• Title/Summary/Keyword: sensory feedback

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Adaptation of Sensory Nerve Afferents for Selective Elicitation of Tactile Sensations (감각의 순응을 이용한 선택적 감각유발 가능성)

  • An, Boyoung;Ma, Joohyung;Hwang, Sun Hee;Song, Tongjin;Khang, Gon
    • Journal of the Korean Society for Precision Engineering
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    • v.32 no.10
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    • pp.845-850
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    • 2015
  • This study was designed to investigate the feasibility of utilizing an adaptation for selective elicitation of tactile sensations by means of transcutaneous electrical stimulation. We conducted the first experiment to investigate how the stimulation frequency affected the adaptation. Twenty healthy subjects participated in the second experiment to confirm our proposal that the perception intensity of the low-frequency vibration can be enhanced after a high-frequency adaptation, and vice versa. It was found that (1) a low-frequency stimulation did not adapt the nerve afferents responsible for the high-frequency vibration, (2) a high-frequency stimulation affected the nerve afferents responsible for the low-frequency vibration, but adapted to the pressure sensation more intensely, and (3) more than 62% of the subjects reported a more clear selective sensation after the adaptation had lessened or depressed the unwanted sensation. The observations showed that adaptation of the nerve afferent could be utilized for selective elicitation of tactile sensations.

A Technique to Reduce Measurement Uncertainty Using Multisensors (다중센서의 사용에 의한 계측의 불확실성 감소기법)

  • Do, Yong-Tae
    • Journal of Sensor Science and Technology
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    • v.4 no.4
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    • pp.47-54
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    • 1995
  • Sensory measurements are inevitably uncertain, and this may decrease the reliability of sensor feedback systems. In this paper we present a method to achieve reliable measurements using multiple sensors. Assuming sensors with unknown characteristics in dynamic surroundings, readings from the sensors are clustered and fused with the estimated degrees of credit. In the experiment performed with logical sensors the technique proposed is employed to adaptively estimate the measurand under the circumstances where an existing probabilistic technique is difficult to be applied. The technique proposed may be useful for automatic systems working in unstructured environments - for example, sensory robots employed for intelligent manipulation.

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Development of Sportainment Realistic Bike Simulator (스포테인먼트 실감 자전거 시뮬레이터 개발)

  • Youn, Jae-Hong;Choi, Hyo-Seung
    • The Journal of the Korea Contents Association
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    • v.14 no.2
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    • pp.10-18
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    • 2014
  • As the standard of living and leisure time of contemporary people is increasing, people who have interest not only in physical health activities but also in mental health activities are increasing. Also, people who have interest in sports activities, which include entertaining factors are gradually increasing. SporTainment is a compound of the words 'Sports' and 'Entertainment' and it possesses the meaning of doing sports and entertainment simultaneously. In addition, in the immersive media technology field, researches, which increase the feeling of existence and immersion through the stimulation of the consumer's emotional feedback technology, have been actively conducted. Such, emotional feedback technologies are based on fun and excitement and are activities, in which learning effects are included such as games, education, national defense etc. In addition, the emotional feedback technology is expanding in applied services, which maximize the feeling of existence and immersion of the consumers by adding reality effects in the virtual environment. In this research, the presence of the user was increased by developing a realistic bike simulation for the use of SporTainment, which combine emotional effects and reappearance devices in the bike simulation.

Effects of Intrinsic Foot Muscle Exercise on Dynamic Balance, Strength, and Vibration Threshold Sense in Persons with Ankle Instability (발내재근 운동이 발목 불안정성 환자의 균형, 근력 및 진동감각역치에 미치는 효과)

  • Kim, Jin-Hong;Lee, Dong-Jin;Lee, Eun-Sang
    • PNF and Movement
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    • v.18 no.2
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    • pp.173-182
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    • 2020
  • Purpose: The purpose of the study was to investigate the effects of visual feedback exercise (VFE), sandal exercise (SE), and thera-band exercise (TE) on people with functional ankle instability. Methods: The 45 study participants were divided into three groups of 15. In the VFE group, participants performed short-foot exercises using visual feedback; the SE group performed sandal exercises, and the TE group performed thera-band exercises. Over a period of 8 consecutive weeks, the experimental groups exercised for 15 minutes per session, four times per week. Balance was measured using the Biodex Balance System for dynamic balance ability (overall balance index [OBI], mediolateral balance index [MBI], and anterioposterior balance index [ABI]). Vibration threshold sense (VTS) was assessed using a vibratory sensory analyzer. Ankle muscular strength was measured using the Biodex 4 Pro. The main outcome measures were assessed at baseline and after 8 weeks of training. Results: Significant improvements in dynamic balance were noted in all three groups (p < 0.05). Significant improvements in VTS and muscular strength were also noted in the VFE and TE groups but not in the SE group (p < 0.05). Conclusion: Appropriate environmental and situational mediation may be of great clinical significance for patients suffering from chronic ankle instability. It is hoped that the findings will inform a program for prevention of ankle instability.

