• Title/Summary/Keyword: tactile

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The Effect of Tactile Stimulation on Two Point Discrimination, Hand Function, and ADL in Impaired Characteristics of Stroke Patient (뇌졸중 환자의 장애 특성에 따른 접촉 감각 자극이 두점 구별, 손 기능 및 일상생활수행력에 미치는 효과)

  • Song, Bo-Kyung
    • Journal of the Korean Society of Physical Medicine
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    • v.7 no.4
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    • pp.481-491
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    • 2012
  • PURPOSE: This study find out the effect of improved two point discrimination (TPD), hand function and activities of daily living (ADL) performance through tactile stimulus of upper limb (U/L) in impaired characteristics of stroke METHODS: We selected 26 stroke patients in BMH who has problems with neglect, sensory and motor deficits. Patients were divided into 3 group with neglect group (NG), sensorimotor deficits group (SMG) and motor deficit group (MG). To compare each group we used assessment tools such as two point discrimination on affected side (TPDas) and unaffected side (TPDus), Manual functional test on affected side (MFTas) and unaffected side (MFTus) and Korean version modified barthel index (K-MBI). RESULTS: 1) In the NG, tactile stimulus on U/L was statistically important for TPDas (forearm, index finger tip) also SMG and MDG was statistically important for TPDas. 2) In the NG, SMG, there was statistically important for MFTas, MFTus and in the MG. K-MBI also was statistically importance. Among three group, there was an statistically important difference for TPTus (forearm, thenar, hypothenar), MFTas and MFTus. We analyzed the relationship among TPD, MFT and K-MBI and There was negative relationship between TPD, MFT and There was positive relationship between TPD and K-MBI CONCLUSION: In impaired characteristics of stroke patients, tactile stimulus on U/L influenced on two point discrimination, hand function and ADL's. And we also found relationship among somatosensory, hand function, and ADL performance.

Sensory Integration therapy Evaluation and Intervention in Clients With Goldenhar Syndrome : A Case Report (골덴하르 증후군(Goldenhar syndrome)아동에 대한 감각통합치료 평가와 중재: 사례연구)

  • Jung, Hee-Seung
    • The Journal of the Korea Contents Association
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    • v.11 no.11
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    • pp.286-295
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    • 2011
  • This case study was to examine the effect of the sensory integration therapy on the Goldenhar syndrome child with tactile defensiveness, developmental delay and occupational performance difficulties. The child was 7.10 year old boy. For intervention, four evaluations were used and the results are as follows. First, in Canadian Occupational Performance Measure showed occupational performance goal as reading and writing in upright position. Second, in Short sensory profile and sensory history, significant differences between sensory sensitivity and tactile processing. Third, in Developmental Profile-3 showed delay. Fourth, in Bruininks-Oseretsky Test of Motor Proficiency-2 showed below average. After intervention, the results of which showed a positive changes. Therefore, this case study is found that the sensory integration therapy is effective in the Goldenhar syndrome child with tactile defensiveness and developmental delay.

Style for a Study on Visual Tactility of Game Animation (게임에니메이션의 시각적 촉각성 연구)

  • Park, Sung-Won
    • The Journal of the Korea Contents Association
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    • v.6 no.11
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    • pp.110-117
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    • 2006
  • With the New media of present age we are living at, strongly entice consumers through various sensible technology and give influences on our life. They are visually formed but make us feel them as if formed tactile. The masses of today are meeting media through all the senses in daily life according to the spread of on-line media and in such course they want momentary and tactile share. Since appearance of mass society and cinema following such current, art has appealed to dispersive and tactile perception, and such public way of perception makes it possible to experience 'visual tactility' in daily life in accordance with the development of on-line game culture among others. The shock effects, given by editing of game animations which are produced for epic experience of on-line game, arouse tactility in addition to visibility. Under this assumption and on the basis of visual tactility theory as well as montage theory of image by Walter Benjamin, the research intends to explain that public tactile shock does not result from simple graphic effect but from montage effect and dispersive acceptance.

