• 제목/요약/키워드: Mental And Visual

검색결과 283건 처리시간 0.025초

중도 정신지체아동의 보행 후 이동동작 개선에 관한 연구 - 단일 사례 연구 - (A Study on Improvement of Postwalk Locomotion in Child with Severe Mental Retardation : Single Subject)

  • 송주영;이효정;김진상;최진호
    • The Journal of Korean Physical Therapy
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    • 제12권1호
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    • pp.119-127
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    • 2000
  • In this case report we demonstrated the improvemen of gait pattern and the facilitation of postwalk locomotion on the child who has severe mental retardation with Incomplete gait pattern. Treatments included to stimulate vestibular using balance board and vestibular stimulator, to train weight hearing and shifting, to facilitate visual perception motor coordination, and to train walk ann postwalk locomotion in environment similar to actual daily life. It was performed 130 sessions for 10 months. With this treatment, she could accomplished dynamic stability so that she didn't fall at walk after $1\~2$ months of treatment, and could have done climbing up and down without hand support after 10 months. In gross motor function measure(GMFM), total motor function was improved to $89.98\%$ from $73.53\%$.

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건축디자인과정에서 문제해결의 특성에 관한 연구 (A study on the characteristic of problem solving process in the architectural design process)

  • 김용일;한재수
    • 한국디지털건축인테리어학회논문집
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    • 제11권3호
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    • pp.53-59
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    • 2011
  • In creative design, it is necessary to understand the characteristic of architectural design. In the world of design problem, a distinction can be made between those that are well-defined and those that are ill-defined. Well-defined problems are those for which the ends or goal, are already prescribed and apparent, their solution requires the provision of appropriate means. For ill-defined problems, on the other hand, both the ends and the means of solution are unknown at the outset of the problem solving exercise, at least in their entirety. Most of design problems is ill-defined, which is unknown at the beginning of the problem solving exercise. In order to solve the design problem, Designers take advantage of the search methods of problem space, such as global-search-methods(depth-first-methods, breath-first-methods), local-search-methods(generate and test, heuristics, hill-climbing, reasoning) and visual thinking, which is represented through sketching. Sketching is a real part of design reasoning and it does so through a special kind of visual imagery. Also in the design problem solving it have been an important means of problem exploration and solution generation. By sketching, they represent images held in the mind as well as makes graphic images which help generate mental images of entity that is being designed. The search methods of problem space and a visual thinking have been crucially considered in the architectural design. The purpose of this paper is to explore the property of design by means of the pre-existed-experiment data and literature research. The findings will help design the architectural design for more creative results.

그래픽 태블릿(Graphic Tablet)에 의한 개념적 디자인 사고의 시각화 프로세스에 관한 연구 (The Visualization of Conceptual Thinking with its Verbal / Visual Information for Design Development)

  • 우흥룡
    • 디자인학연구
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    • 제14권2호
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    • pp.217-224
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    • 2001
  • 본 연구는 디자인 실무와 교육에서 전개되는 아이디어 스케치 과정을 인지적 그래픽 사고(Graphic Thinking)의 과정으로 보고, 인지적 사고 과정에서 시각적 디자인 사고의 과정의 고찰과 함께 이에 투입되는 언어/시각 정보의 영향을 실험/분석하였다. 실험방법으로 디자인 프로젝트를 설정하여 이의 프로토콜 분석을 시행하였으며, 그 결과를 SAS 통계시스템의 T-Test 분석을 하였다. 연구결과로서, 첫째로, 그래픽 사고는 추상적 /구체적 영역과 개념적/ 지각적 영역 사이에서 언어/ 시각 정보의 인지적 사고과정에 의해 진행되는 것으로 설명될 수 있으며, 둘째로, LCD 태블릿은 펜과 종이를 대체할 수 있는 적절한 장치임을 확인하였다. 셋째로, 컨셉 디자인 단계에서는 언어/ 시각 디자인 정보의 유형에 따른 영향에서 유의적인 차이가 있음을 확인하지 못하였다. 즉, 그래픽 사고과정에서 그래픽 이미지, 지각이미지, 그리고 정신 이미지가 복합적으로 작용되고 있음을 확인해주는 결과로 볼 수 있다. 금후 실험을 다각화하여 연구를 보완할 경우, 디자인 사고의 시각화 과정에 대한 보다 일반화된 이론 체계가 세워질 것이다.