Effects of Cervical Sensorimotor Control Training on Pain, Function and Psychosocial Status in Patients With Chronic Neck Pain (목뼈 부위 감각운동 조절 훈련이 만성 목 통증 환자의 통증과 기능, 심리사회적 수준에 미치는 영향)

  • Min, In-gi;Kim, Suhn-yeop
    • Physical Therapy Korea
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    • v.28 no.1
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    • pp.36-46
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    • 2021
  • Background: It is reported that the proprioceptive sensation of patients with neck pain is reduced, and neck sensory-motor control training using visual feedback is reported to be effective. Objects: The purpose of this study is to investigate how sensorimotor control training for the cervical spine affects pain, function, and psychosocial status in patients with chronic cervical pain. Methods: The subjects consisted of 36 adults (male: 15, female: 21) who had experienced cervical spine pain for more than 6 weeks. An exercise program composed of cervical stabilization exercise (10 minutes), electrotherapy (10 minutes), manual therapy (10 minutes), and cervical sensorimotor control training (10 minutes) was implemented for both the experimental and the control groups. The cervical range of motion (CROM) and head repositioning accuracy were assessed using a CROM device. In the experimental group, the subjects wore a laser device on the head to provide visual feedback while following pictures in front of their eyes; whereas, in the control group, the subjects had the same training of following pictures without the laser device. Results: There were no statistically significant differences between the two groups in pain, dysfunction, range of motion, or psychosocial status; however, post-test results showed significant decreases after 2 weeks and 4 weeks compared to baseline (p < 0.01), and after 4 weeks compared to after 2 weeks (p < 0.01). The cervical joint position sense differed significantly between the two groups (p < 0.05). Conclusion: In this study, visual feedback enhanced proprioception in the cervical spine, resulting in improved cervical joint position sense. On the other hand, there were no significant effects on pain, dysfunction, range of motion, or psychosocial status.

Virtual Object Weight Information with Multi-modal Sensory Feedback during Remote Manipulation (다중 감각 피드백을 통한 원격 가상객체 조작 시 무게 정보 전달)

  • Changhyeon Park;Jaeyoung Park
    • Journal of Internet Computing and Services
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    • v.25 no.1
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    • pp.9-15
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    • 2024
  • As virtual reality technology became popular, a high demand emerged for natural and efficient interaction with the virtual environment. Mid-air manipulation is one of the solutions to such needs, letting a user manipulate a virtual object in a 3D virtual space. In this paper, we focus on manipulating a remote virtual object while visually displaying the object and providing tactile information on the object's weight. We developed two types of wearable interfaces that can provide cutaneous or vibrotactile feedback on the virtual object weight to the user's fingertips. Human perception of the remote virtual object weight during manipulation was evaluated by conducting a psychophysics experiment. The results indicate a significant effect of haptic feedback on the perceived weight of the virtual object during manipulation.

Proposal for a Sensory Integration Self-system based on an Artificial Intelligence Speaker for Children with Developmental Disabilities: Pilot Study

  • YeJin Wee;OnSeok Lee
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.17 no.4
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    • pp.1216-1233
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    • 2023
  • Conventional occupational therapy (OT) is conducted under the observation of an occupational therapist, and there are limitations in measuring and analyzing details such as degree of hand tremor and movement tendency, so this important information may be lost. It is therefore difficult to identify quantitative performance indicators, and the presence of observers during performance sometimes makes the subjects feel that they have to achieve good results. In this study, by using the Unity3D and artificial intelligence (AI) speaker, we propose a system that allows the subjects to steadily use it by themselves and helps the occupational therapist objectively evaluate through quantitative data. This system is based on the OT of the sensory integration approach. And the purpose of this system is to improve children's activities of daily living by providing various feedback to induce sensory integration, which allows them to develop the ability to effectively use their bodies. A dynamic OT cognitive assessment tool for children used in clinical practice was implemented in Unity3D to create an OT environment of virtual space. The Leap Motion Controller allows users to track and record hand motion data in real time. Occupational therapists can control the user's performance environment remotely by connecting Unity3D and AI speaker. The experiment with the conventional OT tool and the system we proposed was conducted. As a result, it was found that when the system was performed without an observer, users can perform spontaneously and several times feeling ease and active mind.

