chul
    • The Journal of Korean Medicine
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    • v.19 no.2
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    • pp.271-295
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    • 1998
  • This study was performed from October 1997 to March 1998 on 42 healthy students to observe the effects of acupuncture at Hap-kok (LI4) according to the meridian and qi-xue(氣血) phenomenon of oriental medicine's theory. Skin temperature on the Kok-Chi(LI11) and Yong-Hyang(LI20) were measured by D. I. T. I. (Digital Infrared Thermograph Imaging) before acupuncture stimulation, 1min after and after acupuncture stimulation during 10 min. 1. In healthful man, average skin temperature about Kok-Chi area was in low than Yong-Hyang, and temperature change for 10 min was decreased significantly. 2. In Kok-Chi, the temperature decrease index of execution was shown in low than control. 3. When the temperature of Yong-Hyang(left) was higher, the index was shown in high than control. 4. When the temperature of Kok-Chi (left) was higher, execution temperature change was decreased significantly than control. The above results indicates that D. I. T. I. was a useful method to observe follow-up the effects and changes by acupuncture stimulation on objective evaluation of phenomenon for the meridian system. Thus, acupuncture on LI4 affects to thermal changes of ST25 and LI4, but exact examination of thermal changes on ST25 will have to be.

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Neuromuscular electrical stimulation improves strength, pain and weight distribution on patients with knee instability post surgery

  • Asakawa, Yasuyoshi;Jung, Ji-Hye;Koh, Si-Eun
    • Physical Therapy Rehabilitation Science
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    • v.3 no.2
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    • pp.112-118
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    • 2014
  • Objective: The purpose of this study was to investigate the effects of an exercise with and without neuromuscular electrical stimulation (NMES) of the quadriceps femoris muscle, on strength, pain, and weight distribution in patients with knee instability post surgery. Design: Randomized controlled trial. Methods: Twenty patients in the early stage of rehabilitation after knee surgery were recruited as subjects and were randomly divided into either experimental group (exercise combined with NMES) (n=10) or control group (n=10). Both groups received strength training of the lower limb for 20 min/day, 5 days/week for 4 weeks. The experimental group used NMES for unilateral quadriceps femoris training with incremental increases in the intensity of isometric contraction over 4 weeks. Outcome measurements were assessed using the digital manual muscle testing, 30-chair stand test (30CST), numeric pain rating scale (NPRS) and weight distribution using the foot analyzer before and after 4 weeks of training. Results: After the 4-week intervention, knee extensor strength increased significantly in the experimental group post intervention (p<0.05), and there was a significant improvement in the experimental group compared with the control group (p<0.05). The 30CST and NPRS scores improved significantly in the experimental group compared to the control group (p<0.05), and there was a significant difference between the two groups (p<0.05). Weight distribution was significantly improved in the experimental group compared with the control group, (p<0.05), but there was no significant difference in improvement between the two groups. Conclusions: This study showed that NMES combined with strengthening exercises of the lower limbs is effective in improving lower limb pain and strength in patients with instability after knee surgery.

Effects of Virtual Reality Training Combined with Thermal Stimulation on Upper Extremity AROM and Function in Chronic Stroke Patients (열자극을 병행한 가상현실훈련이 만성 뇌졸중 환자의 위팔 능동가동범위와 기능에 미치는 영향)

  • Dong Hoon Kim
    • Journal of Korean Physical Therapy Science
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    • v.30 no.1
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    • pp.62-71
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    • 2023
  • Background: This study was performed to evaluate the effects of Thermal stimulation combined virtual reality training (TV) on improvement of upper extremity AROM and function in patient with chronic stroke. Design: Two groups pre-post randomized controlled design. Methods: A single-blind, randomized controlled trial was conducted with 30 chronic stroke patients. They were randomly allocated two groups; the TV group (n=15) and Virtual Reality training group (VT) (n=15). The TV group received treatment for 30 min - 15 min of Thermal stimulation, and 15 min of VR training. The VT group received 15 min of VR training. Each group performed 30 minutes a day 3 times a week for 8 weeks. The primary outcome upper extremity AROM and function were measured by a active range of motion test, Manual Function Test (MFT) and Jebsen-Taylor hand function Test (JTT). The upper extremity active range of motion was evaluated using a digital dual inclinometer. MFT and JTT were used to evaluate the hand function. The measurement were performed before and after the 8 weeks intervention period. Results: Both groups demonstrated significant improvement of outcome in muscle strength and upper extremity function during intervention period. TV group revealed significant differences in AROM and upper extremity function as compared to the VT groups (p<.05). Our results showed that TV was more effective on upper extremity AROM and function in patients with chronic stroke. Conclusion: Both groups demonstrated significant improvement of outcome in muscle strength and upper extremity function during intervention period. TV group revealed significant differences in AROM and upper extremity function as compared to the VT groups (p<.05). Our results showed that TV was more effective on upper extremity AROM and function in patients with chronic stroke.

