Purpose: The purpose of this study is to determine the effect of motor imagery training on residual upper extremity strength and activities of daily living of chronic cervical spinal cord injury patients. Methods: Twelve ASIA A B patients, who had more than a 12-month duration of illness and C5 or 6 motor nerve injury level, were randomly divided into experimental group (n=6) and control group (n=6). Patients in the experimental group performed motor imagery training for five minutes prior to general muscle strengthening training, while those in the control group performed general muscle strengthening training only. The training was performed five times per week, 30 minutes per day, for a period of four weeks. General muscle strengthening training consisted of a progressive resistive exercise for residual upper extremity. Motor imagery training consisted of imagining this task performance. Before and after the training, EMG activity using BTS Pocket Electromyography and Spinal Cord Independent Measure III(SCIM III) were compared and analyzed. Results: The residual upper extremity muscle strengths showed improvement in both groups after training. Comparison of muscle strength improvement between the two groups showed a statistically significant improvement in the experimental group compared to the control group (p<0.05). SCIM III measurements showed significant improvement in the scores for Self-care and Transfer items in the experimental group. Conclusion: Motor imagery training was more effective than general muscle strengthening training in improving the residual upper extremity muscle strength and activities of daily living of patients with chronic cervical spinal cord injury.
Though teachers' lesson plays, this article analysed teachers' knowledge for mathematical teaching about mathematical definitions and their pedagogical difficulties in teaching defining. Although the participant teachers didn't transmit definitions to students and suggested possible definitions of the given geometric figure in their imaginary lessons, they didn't teach defining as deductive organization of properties of the geometric figure. They considered mathematical definition as a mere linguistic convention of a word, so they couldn't appreciate the necessity of deductive organization in teaching definitions, and the arbitrary nature of mathematical definitions. Therefore, for learning to teach definitions differently, it is necessary for teachers to reflect the gap between the everyday and mathematical definitions in teachers'education.
Kang, Ju-Hee;Ryoo, Na-Young;Shin, Dong Wun;Trojanowski, John Q.;Shaw, Leslie M.
The Korean Journal of Physiology and Pharmacology
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v.18
no.6
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pp.447-456
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2014
Until now, a disease-modifying therapy (DMT) that has an ability to slow or arrest Alzheimer's disease (AD) progression has not been developed, and all clinical trials involving AD patients enrolled by clinical assessment alone also have not been successful. Given the growing consensus that the DMT is likely to require treatment initiation well before full-blown dementia emerges, the early detection of AD will provide opportunities to successfully identify new drugs that slow the course of AD pathology. Recent advances in early detection of AD and prediction of progression of the disease using various biomarkers, including cerebrospinal fluid (CSF) $A{\beta}_{1-42}$, total tau and p-tau181 levels, and imagining biomarkers, are now being actively integrated into the designs of AD clinical trials. In terms of therapeutic mechanisms, monitoring these markers may be helpful for go/no-go decision making as well as surrogate markers for disease severity or progression. Furthermore, CSF biomarkers can be used as a tool to enrich patients for clinical trials with prospect of increasing statistical power and reducing costs in drug development. However, the standardization of technical aspects of analysis of these biomarkers is an essential prerequisite to the clinical uses. To accomplish this, global efforts are underway to standardize CSF biomarker measurements and a quality control program supported by the Alzheimer's Association. The current review summarizes therapeutic targets of developing drugs in AD pathophysiology, and provides the most recent advances in the clinical utility of CSF biomarkers and the integration of CSF biomarkers in current clinical trials.
Objective: Balance is a preceding task for functional activities in daily activities as well as community-dwelling activities. To learn skilled and functional activities, it is also necessary to imagine an appropriate and effective movement representation used to plan and execute the functional activities. The purpose of this study was to evaluate the effects of balance imagery of semi-tandem stance on a flat floor and balance beam on balance abilities for elderly and young adults. Design: Cross-sectional study. Methods: Fifteen elderly and thirty-four young adults were enrolled in this study. In order to determine whether there is a change in postural control ability according to the different imagery training methods used, standing static balance measurements were performed. According to the therapist's instructions, participants were to stand in a semi-tandem position on the Good Balance System for 1 minute while imagining that they were standing on a balance beam, and while the postural control abilities was assessed. Results: Postural control was significantly different in balance ability of semi-tandem stance on a flat floor compared to on a balance beam in both geriatrics and young adults. Postural sway was more significantly decreased in young adults than older adults during balance imagery of semi-tandem stance on a flat floor as well as on balance beam (p<0.05). Conclusions: The results of this study suggest that the ability to mentally represent their actions was similar in older adults compared to young adults, although older adults showed a drop in efficiency of postural control more than young adults.
The purpose of this study was to examine the meaning of the diverse experiences of preservice early childhood teachers during their participation in a career portfolio production program. A career portfolio production program was implemented during a nine-week period of time, and data were gathered to explore the meaning of their experiences in that process, which involved their journals, the report of their coaching professor and small- group interview data. The collected data were analyzed by encoding. As a result of analyzing the data, their experiences were categorized into eight categories: perceiving the flow of time, gathering scattered experiences, finding oneself amid chaos, being aware of being together, building psychological wellbeing, imagining one's own future as an early childhood teacher, mapping out one's future and making one's way to the world. The meanings of their experiences were reclassified into three stages: beginning, development and wrapping-up stages, in which there were two, four and two meanings respectively. The findings indicated that they were mostly cognizant of the meaning of their own experiences of producing career portfolio while they participated in the program step by step.
