• Title/Summary/Keyword: human motion analysis

Search Result 446, Processing Time 0.032 seconds

The Effects of Different Backrest Pivot Positions on the Human Body During Reclining of the Office Chair (사무용 의자에서 등판의 회전축 위치가 틸트시 인체에 미치는 영향)

  • Chung, Kyung-Ryul;Hyeong, Joon-Ho;Choi, Chun-Ho;Kim, Sa-Yup;Hong, Gyu-Seog
    • Transactions of the Korean Society of Mechanical Engineers A
    • /
    • v.34 no.2
    • /
    • pp.167-174
    • /
    • 2010
  • In this study, the optimal position for the backrest pivot of an office chair was investigated by evaluating its performance in terms of the lumbar support and sliding distance of the back from the backrest during tilting motions. The simulation was performed using a mathematical model, which included a human body and a chair. Forty-two backrest pivot points were selected on the sagittal plane around the hip joint of a sitting model. A motion analysis study was also performed using a prototype of an office chair (A-type) with a backrest pivot located on the hip joint of a normal Korean model and a typical office chair (B-type) with its pivot located under the seat. The simulation results showed that both the lordosis angle and the slide distance of the back were minimized when the backrest pivot was positioned close to the hip joint. The experimental results showed that the slide distance and gap between the sitter's lumbar and the backrest was smaller with the A-type than the B-type. Based on the simulation and experimental results, it can be concluded that the backrest can support the sitter's lumbar area more effectively as the pivot position for reclining approaches closer to the hip joint. In this position, the sitter can maintain a comfortable and healthy sitting posture. This paper presents the methods and guidelines for designing an office chair with ergonomic considerations.

A Non-consecutive Cloth Draping Simulation Algorithm using Conjugate Harmonic Functions (켤레조화함수를 이용한 비순차적 의류 주름 모사 알고리즘)

  • Kang Moon Koo
    • Journal of KIISE:Software and Applications
    • /
    • v.32 no.3
    • /
    • pp.181-191
    • /
    • 2005
  • This article describes a simplified mathematical model and the relevant numerical algorithm to simulate the draped cloth on virtual human body. The proposed algorithm incorporates an elliptical, or non-consecutive, method to simulate the cloth wrinkles on moving bodies without resorting to the result of the past time-steps of drape simulation. A global-local analysis technique was employed to decompose the drape of cloths into the global deformation and the local wrinkles that will be superposed linearly The global deformation is determined directly by the rotation and the translation of body parts to generate a wrinkle-free yet globally deformed shape of cloth. The local wrinkles are calculated by solving simple elliptical equations based on the orthogonality between conjugate harmonic functions representing the wrinkle amplitude and the direction of wrinkles. The proposed method requires no interpolative time frames even for discontinuous body postures. Standing away from the incremental approach of time integration in conventional methods, the proposed method yields a remarkable reduction of CPU time and an enhanced stability. Also, the transient motion of cloth could be achieved by interpolating between the deformations corresponding to each static posture.

Propriety analysis of Depth-Map production methods For Depth-Map based on 20 to 3D Conversion - the Last Bladesman (2D to 3D Conversion에서 Depth-Map 기반 제작 사례연구 - '명장 관우' 제작 중심으로 -)

  • Kim, Hyo In;Kim, Hyung Woo
    • Smart Media Journal
    • /
    • v.3 no.1
    • /
    • pp.52-62
    • /
    • 2014
  • Prevalence of common three-dimensional display progresses, increasing the demand for three-dimensional content. Starting from the year 2010 to meet increasing 2D to 3D conversion is insufficient to meet demand content was presented as an alternative. But, Convert 2D to 3D stereo effect only emphasizes content production as a three-dimensional visual fatigue and the degradation of the Quality problems are pointed out. In this study, opened in 2011 'Scenes Guan', the 13 selected Scene is made of the three-dimensional transform the content and the Quality of the transformation applied to the Depth-Map is a visual representation of three-dimensional fatigue and, the adequacy of whether the expert has group interviews and surveys were conducted. Many of the changes are applied to the motion picture of the three-dimensional configurations of Depth-Map conversion technology used in many ways before and after the analysis of the relationship of cascade configurations to create a depth map to the stage. Experiments, presented in this study is a three-dimensional configuration of Depth-Map transformation can lower the production of a three-dimensional visual fatigue and improve the results obtained for a reasonable place was more than half of the experiment accepted the expert group to show a positive reaction were. The results of this study with a rapid movement to convert 2D images into 3D images of applying Depth-map configuration cascade manner to reduce the visual fatigue, to increase the efficiency, and has a three-dimensional perception is the result derived.