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Poly(vinylidene fluoride) Piezoelectric Film Characteristics by Poling Conditions for Distributed Tactile Sensor (분포형 촉각센서를 위한 압전성 폴리(비닐리덴 플루오라이드) 필름의 극화 특성)

  • Lee Kyungsub;Kim Dongouk;Kim Hyungtae;Jung Kwangmok;Choi Hyoukryeol;Nam Jae-Do
    • Polymer(Korea)
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    • v.28 no.5
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    • pp.361-366
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    • 2004
  • The poling characteristics of PVDF (poly(vinylidene fluoride)) film was investigated by measuring the electric voltage generated by the external load for the distributed tactile sensor applications. The poling conditions for the PVDF films were controlled by changing temperature and electric field, and the resulting crystal structure of the $\beta$-phase crystal was confirmed by FT-IR, DSC, and XRD experiments. The $\beta$-phase crystal was increased with the poling temperature and poling voltage, and subsequently the permittivity of the Poled PVDF films was increased. Finally, the prototype tactile sensor was tested by a 8 $\times$ 8 may circuit exhibiting high voltage signal for the highly poled PVDF films.

Effects of Modulation Type on Electrically-Elicited Tactile Sensation (전기자극 변조방식이 체성감각에 미치는 영향)

  • Hwang, Sun-Hee;Ara, Jawshan;Song, Tong-Jin;Bae, Tae-Sue;Park, Sang-Hyuk;Khang, Gon
    • Journal of the Korean Society for Precision Engineering
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    • v.29 no.7
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    • pp.711-716
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    • 2012
  • The purpose of this study was to investigate how the modulation method affects the effectiveness of eliciting tactile sensations by electrical stimulation. Two methods were employed and the results were compared and analyzed; pulse amplitude modulation (PAM) and pulse width modulation (PWM). Thirty-five healthy subjects participated in the experiments to measure the stimulation intensity that began to elicit a tactile sensation - activation threshold (AT). Constant-current monophasic rectangular pulse trains were employed, and the stimulation intensity was varied from zero until the subject felt any uncomfortable sensation. The step size of the stimulation intensity was 100nC/pulse. After each experiment, the subject described the sensation both quantitatively and qualitatively. The two modulation methods did not make a significant difference as far as the AT values were concerned, but most of the subjects showed 'intra-individual' consistency. Also, it was confirmed that our range of the stimulation parameters enabled us to obtain three major tactile sensations; tickling, pressure and vibration. The results suggested that the stimulation parameters and the modulation type should be selected for each individual and that selective electrical stimulation of the mechanoreceptors needs more diversified researches on the electrode design, multi-channel stimulation protocol, waveforms of the pulse train, etc.

Tactile Sensing for Virtual Interaction as a Part of Ubiquitous Game Development (유비쿼터스게임의 상호작용 구성요소 개발을 위한 촉각응용)

  • Lee, Young-Jae
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.11 no.6
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    • pp.1062-1068
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    • 2007
  • In order to design and develop a ubiquitous game, it is necessary to develop a natural and flexible interface between the real world and the virtual world, based on social and physical context awareness. We design user interface model and the tactile sensing system that performs virtual interaction and collection of the sensor data. It is sensitive so the collected data should be filtered, rearranged and analyzed. This information is quite different from stylus input, keyboard, button or mouse for interaction. We detect kicked 3D force position of a ball, moment of area, moment of inertia and modified ball shape using tactile sensing system and analyzed data. The results demonstrate that the proposed approach is desirable and robust as well as the results can be used realistic actions and reactions considering attack force and to make interesting environments for ubiquitous game.

Effect of Sensory Feedback Type on Correct Sitting Posture Learning on Healthy Adults (감각 되먹임 종류가 건강한 성인 남성의 올바른 앉은 자세 학습에 미치는 영향)

  • Shin, Ho-Jin;Kim, Sung-Hyeon;Cho, Hwi-Young
    • Journal of the Korean Society of Physical Medicine
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    • v.16 no.4
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    • pp.125-137
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    • 2021
  • PURPOSE: The growing number of people exposed to a static sitting posture has resulted in an increase in people with a poor posture out of the optimally aligned posture because of the low awareness of a correct sitting posture. Learning the correct sitting posture by applying sensory feedback is essential because a poor posture has negative consequences for the spine. Therefore, this study examined the effects of the sensory feedback types on learning correct sitting posture. METHODS: Thirty-six healthy adult males were assigned to a visual feedback group, a tactile feedback group, and a visuotactile feedback group to learn the correct sitting posture by applying sensory feedback. The spine angle, muscle activity, and muscle thickness were measured in the sitting position using retro-reflexive markers, electromyography, and ultrasound immediately after, five minutes, and 10 minutes after intervention. RESULTS: The intervention time was significantly shorter in the visuotactile feedback group than the visual feedback group (p < .05). Compared to the pre-intervention, the repositioning error angles of the thoracic and lumbar vertebrae of all groups were reduced significantly immediately after intervention and after five minutes. After 10 minutes, there was a significant difference in the thoracic and lumbar repositioning error angles of the tactile feedback group and the visuotactile feedback group (p < .05). No significant difference was noted at any time compared to the pre-intervention in all groups (p > .05). CONCLUSION: The use of tactile and visuotactile feedback in intervention to correct the sitting posture is proposed.

