• Title/Summary/Keyword: Physical environments

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Comparison of characteristics during backward walking according to various stride frequencies in underwater and ground environments

  • Kim, Heejoong;Chung, Yijung
    • Physical Therapy Rehabilitation Science
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    • v.7 no.2
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    • pp.83-87
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    • 2018
  • Objective: The purpose of this study was to investigate the relationship between heart rate (HR), self-awareness of exercise intensity (rating of perceived exertion, RPE), and 5-meter walk test (5MWT) of persons affected by stroke during backward walking according to the preferred stride frequency (PSF), PSF+3 and PSF+6 conditions. Design: Cross-sectional study. Methods: A total of 11 persons with stroke (9 males, 2 females) participated voluntarily. All patients underwent backward walking under the PSF, PSF+3, and PSF+6 conditions in underwater and ground environments, and each condition was performed for 5 minutes. The HR, RPE, and walking speeds were measured during walking, and the measured values from underwater and ground environments were compared. Results: The HR and RPE in the ground environment were significantly increased (p<0.05), and although the 5MWT showed an increase in speed, it was not significant. The HR and RPE in the underwater environment were also significantly increased (p<0.05), however, although the 5MWT results was increased, it was not significant. The HR and RPE were significantly increased in the PSF+6 condition (p<0.05). Conclusions: The results of this study showed that backward gait training underwater can provide an appropriate exercise intensity for stroke survivors and suggests that exercises performed in an underwater environment is more effective compared to the ground environment.

The Influence of Physical Environment on Restaurant Employees' Emotional Responses and Group Cohesiveness (물리적 환경이 레스토랑 종사원의 감정 반응과 집단응집력에 미치는 영향)

  • Chun, Byung-Gil;Kang, Eun-Sook;Kim, Min-Ja
    • Culinary science and hospitality research
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    • v.13 no.4
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    • pp.256-268
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    • 2007
  • This research examines how various dimensions of physical environments influence employees' emotional responses in restaurants, and how these emotional responses, in turn, influence employees' group cohesiveness. The result of empirical research indicates that restaurant physical environments have a significant effect on employees' emotional responses, and that these psychological experiences serve as critical mediators in the physical environment-group cohesiveness relationship in restaurants. However, the effects of physical environ-ments of restaurants on employees' psychological responses varied with the dimensions of physical environ-ments. First, the effect of spatial layout and functionality on pleasure and dominance was significant, not on arousal. Second, ambient factors influence on all dimensions of emotional responses, including the arousal level. In turn, all dimensions of emotional responses have significant effects on employees' group cohesive-ness. Therefore, the result suggests that restaurants should manage(or, improve) their physical environment conditions for inducing employees' positive emotional responses.

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A Study on Analysis of Actual Condition of Physical Living Environment for the Challenged People (장애인 생활환경실태 조사연구)

  • Lee, Sung Kyu;Jung, Eun Young
    • Journal of The Korea Institute of Healthcare Architecture
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    • v.12 no.3
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    • pp.43-51
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    • 2006
  • This study was from the survey on the items related to the challenges, the activity frequency of the challenged people and the places where these activities take place and the satisfaction and the demands on the facilities for the challenged people from 1,284 challenged people over the age of 20 living in Korea nation wide. From the survey, it was shown that the biggest demand lied in the improvement of the facilities related to the transportation and access for their residence and social activities. They felt they are inconvenient for the perspective of the implementation rate. Additionally, they had high desire for culture and physical educational activities. Improvements to provide convenient environments where the challenged people can access to and use the facilities as conveniently as unchallenged people do by minimizing the physical hindrances are urgently needed. For time being, many facilities for the challenged people was supplied to improve the physical environments for challenged people, however, foreign regulations had to be adopted for these job due to insufficient date on physical conditions of the challenged people in Korea. Moreover, current facilities for the challenged people emphasized more on physical aspect and the facility itself without the considerations on the overall environments, as result the improvement satisfaction and efficiency were low. More flexible and humane design approaches are needed instead of relying on supply rate and try to fully consider the characteristics of the challenged people without any discrimination.

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Component Specification of Physical Measurement Units in Web3D (웹3D에서의 물리적 측정 단위 컴포넌트 명세)

  • Kim, Su-Hyun;Lee, Myeong-Won
    • Journal of KIISE:Computing Practices and Letters
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    • v.15 no.6
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    • pp.454-458
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    • 2009
  • The technology of virtual environments has been developed with better-quality appearance on a computer display in mind, but without consideration for objects' precise measurements in physical units. With the increased application of computer graphics in a variety of areas, there is a need for precise measurement functionality in addition to visualization. This paper describes the definition of physical properties using measurement units for X3D based virtual objects, to provide their precise physical information in virtual environments. To this end, we have included the physical property node in the X3D specification. The physical measurement units, such as length, mass, time, temperature, etc., are based on SI units (International System of Units).

