The purpose of this study was to examine the effects of rhythmic auditory stimulation (RAS) on gait parameters, with and without the presence of a melody, for adolescents with traumatic brain injury (TBI). Three adolescents with TBI received a total of ten individual RAS training sessions. At pre and posttest, spatiotemporal parameters including cadence, velocity and kinematic parameters were measured using the VICON 370 Motion Analysis System. The results showed no significant difference in gait velocity between the two conditions, thus the presence of the melody condition did not impact the outcome of RAS gait training. On the other hand, all participants showed improvement in gait function after RAS training. The cadence, velocity, stride length, and symmetry were increased and the stride time was reduced after training. The motion analysis demonstrated that the movement patterns of hip and knee joints improved, as they were more similar to normal gait, which indicates that the walkings tance became more stable. The research findings indicate that rhythm is the primary factor in mediating gait functions via RAS training. This study also supports that RAS training can effectively improve the gait function for adolescents with TBI.
Portable embedded systems have recently become smaller in size and offer a variety of junctions for users. These systems require high performance processors to handle the many functions and also a small battery to fit inside the system. However, due to its size, the battery life has become a major issue. It is important to have both efficient power design and management for each function, while optimizing processor voltage and clock frequency in order to extend the battery life of the system. In this paper, we calculated the efficiency of power in optimizing power rail. This system has two microprocessors. One is used to play music and movie files while the other is for DMB. In order to reduce power consumption, the DMB microprocessor is turned of while music or videos are played. Lastly, DVFS is applied to the processor in the system to reduce power consumption. Experimental results of the implemented system have resulted in reduced power consumption.
International Journal of Computer Science & Network Security
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v.21
no.12spc
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pp.604-610
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2021
Human capital is the defining value of the national economy under market conditions. The manifestation of human capital is realized as an intellectual and creative capital, theoretically grounded and proven. The realization of intellectual capital is realized through the research creativity of scientists and researchers, and creative capital is manifested through artists and thinkers. Accordingly, creativity in market conditions forms a separate source of income and is an essential article in the formation of the GDP of the national economy. This research aims to analyze human capital from the perspective of cultural and creative industries. Research methods: systematization; comparative analysis of individual indicators of advanced countries of the world on the training system; statistical, taking into account macroeconomic indicators to assess the level of national creativity potential; system and logical analysis; method of information synthesis. Research results. The structural and quantitative composition of the factors of intellectual and creative capital formation has been systematized. The article proves that the unique properties of human capital, knowledge, creativity, experience and professional skills are the push factors of creativity development of the national economy and provide the priority development of creative and cultural industry that allows generating the added value on the national scale. The functions of creativity in the sphere of cultural industries are highlighted. It is noted that education and creativity of both intellectual and creative capital are the forming basis. The research of the world's advanced countries on the creativity index has pointed out the Netherlands as the leading country in the quantitative measurement of creativity. The economic development factors of the Netherlands were analyzed from the position of economic creativity, which allowed the formation of a two-factor model providing priority development of creativity in the cultural and creative industries.
International journal of advanced smart convergence
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v.5
no.4
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pp.15-20
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2016
When a virtual sound source for 3D auditory system is reproduced by a linear loudspeaker array, listeners can perceive not only the direction of the source, but also its distance. Control over perceived distance has often been implemented via the adjustment of various acoustic parameters, such as loudness, spectrum change, and the direct-to-reverberant energy ratio; however, there is a neglected yet powerful cue to the distance of a nearby virtual sound source that can be manipulated for sources that are positioned away from the listener's median plane. This paper address the problem of generating binaural signals for moving sources in closed or in open environments. The proposed perceptual enhancement algorithm composed of three main parts is developed: propagation, reverberation and the effect of the head, torso and pinna. For propagation the effect of attenuation due to distance and molecular air-absorption is considered. Related to the interaction of sounds with the environment, especially in closed environments is reverberation. The effects of the head, torso and pinna on signals that arrive at the listener are also objectives of the consideration. The set of HRTF that have been used to simulate the virtual sound source environment for 3D auditory system. Special attention has been given to the modelling and interpolation of HRTFs for the generation of new transfer functions and definition of trajectories, definition of closed environment, etc. also be considered for their inclusion in the program to achieve realistic binaural renderings. The evaluation is implemented in MATLAB.
