• Title/Summary/Keyword: 신체동작

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The Comparative Analysis of Body Muscle Activities in Plank Exercise with and without Thera-band (플랭크 운동의 세라밴드 적용 유·무에 따른 신체 근육의 근전도 비교분석)

  • Kim, You-Sin
    • Journal of the Korean Applied Science and Technology
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    • v.36 no.3
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    • pp.758-765
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    • 2019
  • The purpose of the this study was to determine the comparative analysis of body muscle activities in plank exercise with and without thera-band. Twelve healthy adult males(age, $21.75{\pm}.57$ years; height, $173.33{\pm}1.34cm$; body mass, $65.92{\pm}1.64kg$; and BMI, $21.93{\pm}.46kg/m^2$) participated in this study as subjects. Plank exercises(full, elbow, side, and reverse plank) were performed with four different thera-band in without(WT), red color(RT), blue color(BT), and siver color(ST). We measured the muscle activities of the erector spinae(ES), deltoideus p. acromialis(DA), external oblique(EO), rectus abdominis(RA), rectus femoris(RF), latissimus dorsi(LD), pectoralis major(PM), and biceps femoris(BF). The research findings were as follows. ES and DA muscle activities were greatest during full plank performed with the WT(p<.05). EO, RA, RF, and PM muscle activities were greatest during full plank performed with the ST(p<.05). ES and DA muscle activities were greatest during elbow plank performed with the WT(p<.05). RF and PM muscle activities were greatest during elbow plank performed with the ST(p<.05). ES, EO, RA, RF, LD, PM, and BF muscle activities were greatest during side plank performed with the ST(p<.05). DA, EO, RA, RF, LD, PM, and BF muscle activities were greatest during reverse plank performed with the ST(p<.05). These results are expected to serve as reference materials for plank exercise applications in training programs for body muscle strengthening.

Kinematic Analysis of Jerk Motion during Successful and Failed Trials of a Male Weight lifter -Case Study of an Olympic Gold Medalist- (역도 용상 Jerk기술동작의 성공.실패에 대한 운동학적 분석 -사례연구-)

  • Park, Tae-Min;Ryu, Ji-Seon;Yoon, Suk-Hoon
    • Korean Journal of Applied Biomechanics
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    • v.19 no.4
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    • pp.739-748
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    • 2009
  • The purpose of this study was to compare successful and failed trials of the dean and jerk exercise performed by an 2008 Beijing Olympic gold medalist. One successful and one failed trial of an Olympic gold medalist (2008 Beijing Olympic 77 kg event) were investigated for this study. A three-dimensional motion analysis was performed, using three digital camcorders (SF: 6Hz). The events were recorded during the 89th Korean National Athletic Games. After analyzing the jerk motion, the following results were found. The successful trial revealed a shorter performance time at Phase 1 and a longer one at Phase 3 and Phase 4 as compared to the failed trial. The vertical displacement of the knee in failed trial was lower than that m the successful one. The differences in the vertical velocity of barbell and knee between the trials were seen at Phase 3 and Phase 4. A faster COM inferior velocity was seen in the successful trial at Phase 3. A more flexed knee angle was seen in the failed trial as compared to the successful trial at E3.

The Effects of Home-Based Action Observation Training on Upper Extremity Function in Tumor-Induced Hemiparetic Patient : Single Case Study (동작관찰 훈련이 뇌종양으로 인한 편마비 환자의 상지기능과 삶의 질에 미치는 효과: 단일사례연구)

  • Jung, Jun-Sik;Park, Hae-Yean
    • Therapeutic Science for Rehabilitation
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    • v.5 no.1
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    • pp.55-65
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    • 2016
  • Objective : This study aimed to investigate the effects of home-based action observation training on upper extremity in brain tumor patient. Methods : Among the single case study design, this experiment used ABA' design. The evaluations were carried out 4 times during pre baseline period(A) and post baseline period(A') respectively. At the intervention period(B), a total of 25 times of action observation training and 10 times of evaluation were administered. Results : Study results indicate that 9-hole peg test, Box and Block Test, Manual Function Test were increased when compared to action observation intervention(B) to pre intervention baseline(A). Conclusion : Based on these results, home-based action observation training may be an effective upper extremity intervention strategy for tumor-induced hemiparetic patient.

