• Title/Summary/Keyword: feels

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Pulse, Reason, Symptom and Treatment of Haeyok;mainly referred to commentary of "Somun(素問)", "Uihakyimmun(醫學入門)" (해역의 맥인증치(脈因證治)에 대한 연구(硏究);"소문(素問)"괘석서와 "의학입문(醫學入門)"을 중심으로)

  • Park, Yong-Ho;Jo, Hak-Jun;Kim, Ho-Hyun
    • Journal of Korean Medical classics
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    • v.20 no.3
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    • pp.9-22
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    • 2007
  • We got some conclusion like below. after comparison and consideration mainly with commentary of "Somun(素問)", "Uihakyimmun(醫學入門)"about pulses, reasons, symptoms, treatments of HaeYok. The name of Haeyok was appeared "Somun(素問)", "Youngchu(靈樞)" for the first time, and from then 'Treatment From Pulse' was promoted into details. About the Pulse of Haeyok, every doctor followed the 'chokmaekwansaek' mentioned in "Somun Pyoungingisanglon(素問 平人氣象論)". But the letter 'wan(緩)' in 'chokmaekwansaek' was translated not pulse but drooped skin in "SomunKumsok(素問今釋)". On the reasons of Haeyok, we can lot out in detail like next; (1) heat of liver and abdomen, lack of blood. (2) declining Gi, little blood, (3) declining and little Gi of spleen, (4) Lack of Gi and Blood, (5) weak kidney energy, (6) nutritional vacancy, (7) no energy circulation from hardened kidney, (8) exogenous disease on void kidney (9) both weak meridian of liver, kidney. And it can be divided broadly into two groups; weak liver and kidney, declining and little Gi of spleen. The symptoms of Haeyok is that patient feels cold, but really that is not cold, feels weak, really not weak, feels vigorous but not. So hardly be named. the members are exhausted, people get lazy, annoying, sick. and have no vitality. Treatments about this, some prescriptions are suggested such as Baekhaptang(白合湯) from "Naekyoungsupyoubanglon(內經拾遺方論)", Yishintang(利腎湯) from "Hwangjesomunsonmyoungbanglon(黃帝素問宣明方論)". In "Dongyanguihakdaesajon", there's some treatment according to some reason; when we are lazy and don't know where is sick, use Haryoungmansudan(遐齡萬壽丹) or Shinsongijedan(神仙旣濟丹), When it is from Liquor, use Galhwahaedokdan(葛花解毒丹), When from humidity use Gamichulbutang(加味朮附湯), from cold use Ganghwalchunghwatang(羌活沖和湯), and when it comes from instable menstruation, it will be good Gamisoyosan(加味逍遙散). And treatment principle from "Uihakyimmun(醫學入門)" is that "Circulate Gi and blood, be thin skin, prescribe exogenous disease over for void organs."

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A study on Equalization of X-Ray Chest Radiograph using Artificial Neural Networks (인공신경망을 이용한 X-선 흥부영상 등화)

  • 이주원;이한욱;이종회;신태민;김영일;이건기
    • Proceedings of the IEEK Conference
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    • 1999.06a
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    • pp.1059-1062
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    • 1999
  • Recently, X-ray chest radiograph is showing a tendency to take an image of digital radiograph so as to diagnose the pathological pattern of chest in a usual. When the radiologist observes the chest image derived from digital radiograph system on the monitor. he feels difficult to find out because of the sensitivity of chest radiograph. It takes amount of time to adjust the proper image for diagnosis. Therefore, we provided the result and the method of the optimal image equalization for image enhancement.

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Postpneumonectomy Syndrome -A Case Report- (전폐절제술후 증후군 -1례 보고-)

  • 성숙환
    • Journal of Chest Surgery
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    • v.27 no.12
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    • pp.1047-1051
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    • 1994
  • Airway obstruction may be caused by extreme mediastinal shift and rotation after right pneumonecotmy or after left pneumonecotomy in the presence of right aortic arch.We experienced such a complication after right pneumonectomy, so called right postpneumonectomy syndrome. The patient was 28 years old female, and 4 month ago she had undergone right pneumonecotomy via video assisted thoracoscopic surgery[VATS] for endobronchial tuberculus dissemination and secondary pulmonary infection. She was treated by mediastinal repositioning which were composed of substernal fixation of pericardium and insertion of expandable prosthesis of 1000 cc capacity. She had good postoperative course and now she feels no obstructive symptoms.