Eye Tracking Using Neural Network and Mean-shift (신경망과 Mean-shift를 이용한 눈 추적)

  • Kang, Sin-Kuk;Kim, Kyung-Tai;Shin, Yun-Hee;Kim, Na-Yeon;Kim, Eun-Yi
    • Journal of the Institute of Electronics Engineers of Korea CI
    • /
    • v.44 no.1
    • /
    • pp.56-63
    • /
    • 2007
  • In this paper, an eye tracking method is presented using a neural network (NN) and mean-shift algorithm that can accurately detect and track user's eyes under the cluttered background. In the proposed method, to deal with the rigid head motion, the facial region is first obtained using skin-color model and con-nected-component analysis. Thereafter the eye regions are localized using neural network (NN)-based tex-ture classifier that discriminates the facial region into eye class and non-eye class, which enables our method to accurately detect users' eyes even if they put on glasses. Once the eye region is localized, they are continuously and correctly tracking by mean-shift algorithm. To assess the validity of the proposed method, it is applied to the interface system using eye movement and is tested with a group of 25 users through playing a 'aligns games.' The results show that the system process more than 30 frames/sec on PC for the $320{\times}240$ size input image and supply a user-friendly and convenient access to a computer in real-time operation.

Arthroscopic Treatment of Septic Arthritis of the Shoulder: Technical Pearls to Reduce the Rate of Reoperation

  • Kwon, Ji Eun;Park, Ji Soon;Park, Hae Bong;Nam, Kyung Pyo;Seo, Hyuk Jun;Kim, Woo;Lee, Ye Hyun;Jeon, Young Dae;Oh, Joo Han
    • Clinics in Shoulder and Elbow
    • /
    • v.23 no.1
    • /
    • pp.3-10
    • /
    • 2020
  • Background: The aim of this study was to evaluate clinical experience with arthroscopic debridement for septic arthritis of the shoulder joint and to report on our patient outcomes. Methods: The retrospective analysis included 36 shoulders (male:female, 15:21), contributed by 35 patients (mean age, 63.8 years) treated by arthroscopy for septic arthritis of the shoulder between November 2003 and February 2016. The mean follow-up period was 14.3 months (range, 12-33 months). An additional posterolateral portal and a 70° arthroscope was used to access the posteroinferior glenohumeral (GH) joint and posteroinferior subacromial (SA) space, respectively. Irrigation was performed with a large volume of fluid (25.1±8.1 L). Multiple suction drains (average, 3.3 drains) were inserted into the GH joint and SA space and removed 8.9±4.3 days after surgery. Intravenous antibiotics were administered for 3.9±1.8 weeks after surgery, followed by oral antibiotic treatment for another 3.6±1.9 weeks. Results: Among the 36 shoulders, reoperation was required in two cases (5.6%). The average range of motion achieved was 150.0° for forward flexion and T9 for internal rotation. The mean simple shoulder test score was 7.9±3.6 points. Nineteen shoulders (52.8%) had acupuncture or injection history prior to the infection. Pathogens were identified in 15 shoulders, with Staphylococcus aureus being the most commonly identified pathogen (10/15). Both the GH joint and the SA space were involved in 21 shoulders, while 14 cases involved only the GH joint and one case involved only the SA space. Conclusions: Complete debridement using an additional posterolateral portal and 70° arthroscope, a large volume of irrigation with >20 L of saline, and multiple suction drains may reduce the reoperation rate.

Patient′s Preferances for Nurse′s Nonverbal Expressions of Warmth During Nursing Rounds and Administration of Oral Medication (간호회진과 경구투약시 환자가 선호하는 간호사의 비언어적 온정행위에 관한 연구)