Effects of Exercise and Neuromuscular Electrical Stimulation on Lower Trapezius Muscle Activity in Individuals with Round Shoulder Posture

  • Jeong Pyo Seo;Heun-Jae Ryu
    • The Journal of Korean Physical Therapy
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    • v.36 no.2
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    • pp.71-77
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    • 2024
  • Purpose: The prolonged use of digital devices has led to the widespread adoption of poor postures, particularly rounded shoulder posture (RSP), associated with shoulder impingement and pain. This study investigates the effects of neuromuscular electrical stimulation (NMES) on RSP in healthy adults. Methods: Thirty adults with RSP were randomly assigned to NMES only, exercise only, or NMES with exercise groups. NMES was applied to the lower trapezius, which was the target muscle in this study, for a total of 2 weeks, 5 times per week, 20 minutes per session. The exercise program included pectoralis minor stretching, wall-slide exercise, dynamic hug exercise with band, and Brugger stretching for upper body with band, which were performed for a total of 2 weeks, 5 times per week, 20 minutes per session. Outcome measures, including the Supine Method (SM) for posture and surface electromyography (EMG) of the lower trapezius for muscle activity, were assessed before the intervention, after 5 sessions, and after 10 sessions. Results: All the groups showed significant changes in the SM and % maximal voluntary isometric contraction (%MVIC) over time (p<0.05). The NMES group had significantly reduced SM at 1 week, while the exercise and combined groups had reduced SM at 2 weeks (p<0.017). All the groups had increased %MVIC at 2 weeks (p<0.017), with no significant differences observed between groups. Conclusion: NMES alone can be as effective as exercise in improving RSP. NMES combined with exercise also showed positive outcomes, thus offering diverse treatment options for this condition.

Study of Bidirectional DC-DC Converter Interfacing Energy Storage for Vehicle Power Management Using Real Time Digital Simulator (RTDS)

  • Deng, Yuhang;Foo, Simon Y.;Li, Hui
    • Journal of Power Electronics
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    • v.11 no.4
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    • pp.479-489
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    • 2011
  • The bidirectional dc-dc converter, being the interface between Energy Storage Element (ESE) and DC bus, is an essential component of the power management system for vehicle applications including electric vehicle (EV), hybrid electric vehicle (HEV), and fuel cell vehicle (FCV). In this paper, a novel multiphase bidirectional dc-dc converter interfacing with battery to supply and absorb the electric energy in the FCV system was studied with the help of real time digital simulator (RTDS). The mathematical models of fuel cell, battery and dc-dc converter were derived. A power management strategy was developed and first simulated in RTDS. A Power Hardware-In-the-Loop (PHIL) simulation using RTDS is then presented. The main challenge of this PHIL is the requirement for a highly dynamic bidirectional Simulation-Stimulation (Sim-Stim) interface. This paper describes three different interface algorithms. The closed-loop stability of the resulting PHIL system is analyzed in terms of time delay and sampling rate. A prototype bidirectional Sim-Stim interface is designed to implement the PHIL simulation.

Factors Influencing the Intention to Participate in Digital Cultural Tourism on the Metaverse Platform (메타버스 플랫폼에서의 문화관광 활동 참여 의도에 영향을 미치는 요인에 관한 연구)

  • Jiaping Zang;Eunjin Kim
    • Journal of Intelligence and Information Systems
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    • v.29 no.3
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    • pp.341-359
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    • 2023
  • The metaverse applies various technological means such as digital twin modeling, 3D rendering, and holographic imaging, which can provide an immersive tourism service experience. However, since the development of the metaverse is still in its infancy, there is relatively little research on digital tourism from the perspective of the metaverse. This research empirically studies the factors that promote the participation behavior of users on the metaverse platform for digital cultural tourism. Our results show that users' internal motivations for learning and entertainment and the functions provided by metaverse, which are sensory stimulation and social interaction lead to the intention to participate in cultural tourism on metaverse with the mediating effects of immersion experience and perceived pleasure.

A Study on the Box-office Performance of Films based on Computer Games - Forcusing on film Warcraft: The Beginning 2016 - (컴퓨터게임 원작 영화의 흥행성에 관한 연구 -영화 워크래프트 : 전쟁의 서막을 중심으로-)

  • Park, Chanik
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.13 no.4
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    • pp.193-199
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    • 2017
  • This study applied the scenario of the film "Warcraft: The Beginning, 2016" based on the world view and nonlinear story of online games to the basic requirements of a good story of five items. Based on this, it was found that the storyline of the film "Warcraft: The Beginning, 2016" was faithful to the game series with the same title, but weak for a film. This film did not satisfy any of the five requirements of a good scenario used for Hollywood production. Even before this film, many hit games were made into films, but box office hits are hard to find among them. As the game World of Warcraft was very famous worldwide, when it was made into a film, the film was expected to be a box office hit. However, it failed miserably at the box office. This is a result of failing to recognize that the characteristics of games that an individual leads the story are different from those of films that no interaction or choice can be made. It is necessary to understand that although games and films are the same in that they have narrative structures and visual stimulation graphics, they are totally different in the way they immerse people.