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운동감의 정량화를 위한 감성 공학적 기법 개발

  • 신동윤;송재복;김용일
    • Proceedings of the ESK Conference
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    • 1997.10a
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    • pp.359-365
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    • 1997
  • When grasping a movable object or making an object move, humans feel kinesthetic sense. Kinesthetic sense is the human sense that the human feels in response to the motion acted on the human. The objecive of the paper is tranforming the kinesthetic sense to quantitized data that is useful from the viewpoint of engineering. To provide various motion patterns, 2-dimensional motion generator was built using 2-axis linear motors. Active stiffness and active damping were implemented by means of current control and force feedback techniques. Based on Taguchi method, the most dominant factors to affect kinesthetic sense were investigated. Also, some functions adequate to quantize the kinesthetic sense were found.

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Interactive information process image with minute hand gestures

  • Lim, Chan
    • Proceedings of the Korea Information Processing Society Conference
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    • 2016.04a
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    • pp.799-802
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    • 2016
  • It is definitely an interesting job to work with V4 to create various contents emphasizing different interfaces like 3D graphics, and multimedia such as video, audio, and camera. Moreover, beyond the other interface, as it could be used in the many aspects of the sensory sign such as visual effects, auditory effects, and touchable effects, it feels free to make a better developed model. We intended the users to feel some kind of pleasure and interactions rather than just using in aspect of Media art.

Reproduction of Arm Kinesthetic Sense in Virtual Environment Using Bilateral Control (양방향 제어를 이용한 가상환경에서의 팔운동감 제시)

  • 정웅철;민두기;송재복;김용일
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 1999.11a
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    • pp.97-100
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    • 1999
  • Human feels kinesthetic sense in response to the force acted on him. In order to represent kinesthetic sense, a force is analyzed as mechanical impedance (i.e., stiffness or damping) and implemented by active impedance control. In this research, a 3-dimensional arm motion generator is developed to present various mechanical impedance characteristics to an operator. An introduction of virtual reality provides not only a visual effect in virtual environment but also the change in force synchronized with the visual effect in real time.

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The siren noise of ambulance is killing me!

  • Ko, Kyung-Ja;Kim, Hyung-Min
    • CELLMED
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    • v.9 no.2
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    • pp.4.1-4.1
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    • 2019
  • Noise pollution is present all places and affects health negatively. It feels more like that to the patients. When the patient in severe condition is being taken to the emergency room, we have to overcome the siren noise of ambulance. Patients are also more terrified by the sound of sirens. Instead of siren noise, why not use the sound of Buk (Korean drum) for patient, citizens, and social elements including animals and plants?

Comparison of Feel/Sense and Purchase Behavior among NIKE, PUMA, and KUHO POP-UP Store Visitors (나이키, 퓨마, 구호 팝업 스토어 방문자들의 팝업 체험감성 및 구매행동 비교 연구)

  • Kim, Sun-Young;Kim, Chil-Soon
    • The Research Journal of the Costume Culture
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    • v.19 no.6
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    • pp.1288-1301
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    • 2011
  • The purpose of this study was to observe a case study of pop-up stores in an apparel company in Korea in order to evaluate different feel and to determine the purchase behavior of pop-up visitors of three major fashion brands. This research was conducted through secondary data collection and primary data collection. A survey was conducted among NIKE, KUHO, and PUMA pop-up store visitors who were 20 to 40 years old, via questionnaires. Data were collected on-line and off line at the pop-up store. Data were analyzed using SPSS program. Through data analysis, we learned that most of the study participants were captivated by the digital elements in the environment of the NIKE pop-up store. Puma, the second most favorably ranked, was favored for its interior design. Meanwhile, KUHO stimulated its customers with its limited edition fashion products at a good price. Several feels of visitors about the pop-up stores were significantly different among the 3 different brands. There was a significant difference in purchase criteria, such as brand recognition, size, and design among visitors of the three different brands. Visitors who preferred KUHO considered design of products more than NIKE-preferred visitors. In conclusion, the clothing pop-up stores have the possibility of satisfying consumers' desires. Each brand can achieve a good performance in promotion with a differentiated strategy.