Development of Wearable Sensing and Feedback Product Design for Movement Monitoring (동작 모니터링을 위한 웨어러블 센싱 및 피드백 제품 디자인 개발)

  • Cho, Hyun-Seung;Yang, Jin-Hee;Lee, Kang-Hwi;Lee, Jeong-Hwan;Park, Su-Youn;Choi, Hyeong-Ik;Jeon, Hak-Su;Lee, Joo-Hyeon
    • Science of Emotion and Sensibility
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    • v.21 no.3
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    • pp.165-176
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    • 2018
  • The objective of this study was to develop clothing-type wearable motion sensing and feedback systems to enhance children's sports by promoting visual and audio feedback. In this study, several applications, such as fabric sensors, sportswear integrated with various types of fabric sensors, and fabric-based motion sensing module design, as well as a visual and audio feedback system for gaining a better understanding of a child's interest in a type of exercise, were developed. An SWCNT-based stretchable fabric sensor was developed for motion sensing, and sportswear was designed using the fabric sensor that was integrated into the limbs of the garment. The sensing module was developed, and sensory performance was evaluated through a joint motion experiment for children. In addition, using the feedback system that was developed in the form of an accessory, the responses of light and sound were also examined based on the movement of the child who was wearing the sportswear prototypes. This study focused on the development and assessment of prototype designs for children's sportswear and accessory products that can help to ascertain a child's interest in a particular exercise.

The Principal Determinants of Telepresence Focused on the Analysis of Telepresence Arts (텔레프레즌스의 결정요인에 관한 연구 - 텔레프레즌스 아트 사레분석을 중심으로 -)

  • 장선희;이경원
    • Archives of design research
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    • v.17 no.2
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    • pp.413-424
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    • 2004
  • This paper defines the telepresence as a particular type of experience, rather than a collection of hardware. Defining telepresence in this way provides a means for examining telepresence in relation to other types of mediated experience. Presence refers to the natural perception of an environment, and telepresence refers to the mediated perception of an environment. Factors influencing whether a particular mediated environment will induce a sense of telepresence include the following: the combination of sensory stimuli employed in the environment, the ways in which participants are able to interact with the environment, and the characteristics of the individual experiencing the environment. Telepresence art invites the people from remote worlds to networked cyber space and creates the experience of 'being there' by making participants control the virtual reality system and receive feedback from their teleactions. It is the way to produce an open and engaging experience that manifests the cultural changes brought about by remote control, remote vision, telekinesis, and real-time exchange of audiovisual information. The principal determinants of telepresence are sensory immersion, sensory fidelity, cognitive fidelity and personal factors. This paper applies the 4 determinants to telepresence art works such as Ken Goldberg's Telegarden, Monika Fleischmann & Wolfgang Strauss' The Home of the Brain, Paul Sermon's Telematic Dreaming, Telematic Vision, Eduardo Kac's Uriapuru, Simon Penny's Traces and Paul Sermon & Andrea Zapp's A Body of Water.

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Target identification for visual tracking

  • Lee, Joon-Woong;Yun, Joo-Seop;Kweon, In-So
    • 제어로봇시스템학회:학술대회논문집
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    • 1996.10a
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    • pp.145-148
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    • 1996
  • In moving object tracking based on the visual sensory feedback, a prerequisite is to determine which feature or which object is to be tracked and then the feature or the object identification precedes the tracking. In this paper, we focus on the object identification not image feature identification. The target identification is realized by finding out corresponding line segments to the hypothesized model segments of the target. The key idea is the combination of the Mahalanobis distance with the geometrica relationship between model segments and extracted line segments. We demonstrate the robustness and feasibility of the proposed target identification algorithm by a moving vehicle identification and tracking in the video traffic surveillance system over images of a road scene.

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