• 제목/요약/키워드: Digital-physical

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A Study on the Improvement of Geriatric Sarcopenia by Non-face-to-face Intervention Method (비대면 중재 방법에 따른 노인성 근감소증의 개선에 대한 연구)

  • Myung-Chul Kim;Ju-Hyung Park;Min-Ji Kwon;Beom-Seok Kim;Min-Kyung Park;Seo-Yoon Park;Sung-Jin Park;;Si-Yeon Park;Jung-Hu Park;Joon-Woo Song;Jong-Hyun Yu;Jung-Hyun Lee;Ji-Hyung Lee;Hae-In Kim
    • Journal of The Korean Society of Integrative Medicine
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    • v.12 no.1
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    • pp.49-62
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    • 2024
  • Purpose : This study was conducted to compare two non-face-to-face exercise interventions depending on whether mobile applications and wearable exercise aids are used to find out which interventions are more effective in improving senile sarcopenia. Ultimately, it was conducted to provide basic data for developing non-face-to-face intervention methods to improve sarcopenia. Method : In this study, 18 elderly sarcopenia and possible sarcopenia aged 65 or older were randomly assigned to the digital and self-exercise intervention groups. The digital exercise intervention group performed eight exercise programs with mobile applications and wearable exercise aids to record and manage the elderly performing the programs in real time. And the self-exercise intervention group performed the same program on its own as implemented in the digital exercise group. The intervention was applied for 8 weeks, and before and after the intervention, sarcopenia evaluation and physical function evaluation were performed. Results : In the digital exercise intervention group, arm muscle mass, skeletal muscle index, SPPB, 5TSTS, and BBS were improved, and in the self-exercise intervention group, grip strength, SPPB, 5TSTS, and BBS were improved. Conclusion : It was confirmed that both groups are effective in improving physical performance and physical function, the digital exercise intervention is effective in improving muscle mass and self-exercise intervention is effective in improving muscle strength. Therefore, this study proposes to apply intervention methods separately according to the indicators to improve and prevent sarcopenia, and also simplify the instructions of applications used to improve sarcopenia and to create an environment where users can be trained regularly on how to use it. And, In the future, studies for the development of devices to be designed to help non-face-to-face exercise interventions or studies on the differences between face-to-face and non-face-to-face exercise interventions should be conducted in terms of the effect of improving sarcopenia.

Analysis of Intrarater and Interrater Reliability of Trunk Repositioning Error Test using a Portable Digital Inclinometer (디지털경사계를 사용한 체간재위치오류 검사의 신뢰도 분석)

  • Chang, Woo-Nam;Lee, Kyoung-Bo;Yeom, Jun-Woo;Hwang, Byong-Yong
    • The Journal of Korean Physical Therapy
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    • v.25 no.4
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    • pp.210-216
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    • 2013
  • Purpose: A cost effective tool for the clinical measurement of trunk reposition sense is clearly needed. This study was to analyze intrarater and interrater Reliability of trunk repositioning error (TRE) test which assesses trunk position sense using a portable digital inclinometer. Methods: Twenty four normal healthy subjects were recruited. TRE was measured using a portable digital inclinometer. A digital inclinometer (Acumar-ACU360; Lafayetter Instrument) with precision to $1^{\circ}$ was placed on skin over the spinous process from first to second thoracic vertebra (T1-T2) and secured with double-sided tape. TRE test during sitting forward and lateral flexion movement was assessed. When they reached a point approximately 50% of full trunk flexion range, the examiner instructed the subjects to stop and told them. This was the target position that they should try to reproduce exactly. Each subject performed six trials. Results: ICC (2,1) for intrarater reliability (with-day and between-day) of TRE test in sagittal and frontal plane of movement was 0.75 and 0.78 (excellent reliability). Interrater reliability was 0.66 in sagittal and 0.64, frontal plane (fair to good reliability). However, there were poor correlations between an average of TRE test in sagittal and frontal plane. Conclusion: TRE test using a portable digital inclinometer demonstrated good to excellent reliability. The device may be a cost effective clinical measurement for trunk reposition sense measurement.