  • 김형선;김문실
    • Journal of Korean Academy of Nursing
    • /
    • v.20 no.3
    • /
    • pp.381-398
    • /
    • 1990
  • Nursing involves deep human interpersonal relationships between nurses and patients. But in modem Korea, the nurse - patient relationship tends to be ritualistic and mechanestic. Patients usually express the hope that nurses be more tender and kind. Patients expect nurses to express their warmth especially through nonverbal behaviour. This study was conducted to identify patients' preferences for nurse's nonverbal expressions of warmth. Through the confirmation of these preferences, nurses may learn how to enhance their interpersonal relationships with patients. Subjects for the study were 73 patients who had been admitted to a university teaching hospital for at least three days and agreed to be interviewed by the investigator. The interactions were studied nonverbal expressions of warmth during nursing rounds and administration of oral medication. The interview schedule was expecially designed by the investigator to measure the nurse's posture, the distance between the nurse and the patient, the nurse's eye contact, facial expression, hand motion and head nodding. Data analysis included frequencies, percentages and X²-test. The results of this study may be summerized as follows : 1. Patient's preferences for nurse's nonverbal expressions of warmth during nursing rounds. Preferred nurse's posture was sitting(50.7%) or standing(49.3%) opposite the patient. Preferred distance between the nurse and the patient was close to the bed(93.2%), less than 1m. Preferred eye contact was directed to the patient's eyes or their affected part (41.1%). Preferred facial expression was a smile(97.3%). Preferred hand motions were light gestures(41.1%). Patients preferred head nodding which approved their own opinions(69.9%). 2. Patient's preferences for nurse's nonverval expressions of warmth during administration of oral medication. Preferred nurse's posture was standing and waiting to confirm that the medication had been taken(58.9%). Preferred distance from the patient was at arm's length, 0.5-1m(64.4%). Patients preferred direct eye contact(58.9%) and a smile(94.5%). Patients preferred that the nurse put the medicine directly the patient's hand(64.4%). Whether the nurse nodded her head or not was not considered important. 3. The relation of general characteristics and patient's preferences for nurse's nonverbal expressions of warmth during nursing rounds and administration of oral medication. During nursing rounds, the age of subjects(p=0.010) and the standard of education(p=0.026) related to the distance between the nurse and the patient. The sick hospital ward related to the eye contact(p=0.017) and facial expression(p=0.010). During administration of oral medication, the age of subjects(p=0.044) and days of hospital treatment (p=0.043) and the sick hospital ward(p=0.0004) related to the facial expression. From this study, nurses can learn what kind nonverbal expressions of warmth are preferred by patients during rounds and administration and thus will enhance nurse- patient interpersonal relationships.

  • PDF

Dynamics of Rouleaux Patterns of Red Blood Cells under Pulse Magnetic Field (강한 펄스자기장 자극에 의한 적혈구 연전현상의 활동성 조사)

  • Hwang, Do Guwn
    • Journal of the Korean Magnetics Society
    • /
    • v.27 no.3
    • /
    • pp.92-97
    • /
    • 2017
  • It is widely known that pulsed magnetic field (PMF) is very useful tool to manipulate chemical and physiological processes in human body. The purpose of our study is to observe dynamics of rouleaux patterns of red blood cells (RBC) under PMF. The aggregation of RBCs or rouleaux formation is caused by fibrinogen in blood plasma. The maximum magnetic field intensity is 0.27 T and pulse time of 0.102 msec and pulse repetition rate was 1 Hz. PMF stimulus was applied to the palm of left hand for 5, 10, 15 and 20 min. Live blood analysis was used in vitro in order to quantitatively estimate the velocity of RBC exposed to PMF stimulus. The velocity of stacked-RBC of 10 minute PMF stimulus was increased up to $8{\times}10^{-4}m/sec$, but it decreased rapidly as the time passed. The results of present study have adduced that PMF stimulus on hand provide the improvement of RBC rouleaux formation, increase of RBC's moving velocity as well as low blood viscosity.

Modeling of Visual Attention Probability for Stereoscopic Videos and 3D Effect Estimation Based on Visual Attention (3차원 동영상의 시각 주의 확률 모델 도출 및 시각 주의 기반 입체감 추정)

  • Kim, Boeun;Song, Wonseok;Kim, Taejeong
    • Journal of KIISE
    • /
    • v.42 no.5
    • /
    • pp.609-620
    • /
    • 2015
  • Viewers of videos are likely to absorb more information from the part of the screen that attracts visual attention. This fact has led to the visual attention models that are being used in producing and evaluating videos. In this paper, we investigate the factors that are significant to visual attention and the mathematical form of the visual attention model. We then estimated the visual attention probability using the statistical design of experiments. The analysis of variance (ANOVA) verifies that the motion velocity, distance from the screen, and amount of defocus blur affect human visual attention significantly. Using the response surface modeling (RSM), we created a visual attention score model that concerns the three factors, from which we calculate the visual attention probabilities (VAPs) of image pixels. The VAPs are directly applied to existing gradient based 3D effect perception measurement. By giving weights according to our VAPs, our algorithm achieves more accurate measurement than the existing method. The performance of the proposed measurement is assessed by comparing them with subjective evaluation as well as with existing methods. The comparison verifies that the proposed measurement outperforms the existing ones.

