• Title/Summary/Keyword: Digital Wellness

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Effects of a Digital Pegboard Training Program With Visual and Auditory Feedback on Hand Function and Visual Perception in Patients With Stroke (시각, 청각 피드백을 이용한 디지털 페그보드 훈련 작업치료 프로그램이 뇌졸중 환자의 손 기능 및 시·지각에 미치는 영향)

  • Hong, Jang-Woo;Yoo, Chan-Uk;Gang, Mi-Yeong;Chang, Ki-Yeon
    • Therapeutic Science for Rehabilitation
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    • v.11 no.4
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    • pp.85-97
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    • 2022
  • Purpose : This study aimed to investigate the effects of a digital pegboard training program with visual and auditory feedback on hand function and visual perception in stroke patients. Methods : Twenty two participants were randomly assigned to an experimental or control group. The experimental group received training using a digital pegboard training program with visual and auditory feedback (n=11), while traditional occupational therapy was administered to the control group (n=11). Hand function was assessed before and after the intervention using the Nine-Hole Peg Test and manual function test (MFT), while visual perception was assessed using the Motor-Free Visual Perception Test-3rd edition (MVPT-3). Results : Following the intervention, both the experimental and control groups showed significant improvements in performance in the Nine-Hole Peg Test and MVPT-3 (p<.05). The improvement on both tests was significantly greater in the experimental group than in the control group (p<.05). Conclusion : The results suggest that digital pegboard training with visual and auditory feedback may improve hand function and visual perception in stroke patients. Therefore, this intervention can be effective in occupational therapy to aid the recovery of stroke patients.

Development of 2.4GHz ISM Band Wireless Communication Platform based on Embedded Linux (임베디드 리눅스 기반의 2.4GHz ISM 밴드 무선 통신 플랫폼 개발)

  • Ohm, Woo-Yong
    • Journal of the Institute of Electronics and Information Engineers
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    • v.52 no.1
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    • pp.175-181
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    • 2015
  • In this paper, we develop a 2.4GHz ISM band wireless communication platform prototype based on embedded linux which support can be u-Hospital service. The developed system is available connecting between ARM920T processor board and FPGA board and linking IEEE 802.11b PHY board, AD/DA(10Bit) and RF(2.4GHz) board for wireless access. It is also can be utilized for the embedded system design with IEEE 802.11b/g Access Point(Option: IEEE 802.11a/b/g) test due to the Embedded Linux. Also, the developed system is possible to test and verify the radio access technology, Modem(OFDM etc) and IP(Intellectual Property) circuit. And make the most use of the system, we search for a expansion to that home and mobile healthcare, wellness service application.

Smart Healthcare: Enabling AI, Blockchain, VR/AR and Digital Solutions for Future Hospitals (스마트 헬스케어: 미래 병원을 위한 AI, 블록체인, VR/AR 및 디지털 솔루션 구현)

  • Begum, Khadija;Rashid, Md Mamunur;Armand, Tagne Poupi Theodore;Kim, Hee-Cheol
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.05a
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    • pp.406-409
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    • 2022
  • In recent years, the developments in technologies, such as AI systems, Blockchain, VR/AR, 3D printing, robotics, and nanotechnology, are reshaping the future of healthcare right before our eyes. And also, healthcare has seen a paradigm shift towards prevention-oriented medicine, with a focus on consumers requirements. The spread of infectious diseases such as Covid-19 have altered the definition of healthcare and treatment facilities, necessitating immediate action to redesign hospitals' physical environments, adapt communication models to address social distancing requirements, implement virtual health solutions, and establish new clinical protocols. Hospitals, which have traditionally served as the hub of healthcare systems, are pursuing or being forced to reestablish themselves against this landscape. Rather than only treating ailments, future healthcare is predicted to focus on wellness and prevention. In personalized care, long-term prevention strategies, remote monitoring, early diagnosis, and detection are critical. Given the growing interest in smart healthcare defined by these modern technologies, this study looked into the definitions and service kinds of smart healthcare. The background and technical aspects of smart hospitals were also explored through a literature review.