The Relationship of Interest and Flow of Study and Game in the Online Community (온라인 커뮤니티에서 공부와 게임의 재미와 플로우 관계)

  • Kwon, Soon-Jae
    • The Journal of Information Systems
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    • v.21 no.2
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    • pp.161-180
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    • 2012
  • One of them is online community which is popular among this modern society. However, it is not appropriate to suggest that online community is solely for personal usage or solely for work-related usage. The usage of online community goes beyond only one purpose. On the other hand, our daily activities whether personal or work-related activities are usually accompanied with preconception ideas whether it is a fun activity or not. However, even with this preconception, individuals are still enjoying themselves while doing activities that are considered as boring or mundane. Furthermore, individuals are really into the activities that they forgot about their surrounding and found themselves being in flow while conducting these activities. Unfortunately, there is little research done in South Korea addressing this emotion related factors. Because of that, more research concerning emotion related factors need to be conducted to better understand users behavior especially in online environment. With regards to that concern, this research studied two distinct everyday activities which are studying and playing games in online community. It is expected that when an individual feels more enjoyable and feels more comfortable, it will be more likely for them to be more satisfied. This satisfaction will lead them to being in a flow state. Hence, this study proposed three hypotheses. In order to investigate these three hypotheses, studies were conducted in two stages. The first stage was conducted in order to derive the implicit knowledge about fun from the participants. The second stage was done by an empirical study. It was conducted with two sample groups. The first group is the study group and the second group is the play games group. There were asked a set of questionnaires related to their enjoyment, comfort, satisfaction and flow while conducting the relevant activity. The results showed that both groups reached the state of flow regardless whether they belong to the study group or play games group. Therefore, the preconception idea about an activity does not promote or prevent individuals from feeling enjoyment, feeling comfortable and achieve satisfaction while conducting those activities.

Industrial Fatigue and Low Back Pain of the Workers (산업장 근로자들의 피로자각증상과 요통)

  • Kim, Soon-Lae;Moon, Jung-Soon
    • Research in Community and Public Health Nursing
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    • v.7 no.2
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    • pp.400-409
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    • 1996
  • To investigate industrial fatigue and low back pain, the questionaire survey for subjective symptoms of fatigue and low back pain was carried out among 591 male workers aged 20-55 employed in an automobile industry in Korea. Workers participated to this study were divided into low back pain group(LBP) and control group, according to the self-reports by written questionaires. The subjective sysptoms of fatigue comprised three groups of 10 items each, representing dullness and sleepiness(level of cerebral activation), difficulty in concentration(level of motivation) and bodily projection of fatigue. The resultant data were processed for $\chi^2-test$, t-test and a pearson's correlation coefficient to confirm the relationships. The results were as follows: 1. 30 items of fatigue subjective symptoms exeptone item, 'lack in perseverance', were directly associated with low back pain. 2. The percentage of fatigue complaint were sig nificantly higher in LBP group. 3. Of the 30 items of fatigue subjective symptoms, the highest percentage was accounted for 'eye strain'(27.9%), followed by 'whole body feels tired' and 'legs feel heavy'(22.9%), 'feel like lying'(21.4%), 'feel a pain in the low back'(18.7%), 'feel drowsy'(16.4%) and 'feel stiffness in the neck or the shoulders'(16.2%) in the order of sequence. 4. The average weighted score for the first group of fatigue items(dullness and sleepiness) was the largest among three groups and was followed by the second group(difficulty in concentration) and the third group(bodily projection of fatigue) in the order of sequence, suggesting the heavier shift work stress of the workers. 5. In the groups of the aged 30-40, work duration of 5-7yrs, heavy work amount and irregular work speed, significant high fatigue complaints were revealed in terms of eye strain, whole body feels tired, legs feel heavy, feel like lying, feel a pain in the low back and feel stiffness in the neck or the shoulders. 6. A significant negative correlations were shown between age, work duration and eleven subjective symptoms while positive reciprocal correlations were shown between eleven items with one another.

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