A Study on Scientific Concepts and Teaching and Learning Methods in the Activities of the Nuri Curriculum Teacher Guidebooks for Ages 3-5 in Accordance with Themes (생활주제를 중심으로 본 3-5세 연령별 누리과정 교사용지도서 활동의 과학개념 및 교수학습방법 분석)

  • Choi, Hye Yoon
    • Korean Journal of Child Education & Care
    • /
    • v.18 no.4
    • /
    • pp.65-89
    • /
    • 2018
  • Objective: The purpose of this study is to analyze the science concepts and teaching and learning methods presented in the science education-related activities of the Nuri Curriculum teacher guidebooks for ages 3-5. Methods: The research data included 772 activities related to science education in the teachers' guidebook. The analysis of science concepts was based on physical science (force and motion, physical structure, electricity and magnetism, light and shadow, sound properties), chemistry (material properties, material reaction), life science (organizational structure, growth and change, heredity and evolution, animal plant and human relationships), earth science (earth system interaction, earth system structure, and universe), engineering (designed world, engineering design, engineering, technology and society) and ecology (environment preservation). Teaching and learning methods were analyzed according to the types of small and large group activities and of free play activities. Results: Science concepts were mainly presented in the fields of engineering, chemistry, and life science commonly among children aged 3-5, whereas the concepts of physical science were lowly presented in all ages. Science concepts appeared mainly in the daily subjects of 'animal plant and nature', 'life tools', 'environment and life', and 'spring, summer, autumn and winter'. As the teaching and learning method, free paly activities (science area, free outdoor selection activity, math and manipulative activity) were mostly used for the ages of 3 and 4, and small and large group activities (cooking, story sharing, music activity) were for the age of 5. Conclusion/Implications: It is necessary to select the level of science area and concept that can be taught according to the age of children and the timing of the teaching.

Effects of Physical Therapy Combined with Virtual Reality Games on Pain, Function, Quality of Life, And Engagement in Post-Knee-Surgery Patients (가상현실 게임을 적용한 물리치료가 무릎 수술 후 환자의 통증, 기능 변화, 삶의 질, 동기부여에 미치는 영향)

  • Hong-Gil Kim;Ju-Hyeon Jung
    • PNF and Movement
    • /
    • v.21 no.3
    • /
    • pp.345-356
    • /
    • 2023
  • Purpose: The aim of this study was to investigate the effects of physical therapy combined with a virtual reality (VR) game on pain, quality of life (QOL), engagement, and knee function in post-knee-surgery patients. Methods: Twenty-four patients who had undergone knee surgery four weeks or more before the study were recruited. Two withdrew from the study during the four-week experimental period, and a total of 22 patients were included in the final analysis. Routine physical therapy consisting of electrostimulation (10 min.) and therapeutic massage (10 min.) was the base intervention for all groups. The experimental group (n = 10) was additionally exposed to a VR game intervention, while the control group (n = 12) underwent an intervention involving similar motions as the experimental intervention but with no VR. The intervention for the experimental group used the game Rig Fit Adventure on Nintendo switch. Both groups underwent their respective interventions 3 times a week (35 min. per session) for 4 weeks. Pain was assessed using the numeric rating scale (NRS), and QOL was assessed using the EuroQol five-dimensional five-level questionnaire (EQ-5D-5L). Engagement was assessed using the Korea flow state scale (K-FSS). Finally, knee movement and function were assessed based on knee flexion and extension, range of motion (ROM), and Western Ontario and McMaster Universities Arthritis Index (WOMAC). Results: After the four-week physical therapy, both groups showed significant reductions in pain (on the NRS), increased knee ROM (flexion), better WOMAC scores, and increased EQ-5D-5L scores (p < 0.05), with the experimental group showing significantly better improvements in EQ-5D-5L and K-FSS scores (p < 0.05). Conclusion: The results of this study confirm that a VR-game-integrated intervention is effective for improving pain, QOL, engagement, and knee function in post-knee surgery patients and that VR-game-integrated interventions could be therapeutic alternatives for patients bedridden for prolonged periods with little motivation for rehabilitation.