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The body image of women participants in the convergence Walking impact on the psychological dimension happiness from the interdisciplinary perspective (융·복합적 차원에서 걷기 운동 여성참여자의 신체이미지가 심리적 행복에 미치는 영향)

  • Kim, Pum-Ho;Ju, Sung-Bum;Choo, Jong-Ho
    • Journal of Digital Convergence
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    • v.13 no.6
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    • pp.317-325
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    • 2015
  • The purpose of this study is fusion-dimensional image of the body standing walking exercise female participants to convergence investigate the effects of psychological happiness In order to serve this purpose, questionnaires were used for females who participated into the walking program worked on by the National Health Insurance Corporation in 2014. A convenience sample was used for 150 subjects. Unanswered questions and questionnaires that did not meet normalcy were excluded, and 135 samples were extracted to use them for final analysis. Frequency analysis was performed for the collected data in order to examine demographical characteristics by using the SPSS/WIN 20.0 V program. In addition, multiple regression analysis was performed in order to resolve research issues. Cronbach' ${\alpha}$ verification and exploratory factor analysis were performed. The result of the aforementioned research and data analysis in this study is as follows: Perceived competence, looks, and health during the walking of female participants turned out to make static, positive effects on immersion and happiness, which were the lower-level factor of psychological happiness.

A Study on Survey and Analysis of Landscape Plans for Improving the Quality of Life in Rural Areas -Focus on Byeongyeong-myeon, Gangjin-gun, Jeollanam-do- (농촌지역민 삶의 질 개선을 위한 경관계획 조사·분석에 관한 연구 -전라남도 강진군 마량면을 중심으로-)

  • Jeong, Gun-Young
    • Journal of Digital Convergence
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    • v.18 no.12
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    • pp.133-138
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    • 2020
  • The purpose of this study is to explore the methods to activate and functional changes of rural centers to improve residents' quality of life and secure sustainability in rural areas. The existing policy for activating rural centers lacks for placeness because walking-focused features of a Myeon seat have been changed due to the improvement of physical environment for easy car accessibility. They also wanted to solve abandoned houses and secure parking lots in the landscape plan. Based on analysis results, design guidelines were suggested. Long-stay tourism programs for outside visitors should be developed through the rural center activation project. They should be linked with projects for preserving the history of Byeongyeong Fortress and developing Hamel Village. Mountain trails and waterfront should be created to enhance accessibility and linkage methods with other resources should be prepared. As Byeongyeong-myeon has various tourism resources, design guidelines for each element should be made for a macroscopic direction and systematic landscape management.

Evaluation of the Wet Bulb Globe Temperature (WBGT) Index for Digital Fashion Application in Outdoor Environments

  • Kwon, JuYoun;Parsons, Ken
    • Journal of the Ergonomics Society of Korea
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    • v.36 no.1
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    • pp.23-36
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    • 2017
  • Objective: This paper presents a study to evaluate the WBGT index for assessing the effects of a wide range of outdoor weather conditions on human responses. Background: The Wet Bulb Globe Temperature (WBGT) index was firstly developed for the assessment of hot outdoor conditions. It is a recognised index that is used world-wide. It may be useful over a range of outdoor conditions and not just for hot climates. Method: Four group experiments, involving people performing a light stepping activity, were conducted to determine human responses to outside conditions in the U.K. They were conducted in September 2007 (autumn), December 2007 (winter), March 2008 (spring) and June 2008 (summer). Environmental measurements included WBGT, air temperature, radiant temperature (including solar load), humidity and wind speed all measured at 1.2m above the ground, as well as weather data measured by a standard weather station at 3m to 4m above the ground. Participants' physiological and subjective responses were measured. When the overall results of the four seasons are considered, WBGT provided a strong prediction of physiological responses as well as subjective responses if aural temperature, heart rate and sweat production were measured. Results: WBGT is appropriate to predict thermal strain on a large group of ordinary people in moderate conditions. Consideration should be given to include the WBGT index in warning systems for a wide range of weather conditions. However, the WBGT overestimated physiological responses of subjects. In addition, tenfold Borg's RPE was significantly different with heart rate measured for the four conditions except autumn (p<0.05). Physiological and subjective responses over 60 minutes consistently showed a similar tendency in the relationships with the $WBGT_{head}$ and $WBGT_{abdomen}$. Conclusion: It was found that either $WBGT_{head}$ or $WBGT_{abdomen}$ could be measured if a measurement should be conducted at only one height. The relationship between the WBGT values and weather station data was also investigated. There was a significant relationship between WBGT values at the position of a person and weather station data. For UK daytime weather conditions ranging from an average air temperature of $6^{\circ}C$ to $21^{\circ}C$ with mean radiant temperatures of up to $57^{\circ}C$, the WBGT index could be used as a simple thermal index to indicate the effects of weather on people. Application: The result of evaluation of WBGT might help to develop the smart clothing for workers in industrial sites and improve the work environment in terms of considering workers' wellness.