Motor Imagery EEG Classification Method using EMD and FFT (EMD와 FFT를 이용한 동작 상상 EEG 분류 기법)

  • Lee, David;Lee, Hee-Jae;Lee, Sang-Goog
    • Journal of KIISE
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    • v.41 no.12
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    • pp.1050-1057
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    • 2014
  • Electroencephalogram (EEG)-based brain-computer interfaces (BCI) can be used for a number of purposes in a variety of industries, such as to replace body parts like hands and feet or to improve user convenience. In this paper, we propose a method to decompose and extract motor imagery EEG signal using Empirical Mode Decomposition (EMD) and Fast Fourier Transforms (FFT). The EEG signal classification consists of the following three steps. First, during signal decomposition, the EMD is used to generate Intrinsic Mode Functions (IMFs) from the EEG signal. Then during feature extraction, the power spectral density (PSD) is used to identify the frequency band of the IMFs generated. The FFT is used to extract the features for motor imagery from an IMF that includes mu rhythm. Finally, during classification, the Support Vector Machine (SVM) is used to classify the features of the motor imagery EEG signal. 10-fold cross-validation was then used to estimate the generalization capability of the given classifier., and the results show that the proposed method has an accuracy of 84.50% which is higher than that of other methods.

Finger-Gesture Recognition Using Concentric-Circle Tracing Algorithm (동심원 추적 알고리즘을 사용한 손가락 동작 인식)

  • Hwang, Dong-Hyun;Jang, Kyung-Sik
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.19 no.12
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    • pp.2956-2962
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    • 2015
  • In this paper, we propose a novel algorithm, Concentric-Circle Tracing algorithm, which recognizes finger's shape and counts the number of fingers of hand using low-cost web-camera. We improve algorithm's usability by using low-price web-camera and also enhance user's comfortability by not using a additional marker or sensor. As well as counting the number of fingers, it is possible to extract finger's shape information whether finger is straight or folded, efficiently. The experimental result shows that the finger gesture can be recognized with an average accuracy of 95.48%. It is confirmed that the hand-gesture is an useful method for HCI input and remote control command.

Real-Time Motion Generation Method of Humanoid Robots based on RGB-D Camera for Interactive Performance and Exhibition (인터렉티브 공연·전시를 위한 RGB-D 카메라 기반 휴머노이드 로봇의 실시간 로봇 동작 생성 방법)

  • Seo, Bohyeong;Lee, Duk-Yeon;Choi, Dongwoon;Lee, Dong-Wook
    • Journal of Broadcast Engineering
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    • v.25 no.4
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    • pp.528-536
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    • 2020
  • As humanoid robot technology advances, the use of robots for performance is increasing. As a result, studies are being conducted to increase the scope of use of robots in performances by making them natural like humans. Among them, the use of motion capture technology is often used, and there are environmental inconveniences in preparing for motion capture, such as the need for IMU sensors or markers attached to each part of the body and precise high-performance cameras. In addition, for robots used in performance technology, there is a problem that they have to respond in real time depending on the unexpected situation or the audience's response. To make up for the above mentioned problems, in this paper, we proposed a real-time motion capture system by using a number of RGB-D cameras and creating natural robot motion similar to human motion by using motion-captured data.

A Comparision of Flick Shooting Motion in Penalty Corner between High School and National Players in Field Hockey (하키 페널티 코너 시 고등학교 선수와 국가대표 선수간의 플릭슈팅 동작 비교)

  • Kim, Ho-Mook;Woo, Sang-Yeon;Kim, Ki-Un
    • Korean Journal of Applied Biomechanics
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    • v.19 no.3
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    • pp.499-508
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    • 2009
  • The purpose of this study was to compare and analyze flick shooting motion in penalty corner between high school players and national players in field hockey. Five high school players and six national players participated in this study. The 3D kinematic data were collected for each subject performing the penalty corner stroke. The results of the study were as follows: 1) The national players had higher stick head and ball velocity than the high school players. 2) The forward length between ball and support foot during ball catching with stick head was longer in the national players than the high school players. 3) At the Z axis of the E5 event, the center of gravity of the national players was lower than that of the high school players. 4) At the Z axis of the E5 event, left hip angle of the national players was lower than that of the high school players. 5) The national players had longer drag length of ball than the high school players. 6) The national players had higher hand and lower arm angular momentum than the high school players.