Does VR exergame increase a user's physical performance? : An Exploratory Study Design

  • Kim, Gyoung Mo;Jeong, Eui Jun;Kho, Khwang Hyun
    • Journal of Korea Game Society
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    • v.21 no.3
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    • pp.147-156
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    • 2021
  • In this paper, we planned to see the positive effects of the immersive virtual environment. In particular, the positive effect of presence on physical performance was explored. A total of 25 participants were recruited for this experiment and his/her physical performance was measured by Electromyography (EMG) while they were exercising (rowing), and presence was measured by a self-reported measure. The participants were randomly assigned to experience either a) Virtual Reality (VR) or b) non-VR (2D screen) condition when they played the exergame. The result showed that 1) there was a positive relationship between representation mode and presence and 2) the higher level of presence reinforced the user's physical performance. The limitation of the study and future study were also discussed.

Digital Content Interactions Using RFID/NFC-based Tangible Interfaces in Augmented Reality Environments (증강현실 환경하에서 RFID/NFC 기반의 탠저블 인터페이스를 활용한 디지털 콘텐츠 상호작용)

  • Seo, Dong Woo;Lee, Jae Yeol;Kim, Jae Sung
    • Korean Journal of Computational Design and Engineering
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    • v.20 no.2
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    • pp.159-170
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    • 2015
  • Radio-Frequency Identification (RFID) or Near Field Communication (NFC) technology has many advantages over other visual interfaces since it does not require line-of-sight alignment, can identify multiple tags simultaneously, and does not destroy the integrity of original objects. In addition, smart devices such as smartphone and smartpad have NFC/RFID readers which can provide mobile and natural interactions with digital and physical contents. Augmented reality has an excellent visual interaction capability with digital contents in a real environment by embedding digital contents into the physical world. In this paper, we propose a new approach to digital content interactions using RFID/NFC-based tangible interfaces in augmented reality environments that utilize invisible interfaces in addition to marker-based visual interfaces. By combining the advantages of invisible and visual interfaces, more intuitive interactions with digital contents can be provided, which can remove the difficulty of using typical AR paddles that are widely used in AR interactions. In particular, a semantic AR ontology is defined to provide more convenient interactions. Through the semantic ontology-based inferencing, physical querying and filtering are effectively supported. We will show the effectiveness and advantage of the proposed approach by demonstrating implementation results.

Selection and research of physical computing game elements through case analysis (사례 분석을 통한 피지컬 컴퓨팅 게임 요소 선별 및 연구)

  • Lee, Jun-Suk;Rhee, Dae-Woong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.5
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    • pp.659-666
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    • 2021
  • This research will apply the environmental characteristics of physical computing to game development, which has the concept of giving substantial materiality to digital media that do not exist in reality. The processing process of physical computing is digital input and digital output, and analog input and analog output, which mainly uses Malik controllers. Therefore, we select development elements by analyzing research cases in the field of digital art and information education where physical computing is studied a lot, and by analyzing games that borrowed some physical computing elements. The derived elements are verified by the Delphi's research methodology through agreement with experts. 12 elements are selected in this study, and the importance is shown in order of the physical properties in the virtual world, the suitability of the implementation technology, and the conformity between real and virtual players.

An Electrophysiologic Study on the Ulnar Digital Nerves (척골 지단 신경의 전기생리학적 연구)

  • Kim, Jong-Soon;Lee, Hyun-Ok;Ahn, So-Youn;Koo, Bong-Oh;Nam, Kun-Woo;Kim, Ho-Bong;Ryu, Jae-Kwan;Ryu, Jae-Moon
    • The Journal of Korean Academy of Orthopedic Manual Physical Therapy
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    • v.11 no.2
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    • pp.13-18
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    • 2005
  • The ulnar nerve extends down the arm, across the elbow, and into the hand. It provides sensation to the little and ring fingers and activates many of the small muscles in the hand. The determination of peripheral nerve conduction velocity is an important part of ulnar nerve evaluation. The electrodiagnostic value as neurophysiologic investigative procedure has been known for many years but normal value of digital nerve was not reported in Korea. The purpose of this investigation was to measure the digital nerve conduction velocity of ulnar nerve for obtain clinically useful reference value and compare difference in each fingers and then compare with the other countries. 71 normal Korean volunteers (age, 19-65 years; 142 hands) examined who has no history of peripheral neuropathy, diabetic mellitus, chronic renal failure, endocrine disorders, anti-cancer medicine, anti-tubercle medicine, alcoholism, trauma, radiculopathy. Nicolet Viking II (EMG machine) was use for detected conduction velocity and amplitude of digital nerves in ulnar nerve. Data analysis was performed using SPSS. Descriptive analysis was used for obtain mean and standard deviation and independent t-test was used to compare with ring and little finger. Conduction velocity of the right ring finger was 57.44m/sec and little finger was 55.32msec. The left ring finger was 55.55msec and little finger was 54.11msec. Amplitude of the right ring finger was $30.28{\mu}V$ and little finger was $48.36{\mu}V$. The left ring finger was $30.67{\mu}V$ and little finger was $52.76{\mu}V$. There were significantly difference between ring and little in amplitude (p<.05) but there were no statistically difference between conduction velocity of ring and little finger (p>.05). The amplitude of little finger are greater than ring finger. The present results revealed that electodiagnosis can easily perform in little finger for digital nerve of ulnar nerve study.