This study was done to explore the effects of dance therapy on pulmonary and cognitive functions in the elderly. The design of this study was a non-equivalent pre-post test experiment. The subjects consisted of elderly persons living in a facility located in Kyoungi-Do. Fifty eight subjects had normal cognition, sensory function and resting blood pressure. They underwent tests of pulmonary and cognitive function as baseline data before dance therapy, and at 6th week and at the end of 12nd week after following dance therapy. Twenty seven elderly persons were assigned to the experimental group and participated with the dance therapy. This therapy was based on the Marian Chace's dance therapy and Korean traditional dance with music. The dance therapy consisted of 50 minutes session, 3 times a week for 12 weeks. One session consisted of warming-up, expression, catharsis, sharing and closing stage. the intensity of the dance therapy was at the 40% of age-adjusted maximum heart rates. Data were analyzed with mean, standard deviation, Chi-square test, unpaired t-test, repeated measures ANOVA, and Bonferroni multiple regression using SAS program. The results were as follows : 1. Pulmonary function(forced expiratory volume at one second and forced vital capacity) of the experimental subjects significantly increased over time more than that of the control subjects. 2. The experimental group had significantly higher score for pulmonary function than the control group at the 12nd week after dance therapy. 3. Cognitive function of the experimental subjects significantly increased over time more than that of the control subjects. 4. The experimental group had significantly higher score for cognitive function than the control group at the 6th week and 12nd week after dance therapy. The findings showed the dance therapy could be effective in improving the pulmonary and cognitive function of the elderly.
Purpose: The purpose of this study is to explore mother's perception and practice of Taegyo. In addition, belief factors toward Taegyo oriented Korean mother-fetus interaction are identified in order to obtain baseline data for the development of Taegyo oriented program enhancing mother-fetus interaction. Method: The sample consisted to 186 pregnant women who visited public health center or hospital for prenatal care. Self-reporting questionnaire devised by investigator was used. Data were analyzed by SPSS win program and contents analysis was used. Result: Although mothers intended to a pregnancy, many of them were perceived negatively toward pregnancy. The study revealed that most of pregnant women continued cultural practices related to Taegyo, they focused on mother-fetus interaction behavior-such as listen to the music, reading a book, talk to fetus, stroke the fetus- with being altered traditional beliefs toward Taegyo or Taemong. Most of pregnant women had Taemong and believed a it's predictive functions. Beliefs toward mother-fetus interaction were classified to 6 factors, pregnancy, Taemong. fetus, practice behavior, infant's abilities and mother-fetus interaction behavior. The scores of belief toward mother-fetus interaction and each factors of pregnancy, fetus, practice behavior, infant's ability were statistically significant different depending upon husbands education. Also pregnancy factor in belief toward mother-fetus interaction was statistically significant different depending upon the number of children, child birth, experience of abortion, premature birth. Conclusion: Developing Taegyo oriented program enhancing the mother-fetus interaction need to include the elements of being facilitated maternal identity formation and maternal confidence for the pregnant women. In addition, it should be developed the program concerning with the characteristics of the pregnant women.
Journal of the Korea Fashion and Costume Design Association
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v.12
no.3
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pp.105-119
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2010
The style of costumes which dancers put on for dancing on a stage reflects the times, culture, and traditionality of movements in dancing. Accordingly, everyday dresses are adopted as the stage costumes in some cases and stage costumes lead the trend in other cases. Furthermore, like stage costumes in other genres, dancing costumes put more emphasis on expressive features in the functions of clothing unlike everyday dresses. In particular, dancing costumes shall sufficiently and delicately express each movement using the costumes as well as rhythms and melodies of music for dance. Ballet which is the representative western dance was derived from the world "Ballare" meaning "dance" in Italian. As shown in the change of word, ballet started in Italy. In Italy taking initiatives for all artistic activities in Europe as leading Renaissance in the 15th century, ballet started as the court dance and favored by French. Then, ballet flourished in France and was developed to the Romantic ballet in the 19th century. During the Renaissance, the early stage of ballet development the dancers put on the dresses which were in fashion at that time on the stage. The dancing costumes added the decorative features suitable for the characteristics of main actors or actresses and contents of dances to the dresses in fashion at relevant times in 17th and 18th century. "Panier", the dancing costume in the 18th century, was sensationally popular among women. As described above, the study on the features of dancing costumes by times not only arranges the costumes in each times but also investigates emotions and artistic and aesthetic values of those who lived in the relevant times. Furthermore, it is the way to experience the height of fantasy and beauty.