Phase Jitter Analysis of Overlapped Signals for All-to-All TWSTFT Operation

  • Juhyun Lee;Ju-Ik Oh;Joon Hyo Rhee;Gyeong Won Choi;Young Kyu Lee;Jong Koo Lee;Sung-hoon Yang
    • Journal of Positioning, Navigation, and Timing
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    • v.12 no.3
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    • pp.245-255
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    • 2023
  • Time comparison techniques are necessary for generating and keeping Coordinated Universal Time (UTC) and distributing standard time clocks. Global Navigation Satellite System (GNSS) Common View, GNSS All-in-View, Two-Way Satellite Time and Frequency Transfer (TWSTFT), Very Long Baseline Interferometry (VLBI), optical fiber, and Network Time Protocol (NTP) based methods have been used for time comparison. In these methods, GNSS based time comparison techniques are widely used for time synchronization in critical national infrastructures and in common areas of application such as finance, military, and wireless communication. However, GNSS-based time comparison techniques are vulnerable to jamming or interference environments and it is difficult to respond to GNSS signal disconnection according to the international situation. In response, in this paper, Code-Division Multiple Access (CDMA) based All-to-All TWSTFT operation method is proposed. A software-based simulation platform also was designed for performance analysis in multi-TWSTFT signal environments. Furthermore, code and carrier measurement jitters were calculated in multi-signal environments using the designed simulation platform. By using the technique proposed in this paper, it is anticipated that the TWSTFT-based time comparison method will be used in various fields and satisfy high-performance requirements such as those of a GNSS master station and power plant network reference station.

A Study on the Design Gaming Method for a Designing the Elementary School -Focused on Students' Preference of Physical Environments- (초등학교 설계를 위한 디자인게임 방법에 대한 연구)

  • Kim, Hye-Jung
    • Journal of the Korean Institute of Educational Facilities
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    • v.16 no.6
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    • pp.29-41
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    • 2009
  • The purpose of the study was to determine the way to improve the school environments especially focused on the elementary school through design gaming with children. Main purpose of the study was to establish the method to find how children experience school environments and the way to find their needs, feelings, and desires of the school facilities. The methods which have been used are design gaming consisted of picture card game, drawing favorable and unfavorable places, and making the wish list. 46 children in Seoul area participated in the study. The main physical environments which have been focused in the study are as follows; the type of classroom, atmosphere of library, indoor and outdoor leisure activity space, indoor and outdoor play area, and the pedestrian way from home to school and from school towards home. Quantitative and qualitative analysis were used to attempt to develop children's preference of each place and their wish about school environments. The results have been summarized based on the general preferences and differences of favorite and unfavorite places. The differences between grades and gender have also been discussed focused on the picture game and drawings of favorite and unfavorite places.

The Influence of Physical Environments on Tourist's Emotional Response & Behavioral Intention in Tourist Destination (관광목적지의 물리적 환경이 감정적 반응과 행동의도에 미치는 영향)

  • Kim, Gyu-Young;Lee, Jung-Eun
    • Journal of Digital Convergence
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    • v.12 no.7
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    • pp.123-132
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    • 2014
  • This study examines the influence of the physical environment on tourist's emotional response and behavioral intention in the tourist destination. The research was mainly performed in leading tourist destinations of Busan Metropolitan City (Haeundae, Gwanganri & Songjeong area) by the sampling survey method in April-May 2013. The results demonstrate as follows. Firstly, the tourist's convenience and amenity in physical environments have significant impacts on the negative feeling of emotional response, but attractiveness did not influence in negative feeling. By contrast, the attractiveness and amenity the a of physical environments give significant impacts on the positive feeling of emotional response but convenience did not work in positive response. Secondly, both positive and negative feeling of emotional responses give meaningful impacts on Tourist's behavior intention. According to the meaningful relationship between physical environment and emotional response, the regional characteristics and effective marketing management of tourism resource and preparedness should be considered in setting up tourist facilities.

Harmful Environments (유해환경)

  • Doh, Hyun-Sim;Lee, Sa-Rah;Song, Seung-Min
    • Korean Journal of Child Studies
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    • v.30 no.6
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    • pp.125-137
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    • 2009
  • This study reviews facts and trends of harmful environments in the last decade that negatively affected children's development. Younger children have been exposed to harmful media, drugs, facilities, and objects. A matter of chemical substances contaminating in-door air has become quite controversial, recently. In order to provide a better understanding of harmful environments against children, there are great needs for a survey covering all ages based on the clear definition of the term harmful environments, research identifying its causal effects on child development in the context of both parent-child and peer relationships, and a longitudinal study processing its effects in a life-span perspective. It is suggested that by providing parent education and a plenty of cultural facilities as social efforts to create sound family culture, psycho-social and physical environments of children are improved. Furthermore, legal regulations and supervision on harmful environments are needed to be strengthened.

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Development of Comfort Feeling Structure in Indoor Environments Using Hybrid Neuralnetworks (하이브리드 신경망을 이용한 실내(室內) 쾌적감성(快適感性)모형 개발)

  • Jeon, Yong-Ung;Jo, Am
    • Journal of the Ergonomics Society of Korea
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    • v.20 no.2
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    • pp.29-46
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    • 2001
  • This study is about the modeling of comfort feeling structure in indoor environments. To represent the degree of practical comfort feeling level in an environment, we measured elements of human sense and resultant elements of comfort feeling such as coziness, refreshment, and freshness with physical values(temperature, illumination, noise. etc.). The relationships of elements of human sense and elements of comfort feeling were formulated as a fuzzy model. And a hybrid-neural network with three layers were designed where obtained from fuzzy membership function values of the elements of human sense were used as inputs, and given as fuzzy membership function values of resultant elements of comfort feeling were used as outputs. Both kinds of fuzzy membership function values were obtained from physical values. The network was trained by measured data set. The proposed hybrid-neural network were tested and proposed a more realistic model of comfort feeling structure in indoor environments.

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