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The Effects of Computerized Gaming Program on Cognition in Children with Mental Retardation: A Case Study

  • Kim, Seon Chil;Heo, Ju Young;Shin, Hwa Kyung;Kim, Byeong Il
    • The Journal of Korean Physical Therapy
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    • 제30권5호
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    • pp.193-198
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    • 2018
  • Purpose: The purpose of this study was to analysis of effectiveness between cognitive function assessment scores and gaming cognitive rehabilitation system in children with intellectual impairment. Methods: Five children (male=5, $age=10.00{\pm}0.80$) with intellectual impairment participated in this study and were randomly assigned to the experiment that played (received) gaming cognitive rehabilitation system (Neuroworld). The children were applied 2 times a week for 30 minutes during 3 months. The children were assessed K-WSIC-VI (Korean-Wechsler intelligence scale for children-fourth edition) and recorded that gained score in gaming cognitive rehabilitation system before and after intervention. K-WSIC-VI contained five primary index scores: verbal comprehension index, visual spatial index, fluid reasoning index, working memory index, and processing speed index. Gaming cognitive rehabilitation system scoring was composed visual recall, target recall, sequence recall, selective attention, continuous attention, and exploration. Results: In the intelligence quotient (IQ) of K-WSIC-VI, there were significant increased in all children. The visual recall item was highest effective in all children. However, sequential recall showed the lowest improvement in all children. The performance speed of selective attention item was decreased, this means that children's skills have improved. Also, their ability to explore has improved significantly. Conclusion: In conclusion, gaming cognitive rehabilitation system was significant effectiveness in cognitive function in some categories for children with intellectual impairment. However, the visual recall and performance speed don't represent of all cognitive function. Therefore, further studies will need to verify by applying more subject and longer duration.

천장 크레인 운전 작업부하 평가모델 개발 (Development of a Workload Assessment Model for Overhead Crane Operation)

  • 권오채;이상기;조영석;박정철;정기효;유희천;한성호
    • 대한인간공학회지
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    • 제26권2호
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    • pp.45-59
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    • 2007
  • The operating tasks of overhead crane have caused undue stress to the operators from physical, mental, and environmental workload. Existing workload assessment models for musculoskeletal disorders such as OWAS, RULA, and QEC have limited applicability to the crane operating tasks because they focus mainly on physical factors and do not consider the relative importance of each factor. The present study was to develop a workload assessment model customized to overhead crane operation, following a systematic process: (1) analyzing task characteristics, (2) selecting workload factors, (3) developing assessment methods, (4) establishing action levels, and (5) computerizing the assessment model. Based on literature review, worksite survey, and focus group interview, 4 physical factors (awkward posture, static posture, repetitive motion, and excessive force), 6 mental factors (visual demand, auditory demand, task complexity and difficulty, time urgency, work schedule related stress, and safety related stress), and 4 environmental factors (noise, vibration, dust, and temperature) were selected and their rating scales and relative weights were determined. Then, based on the workload assessment results of 8 overhead cranes operated at different workplaces, the action levels of each factor category were established. Finally, the crane operation assessment model was computerized for effective analysis and report preparation. The present approach is applicable to develop a customized workload assessment model for an operating task under consideration.