The early stage of Korean language education was to understand grammar. However, recent Korean language education aims to improve expressive ability for smooth communication. Hence, educational drama for education has gained attention as one of the effective ways of improving communication skills. Educational drama provides an actual conversational situation in which one can use appropriate words and grammar depending on the situation. Non-verbal expression such as body language and facial expression could be picked up so one also improves one's communicative abilities naturally. This means that educational drama shares Korean language education's goal of improving communicative ability. Moreover, the student becomes the core of the activity and finds solutions through cooperation with others, and this also helps improve social skills and self-esteem. This thesis covers methods of having interviews, re-writing texts to scripts, writing up post-script by imagining the following text, role-playing, and improving expressive ability by debating educational theatrical techniques. To make these activities successful, good quality VOD and learning materials shall be developed and used. Also, efficient training programs shall be created so that teachers make use of what they learn and improve their teaching skills.
Journal of the Korea Society of Computer and Information
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v.25
no.8
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pp.111-117
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2020
Recently, with the high interest of machine learning, the need for educational controllers to interface with physical devices has increased. However, existing controllers are limited in terms of high cost and area of utilization for educational purposes. In this paper, motion control controllers using brain waves are proposed for the purpose of students' machine learning applications. The brain motion that occurs when imagining a specific action is measured and sampled, then the sample values were learned through Tensor Flow and the motion was recognized in contents such as games. Movement variation for motion recognition consists of directionality and jump motion. The identification of the recognition behavior is sent to a game produced by an Unreal Engine to operate the character in the game. In addition to brain waves, the implemented controller can be used in various fields depending on the input signal and can be used for educational purposes such as machine learning applications.
Yang, Hyun Duk;Son, Il Hong;Suk, Seung Han;Lee, Sung Soo
Annals of Clinical Neurophysiology
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v.5
no.2
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pp.187-191
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2003
Purpose: MEPs elicited by transmagnetic stimulations of the motor cortex are facilitated by voluntary muscle contraction. We evaluated the effects of the imagination of the movements on latencies of MEPs and reciprocal inhibition by using transmagnetic stimulations. Methods: Twenty two healthy volunteers(eight men and fourteen women) were studied. TMSs were delivered at rest and during imagining abducting or adducting right thumb. A stimulator with a round coil and a fixed intensity of 80% of maximum was used to evoke MEPs. MEPs were evoked by magnetic stimulations over the scalp and cervical spine(C7-T1), and central motor conduction times(CMCT) were calculated by subtracting the latency of compound muscle action potentials(CMAPs) obtained by stimulating over the cervical spine from that obtained by stimulating over the scalp. The motor evoked potentials were recorded from right abductor pollicis brevis muscle(APB) and adductor pollicis muscle(AP) simultaneously. Results: Imagination of abduction resulted in a shortened latency of the CMAPs in APB, and a prolonged latency in AP. Imagination of adduction resulted in a shortened latency in AP, and a prolonged latency in APB. But the imagination caused no significant change in the latency of CMAPs elicited by stimulation over cervical spine. Therefore, the changes of the CMCTs account for these latency changes with imagination of movement. With the imagination of abduction, there are significant reduction of the CMCT's in APB(10.8%) and prolongation in AP(5.8%). On the other hand, with the imagination of adduction, prolongation of the CMCT's in APB(7.3%) and reduction in AP(5.9%) were observed. Conclusion: These findings indicate that imagination of muscle contraction increases the excitability of the human corticospinal system. Reciprocal inhibition may be accountable for the prolonged latency in the antagonist muscle.
This research established that the two characteristics of Femail Gugguek were explored on the character as genre and the nationalism discourse. This research also included how to encounter the characteristic of Female Gugguek as a popular entertainment with the social context at the time and how to re-produce the social ideology. The 'historical nationalism narrative' piercing Female Gugguek had the close relation with the nation/state discourse of the time. The history reproduced by Female Gugguek was not real. It was the imagined past, the history as image. The Female Gugguek was a genre which typically showed how to intermediate fantasy, ideology and narrative. The happy-endings with the victory of male hero, the narrative pattern on overcoming national crisis, the narrative emphasizing the glorious past and the unification of nation, all these were projected the discourse on nationalistic ideology and nation/state-making in 1950's. The Utopian desire of Female Guggeuk imagining the glorious past and strong nation was the fantasy which concealed the contradiction in real life and the national identity damaged by colonial experience, division of territory, governance by U.S. Military Government and the Korean War. The Female Guggeuk was doing well, because it had amusement. Futhermore, imagination of glorious past and strong state/nation of Female Guggeuk satisfied the public's desire of escapism and wish to establish their position and identity in the rapid social-economic changes. However, Female Guggeuk repeatedly produced the never-changing characters, narrative pattern and conservative world-view. Thus, it became regarded as immature and obsolete thing in late 1950's. Female Guggeuk, which kept re-producing the retrogressive image of the past without modern viewpoint and interpretation, was not sensitive about change of time and trend of the people. Consequently, it was pushed out of people's major interest.
Learning how to express and express the characteristics of acting expressions required by different media is easy to express the acting required in various mediums. The style of acting required by each medium is different depending on the characteristics of the medium. In particular, digital acting using computer graphics technology expresses actors as if they are in the space by imagining the imaginary space. Through computer graphics post-production, the actual space that will be visible on the final screen is completed and creates a story based on the actual situation. The role of digital actors in applying motion capture to movies is becoming increasingly important. Natural cross-reaction acting between live-action actors and digital character actors has become a trend in animation films where only digital actors appear. In animation films, a real actor plays a major role in connecting the characters of a digital actor. The core of a digital actor is the realization of a unique character performance. In the era of trans-media, the importance of digital acting is increasing day by day.
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