Jeon, Jiyoung;Hong, Min;Yi, Manhui;Chun, Jiyoon;Kim, Ji Sim;Choi, Yoo-Joo
Journal of Information Processing Systems
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v.12
no.4
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pp.612-630
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2016
As mobile augmented reality technologies are spreading these days, many users want to produce augmented reality (AR) contents what they need by themselves. To keep pace with such needs, we have developed a mobile AR contents builder (hereafter referred to as MARB) that enables the user to easily connect a natural marker and a virtual object with various interaction events that are used to manipulate the virtual object in a mobile environment so that users can simply produce an AR content using natural photos and virtual objects that they select. MARB consists of five major modules-target manger, virtual object manager, AR accessory manager, AR content manager, and AR viewer. The target manager, virtual object manager and AR accessory manager register and manage natural target markers, various virtual objects and content accessories (such as various decorating images), respectively. The AR content manger defines a connection between a target and a virtual object with enabling various interactions for the desired functions such as translation/rotation/scaling of the virtual object, playing of a music, etc. AR viewer augments various virtual objects (such as 2D images, 3D models and video clips) on the pertinent target. MARB has been developed in a mobile application (app) format in order to create AR contents simply using mobile smart devices without switching to a PC environment for authoring the content. In this paper, we present the detail organizations and applications of MARB. It is expected that MARB will enable ordinary users to produce diverse mobile AR contents for various purposes with ease and contribute to expanding the mobile AR market based on spread of a variety of AR contents.
The RT(Robot Technology) has been developed as the next generation of a future technology. According to the 2002 technical report from Mitsubishi R&D center, IT(Information Technology) and RT(Robotic Technology) fusion system will grow five times larger than the current IT market at the year 2015. Moreover, a recent IEEE report predicts that most people will have a robot in the next ten years. RCP(Robotic Cellular Phone), CP(Cellular Phone) having personal robot services, will be an intermediate hi-tech personal machine between one CP a person and one robot a person generations. RCP infra consists of $RCP^{Mobility}$, $RCP^{Interaction}$, $RCP^{Integration}$ technologies. For $RCP^{Mobility}$, human-friendly motion automation and personal service with walking and arming ability are developed. $RCP^{Interaction}$ ability is achieved by modeling an emotion-generating engine and $RCP^{Integration}$ that recognizes environmental and self conditions is developed. By joining intelligent algorithms and CP communication network with the three base modules, a RCP system is constructed. Especially, the RCP interaction system is really focused in this paper. The $RCP^{interaction}$(Robotic Cellular Phone for Interaction) is to be developed as an emotional model CP as shown in figure 1. $RCP^{interaction}$ refers to the sensitivity expression and the link technology of communication of the CP. It is interface technology between human and CP through various emotional models. The interactive emotion functions are designed through differing patterns of vibrator beat frequencies and a feeling system created by a smell injection switching control. As the music influences a person, one can feel a variety of emotion from the vibrator's beats, by converting musical chord frequencies into vibrator beat frequencies. So, this paper presents the definition, the basic theory and experiment results of the RCP interaction system. We confirm a good performance of the RCP interaction system through the experiment results.
Journal of the Korean Society for Library and Information Science
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v.48
no.2
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pp.25-44
/
2014
This research evaluates the accessibility of the mobile applications for the South Korean libraries based on the accessibility guideline from the Ministry of Security and Public Administration. In order to enhance the credibility of the evaluation, this current research covers both the accessibility for the visually impaired and the accessibility for the people without disabilities. The research found four main results. First, we found that only 21 libraries (31%) provide alternative texts. Out of the 21 libraries, only one provide alternative texts across all sections of the mobile applications, including the main page, data search, information assistance, etc. Second, most of the mobile applications provide contents in texts, and the subtitles, sign language, blinking and background music provided as required or recommended standard by the guideline lack correlation. Third, alternative texts, focus movement, accessibility of operating system, button motion control, spacing between control and alarm functions must follow the standard guideline for the people with disabilities to use the mobile applications. Fourth, follow-up research on the development of accessibility standard for library mobile application is necessary in order to enable people with disabilities to freely use the library mobile applications.
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