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An Exploratory Study on the Effects of the Negative Emotions on the Selection of Digital Contents (개인의 상실감이 디지털 컨텐츠 선호에 미치는 영향에 대한 탐색적 연구)

  • Oh, Chang-Gyu
    • The Journal of Information Systems
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    • v.19 no.4
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    • pp.253-270
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    • 2010
  • The adjustment of negative emotions in later life is related to the quality of life and life satisfaction. any studies have examined how to control the negative emotions in related to physical, psychological, and social relationships. As the digital media and contents positively influence elder's mental and somatic well-being, it is significant to examine this problem from IT usage, especially the selection of digital contents. This study validated the theoretical study through a qualitative exploratory study comprising both negative emotions and the selection of digital contents, and empirically tested the proposed research model on the older people. The result shows the pattern of linkages between the grief of loss and the pursuit of digital contents. Loss from being parted by death and loss of relations was positively related to the information seeking contents. Economical loss and loss of physical functions was positively related to the innovation seeking contents. Loss of physical functions and Loss from being parted by death was positively related to the emotion seeking contents. And economic loss and loss of relations was positively related to the entertainment seeking contents.

A Review of Studies on the Health-adverse effects in using Digital Textbooks (디지털교과서 활용에 따른 건강역기능 고찰)

  • SeoMun, Gyeong-Ae;Kim, Eun-Young;Noh, Won-Jung
    • Journal of Digital Convergence
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    • v.10 no.1
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    • pp.165-175
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    • 2012
  • The government, Ministry of Education, Science and Technology(MEST) presented a new policy that standardizes digital textbooks as a method to accept the change of education paradigm in 2006. Since 2007, MEST has begun to provide digital textbooks for some elementary schools. MEST proposes to change digital textbooks as a standard in elementary, middle, and high schools in the future. However, the use of digital textbooks has led to concern about the health of students. The purpose of this study was to identify health-adverse effects of the use of digital textbooks on the health of students. Literature reviews regarding digital textbooks including national and international literature were conducted. The literature reviews found the key physical and psychological factors to be considered in using digital textbooks. The physical factors were symptoms and signs associated with eye, musculoskeletal system, general health, and skin. The mental factors were 'burn out of study' and 'stress due to study'.

Author Co-citation Analysis for Digital Twin Studies (디지털 트윈 연구의 저자 동시인용 분석)

  • Kim, Sumin;Suh, Chang-Kyo
    • The Journal of Information Systems
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    • v.28 no.3
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    • pp.39-58
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    • 2019
  • Purpose A digital twin is a digital replication of a physical system. Gartner identified the digital twin as one of the Gartner Top 10 Strategic Technology Trend for three years from 2017. The rapid development of the digital twin market is expected to bring about innovation and change throughout society, and much research has been done recently in academia. In this research, we tried to explore the main research trends for digital twin research. Design/methodology/approach We collected the digital twin research from Web of Science, and analyzed 804 articles that was published during time span of 2010-2018. A total of 41 key authors were selected based on the frequency of citation. We created a co-citation matrix for the core authors, and performed multivariate analysis such as cluster analysis and multidimensional scaling. We also conducted social network analysis to find the influential researchers in digital twin research. Findings We identified four major sub- areas of digital twin research: "Infrastructure", "Prospects and Challenges", "Security", and "Smart Manufacturing". We also identified the most influential researchers in digital twin research: Lee EA, Rajkumar R, Wan J, Karnouskos S, Kim K, and Cardenas AA. Limitation and further research suggestion were also discussed as a concluding remarks.