장애인의 상용치료원 보유가 환자 중심 의사소통에 미치는 영향 (The Effect of Having a Usual Source of Care on Patient-Centered Communication among Persons with Disabilities)

  • 전보영;이민영;안은미
    • 보건행정학회지
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    • 제31권4호
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    • pp.518-530
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    • 2021
  • Background: This study examined the effect of having a usual source of care on the degree of patient-centered communication among persons with disability. The role of the usual source of care has been emphasized to improve patient experience, especially for patients with complex health conditions. Methods: This study used the 2017-2018 Korean Health Panel data, and the final study observations were 22,475 (20,806 people without disability and 1,669 people with disability). We applied generalized estimating equation model to show the effect of having a usual source of care on patient-centered communication, and subgroup analysis considering the types and severity of disabilities. Results: Persons who have disabilities, compared with ones without it, significantly had more usual sources of care (32.4% vs. 24.6%). By type of disability, persons with mental (51.4%), internal organ (43.8%), visual (37%), and physical disabilities (31.6%) had more usual sources of care than hearing/speech (26.6%), and developmental disabilities (18.6%). The average score of patient-centered communication was higher among who had a usual sources of care (3.2 vs. 2.7), and the regression analysis showed that having a usual sources of care was positively associated with higher patient-centered communication score (𝛽=0.476, p<0.05). However, the positive effects of usual sources of care was not observed among persons with severe hearing/speech, developmental, and mental disabilities. Conclusion: This study showed that role of patient-centered communication was limited in persons with severe hearing/speech disabilities, developmental, and mental disabilities. The education programs and supports are needed to improve communication skills between medical staff and persons with specific types of disabilities.

게임바이크를 이용한 가상현실 운동프로그램 적용이 지적장애인의 건강관련체력과 정신건강에 미치는 영향 - 탐색연구 (The Analysis of the Health Related Physical Fitness and Mental Health in Individuals with Intellectual Disabilities on Virtual Reality Exercise Program by Game Bike - a pilot study)

  • 이경훈;김주영;유재현
    • 한국엔터테인먼트산업학회논문지
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    • 제14권2호
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    • pp.119-129
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    • 2020
  • 지적장애인은 인지기능과 조정기술의 손상, 낮은 운동능력 등으로 인해 신체활동수준이 부족하고 음식섭취 욕구가 강하여 생활습관질환의 이환율이 높아 삶의 전 영역에 영향을 미친다. 안타깝게도 현대의학으로는 지적장애인의 삶의 질을 개선시키기에는 많은 어려움이 있다. 하지만 규칙적인 신체활동은 이러한 문제점을 개선시키는 중요한 중재로 인정되고 있다. 본 연구는 유희성과 중독성이 있는 가상현실 게임프로그램을 통한 운동프로그램과 일반적인 빠르게 걷기 프로그램을 통해 건강관련체력과 정신건강수준 등을 비교하였다. 중도탈락자를 제외하고 가상현실 게임운동프로그램군 5명, 빠르게 걷기 운동프로그램군 4명을 대상으로 비모수검증을 통해 비교분석하였다. 가상현실 게임바이크운동프로그램군의 체중, 근지구력 요소에서 유의한 개선이 있었으며, 모든 집단의 중성지방, 유연성, 최대산소섭취량, 운동지속시간에서는 통계적으로 유의하지는 않았지만 개선되는 경향을 보였다. 운동프로그램 전·후 우울, 사회적 부적응, 정신건강에서는 빠르게 걷기 운동프로그램군에 비해 가상현실 게임바이크운동프로그램군에서 유의하지는 않지만 개선되는 경향을 보였으며, 운동 흥미도가 높고, 자각인지도는 낮게 나타났다. 이는 게임기를 이용한 가상현실 운동프로그램의 적용이 게임으로 인한 부정적인 측면보다 운동으로 인한 긍정적인 면이 크다는 것을 의미하므로 지적장애인의 운동프로그램을 계획하는 데 적극적으로 활용할 필요가 있다고 판단된다.