Development and Usability Test of the Prototype of the "Smart Stacking Cone" Based on Dual-task Using ICT (ICT를 이용한 이중과제 기반의 스마트 스태킹 콘의 시제품 개발 및 사용성 평가)

  • Lim, Seung-Ju;Won, Kyung-A;Kim, Dae-Gyeom;Kim, Young;Park, Ji-Hyuk
    • Therapeutic Science for Rehabilitation
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    • v.10 no.2
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    • pp.95-108
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    • 2021
  • Objective : This study aimed to develop prototypes of "smart stacking cones" by combining ICT to evaluate and train the upper extremity function and dual task performance in patients with central nervous system impairment, and to identify the complementary point to the completion of the device through a usability test. Methods : This prototype comprised of a hardware and software system that enabled the evaluation and training of patients and the management of data obtained from patients' performance. Specific measurement variables were established so that patient performance could be measured correctly. Based on the measurement variables, a the prototype included a 'single task evaluation modes', 'dual task evaluation mode', 'single task training mode', and 'dual task training modes'. Additionally, a usability test was conducted to assess clinical applicability and overall satisfaction for the prototype. Results : The results of the usability test were generally found to be appropriate. The 'content adequacy' in the usability test was the area with the highest level of adequacy and the lowest level of inadequacy. Additionally, overall 'satisfaction' in the usability test was the area with the highest appropriate and inappropriate levels. Hence, the overall satisfaction results were unstable. Conclusion : Future studies should be conducted to identify the clinical effectiveness of the device by applying an upgraded smart stacking cone to an actual patient group.

An Exploratory Study on Smart Wearable and Game Service Design for U-Silver Generation: U-Hospital Solution for the Induction of Interest to Carry Out Personalized Exercise Prescription (U-실버세대를 위한 스마트 웨어러블 및 연동 게임의 서비스 디자인 방안 탐색: 개인 맞춤형 운동처방 실행을 위한 흥미 유도 목적의 U-Hospital 솔루션)

  • Park, Su Youn;Lee, Joo Hyeon
    • Science of Emotion and Sensibility
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    • v.22 no.1
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    • pp.23-34
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    • 2019
  • The U-Healthcare era has evolved with the development of the Internet of things (IoT) in the early stages of being connected as a society. Already, many changes such as increased well-being and the extension of human life are becoming evident across cultures. Korea entered the growing group of aging societies in 2017, and its silver industry is expected to grow rapidly by adopting the IoT of a super-connected society. In particular, the senior shift phenomenon has resulted in increased interest in the promotion of the health and well-being of the emergent silver generation which, unlike the existing silver generation, is highly active and wields great economic power. This study conducted in-depth interviews to investigate the characteristics of the new silver generation, and to develop the design for a wearable serious game that intends to boost the interest of the elderly in exercise and fitness activities according to their personalized physical training regimes as prescribed by the U-Hospital service. The usage scenario of this wearable serious game for the 'U-silver generation' is derived from social necessity. Medical professionals can utilize this technology to conduct health examinations and to monitor the rehabilitation of senior patients. The elderly can also use this tool to request checkups or to interface with their healthcare providers. The wearable serious game is further aimed at mitigating concerns about the deterioration of the physical functions of the silver generation by applying personalized exercise prescriptions. The present investigation revealed that it is necessary to merge the on / off line community activities to meet the silver generation's daily needs for connection and friendship. Further, the sustainability of the serious game must be enhanced through the inculcation of a sense of accomplishment as a player rises through the levels of the game. The proposed wearable serious game is designed specifically for the silver generation that is inexperienced in using digital devices: simple game rules are applied to a familiar interface grounded on the gourmet travels preferred by the target players to increase usability.