Reliability of Muscle Evaluation with a Tactile Sensor System (촉각센서를 이용한 근육평가의 신뢰도 조사)

  • Oh, Young-Rak;Lee, Dong-Ju;Kim, Sung-Hwan;Kim, Mee-Eun;Kim, Ki-Suk
    • Journal of Oral Medicine and Pain
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    • v.30 no.3
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    • pp.337-344
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    • 2005
  • A tactile sensor employs a piezoelectric element to detect contact frequency shifts and thereby measure the stiffness or softness of material such as tissue, which allows the sensor to be used in many fields of research for urology, cardiology, gynecology, sports medicine and caner detection and especially for cosmetics and skin care. In this study, reliability of the tactile sensor system was investigated with its manual application to the muscles susceptible to temporomandibular disorders. Stiffness and elasticity of anterior temporalis, masseter and trapezius muscles were calibrated bilaterally from 5 healthy men with an average of 24.5$\pm$0.94 years. The tactile sensor used in this study had a computer-controlled and motor-driven sensor unit which automatically pressed down on the skin surface over the muscles being measured and retracted, thereby providing the hysteresis curve. The slope of the tangent of the hysteresis curve (${\Delta}f/{\Delta}x$) is defined as stiffness of the muscle being measured and the distance between the two parts of the curve as its elasticity. To determine inter-examiner reliability, all the measurements were performed by the two examiners A and B, respectively and the same examination were repeated with an interval of 2 days for intra-examiner reliability. The results from this study demonstrated high reliability in measuring stiffness and elasticity of anterior temporalis, masseter and upper trapezius muscles using a tactile sensor system. It is suggested that the tactile sensor system can be a highly reproducible and effective instrument for quantitative evaluation of the muscle in head and neck region.

An Analysis of the Concept "Touch" (접촉(touch)에 대한 개념 분석)

  • 조경숙;최의순
    • Journal of Korean Academy of Nursing
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    • v.25 no.4
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    • pp.633-640
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    • 1995
  • The trends in nursing practice are not disease-oriented approaches but holistic, humanistic approaches such as human touch, which is an easily applied, economic, and efficient intervention. The purposes of this paper were to clarify the meaning of the concept "touch" to define the precise attributes of “touch” which could be a basis for nursing interventions. This study uses Walker & Avant's process of concept analysis. The concept of touch can be defined as follows : Touch is a process of communication and physical contact with intention, which is transfered by tactile senses. Attributes of touch are defined as 1) It is transferred by tactile senses. 2) A process of communication 3) A expressive pathway of emotion 4) It has intention. Antecedents of "touch" consist that 1) the touch provider understands the touch receiver's perception of past experiences of touch : 2) the touch provider is concerned about the touch receiver and comes up to the touch receiver : 3) the touch provider wants to deliver his /her emotions ; 4) the touch receiver needs the ability to differentiate the tactile senses. In regard to the consequences of touch, it is expected to keep the touching action between the touch provider and receiver, to feel empathy, to able to perceive the consumer's needs, to feel comfort, intimacy, trust, and to calm down the physiological variables. That is performing the nursing as a caring science.

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A Study on Tactile and Gestural Controls of Driver Interfaces for In-Vehicle Systems (차량내 시스템에 대한 접촉 및 제스처 방식의 운전자 인터페이스에 관한 연구)

  • Shim, Ji-Sung;Lee, Sang Hun
    • Korean Journal of Computational Design and Engineering
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    • v.21 no.1
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    • pp.42-50
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    • 2016
  • Traditional tactile controls that include push buttons and rotary switches may cause significant visual and biomechanical distractions if they are located away from the driver's line of sight and hand position, for example, on the central console. Gestural controls, as an alternative to traditional controls, are natural and can reduce visual distractions; however, their types and numbers are limited and have no feedback. To overcome the problems, a driver interface combining gestures and visual feedback with a head-up display has been proposed recently. In this paper, we investigated the effect of this type of interface in terms of driving performance measures. Human-in-the-loop experiments were conducted using a driving simulator with the traditional tactile and the new gesture-based interfaces. The experimental results showed that the new interface caused less visual distractions, better gap control between ego and target vehicles, and better recognition of road conditions comparing to the traditional one.