A Study for Impact of Color Marketing in Traditional Markets

  • Park, Jong-Ho;Lee, Kyoung-Dong;Chung, Lak-Chae
    • 유통과학연구
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    • 제15권3호
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    • pp.39-47
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    • 2017
  • Purpose - The purpose of this study is to measure the effect of brand awareness by color marketing to purchase and revisit intentions in Traditional Markets. Research design, data, and methodology - For this study, 5 point Likert-scale was used based on previous research. Used SPSS ver.22, factor analysis and Cronbach's alpha, regression and correlation were tested. 254 samples were used for the analysis. Results - The three attributes of color marketing(symbolism, identifiability, association) exerted significant effects on brand awareness of traditional marketing explained 38.7% of the variance. Thus, , , and were supported. However, was not supported. Conclusions - Colors play important roles in establishing new images in consumers' minds. The visual sense affects emotions and attitudes and most of the visual sense is affected by colors. Colors that we see move people's heart and induce atmospheres thereby greatly affecting humans' physical and mental activities. To increase traditional market brand awareness, it is necessary for traditional markets to display a level of attractiveness through the use of colors and visuals. So to use color marketing in traditional market is very important for brand awareness which can cause purchase and traditional market revisit intension.

물질의 입자적 성질에 대한 다중 표상 학습에서 외적 표상들 간의 연계와 통합을 촉진시키는 방안으로서의 그리기와 쓰기 (Drawing and Writing as Methods to Assist Students in Connecting and Integrating External Representations in Learning the Particulate Nature of Matter with Multiple Representations)

  • 강훈식;김보경;노태희
    • 한국과학교육학회지
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    • 제25권4호
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    • pp.533-540
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    • 2005
  • 이 연구에서는 물질의 입자적 성질이 강조되는 화학 개념 학습에서 학생들에게 제공되는 다양한 외적 표상들 간의 연계와 통합을 촉진시키는 방법으로서의 그리기와 쓰기의 효과에 대해 알아보았다. 남녀공학 중학교 1학년 224명을 통제 집단, 그리기 집단, 쓰기 집단으로 배치한 후,'보일의 법칙'과 '샤를의 법칙'에 대하여 2차시 동안 수업을 하였다. 세 집단 모두 거시적인 현상을 실험을 통해 관찰하게 한 후, 통제 집단 에서는 시각적 정보와 언어적 정보를 동시에 제공하여 학습하게 하였고, 그리기 집단에서는 제공된 언어적 정보에 대한 정신 모형을 그림으로 그리게 한 후, 이를 시각적 정보와 비교하게 하였으며, 쓰기 집단에서는 시각적 정보에 대한 정신 모형을 글로 쓰게 한 후, 이를 언어적 정보와 비교하게 하였다. 이원 공변량 분석 결과, 쓰기 집단의 개념 이해도 점수가 통제 집단보다 유의미하게 높았으며, 그리기 집단은 통제 집단보다 통계적으로 높은 경향성을 보였다. 개념 이해도 점수에서 수업 처치와 공간 시각화 능력 사이의 상호 작용 효과는 없었다. 학생들의 수업 인식 검사 결과에서는 대부분의 학생들이 쓰기와 그리기 활동을 통해 개념 이해가 잘 되었다고 응답하였으며, 일부 학생들은 쓰기와 그리기가 재미있었다고 응답하기도 하였다. 이에 대한 교육학적 함의를 논의하였다.

안도 타다오 건축에 나타난 사색 공간의 표현 특성에 관한 연구 (A Study on the Characteristic of the Speculation Space of Architecture find on Tadao Ando)

  • 김도이;김주연
    • 한국실내디자인학회논문집
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    • 제17권2호
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    • pp.102-110
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    • 2008
  • Construction space of Japan suggests the factor of speculation to human and reveals tradition. The speculation can be embodied in the aspect of space and human's mental aspect is expressed as a main factor of tradition space of Japan. The purpose of this study is to research expression characteristic of speculation space, shown in the architecture of modem architect, Tadao Ando, who succeeds the concept. His works surveyed through research contain the emotion of nature and human, which are traditional factors of Japan. Moreover, it is reinterpreted by modem space, delivers its function of space and physical factor to user and grants value to activity and behavior of user residing in the space. Users recognize movement, create new meaning of space and accept physical barrier in the space. In conclusion, it can be said that the space of speculation is not a simple visual thing but a frame of visual structure, which is invented for embodiment. The factors show the Japanese architecture, real and contemplating one, which is positive in real life and allows experience. Through the conditions above, the researcher can find the meaning from the aspect that modem architecture of Japan is planned on the basis of concept of speculation.