Development and Analysis of the Balance Game for Elderlies: Based on Proposal of the Game-Aided (노인용 밸런스게임 개발 및 효능 연구: 복지형 게임 제언 중심으로)

  • Oh, Seong-Suk;Kim, Kyung-Sik
    • Journal of Korea Game Society
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    • v.11 no.6
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    • pp.33-42
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    • 2011
  • In this study, game-aided human life type game design method is suggested. It mainly deals with the permissiveness of the game rules and coenesthesia of the game that are fitted with the agility of the elders such as the performance of a selective response. And 'Rolling hoops Balance Game' has been implemented by applying the game-aided human life type game. Since the pressure sensors are installed on each parts of the chair type game controller, to play the game, a gamer simply uses her hands and feet to press the sensors without requirements of the complex movements. The goal of the game are the leg muscles strength and improvement of the body balancing ability. In addition, the game graphics consists of sensory stimuli package(Namazi, Haynes, reminiscence therapy, 1994) to make friendly mood for elders. We have tested 50 elders who were more than 65 years old. 74% of them answered they were satisfied totally for the game play. It is a meaningful result that 88% of participants replied they would like to play the game again.

The Implementation of the Intelligent Exoskeleton Robot Arm Using ElectroMiogram(EMG) vital Signal (근전도 생체 신호를 이용한 지능형 외골격 로봇팔의 구현)

  • Jeon, Bu-Il;Cho, Hyun-Chan;Jeon, Hong-Tae
    • Journal of the Korean Institute of Intelligent Systems
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    • v.22 no.5
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    • pp.533-539
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    • 2012
  • The purpose of this study is to estimate a validity of control signal through a design of Exoskeleton Robot Arm's capable of intelligent recognition as a human arm's motion by using realtime processed data of generated EMG signals. By an intelligent algorithm, the EMG output value of human biceps and triceps muscles contraction can be recognized and used for the control over exoskeleton arm corresponding to human's recognition and judgement. The EMG sensing data of muscles contraction and relaxation are used as the input signal from human's body to operate the Exoskeleton Robot Arm thus copying human arm motion. An intelligent control of Exoskeleton Robot Arm is to design the analog control circuit which processes the input data, and then to manufacture an integrated control board. And then abstracted signal is passed by DSP signal processing, Fuzzy logic algorithm is designed for a accurate prediction of weight or load through the intelligent algorithm, and design an Exoskeleton Robot Arm to express a human's intention.

Virtual Test Framework for Smith Squat Exercise Based on Integrated Product-Human Model (제품과 인체의 통합 모델을 바탕으로 한 스미스 스쿼트 운동의 가상 시험 프레임워크)

  • Lee, Haerin;Jung, Moonki;Lee, Sang Hun
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.41 no.8
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    • pp.691-701
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    • 2017
  • The barbell squat is a fundamental physical exercise for strengthening the lower body and core muscles. It is an integral part of training and conditioning programs in sports, rehabilitation, and fitness. In this paper, we proposed a virtual test framework for squat exercises using a Smith machine to simulate joint torques and muscle forces, based on an integrated product-human model and motion synthesis algorithms. We built a muscular skeletal human model with boundary conditions modeling the interactions between the human body and a machine or the ground. To validate the model, EMG, external forces, and squat motions were captured through physical experiments by varying the foot position. A regression-based motion synthesis algorithm was developed based on the captured squat motions to generate a new motion for a given foot position. The proposed approach is expected to reduce the need for physical experiments in the development of training programs.