• Title/Summary/Keyword: human motion

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A New Facial Composite Flap Model (Panorama Facial Flap) with Sensory and Motor Nerve from Cadaver Study for Facial Transplantation (얼굴이식을 위한 운동과 감각신경을 가진 중하안면피판 모델(파노라마 얼굴피판)에 대한 연구)

  • Kim, Peter Chan Woo;Do, Eon Rok;Kim, Hong Tae
    • Archives of Craniofacial Surgery
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    • v.12 no.2
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    • pp.86-92
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    • 2011
  • Purpose: The purpose of this study was to investigate the possibility that a dynamic facial composite flap with sensory and motor nerves could be made available from donor facial composite tissue. Methods: The faces of 3 human cadavers were dissected. The authors studied the donor faces to assess which facial composite model would be most practicable. A "panorama facial flap" was excised from each facial skeleton with circumferential incision of the oral mucosa, lower conjunctiva and endonasal mucosa. In addition, the authors measured the available length of the arterial and venous pedicles, and the sensory nerves. In the recipient, the authors evaluated the time required to anastomose the vessels and nerve coaptations, anchor stitches for donor flaps, and skin stitches for closure. Results: In the panorama facial flap, the available anastomosing vessels were the facial artery and vein. The sensory nerves that required anastomoses were the infraorbital nerve and inferior alveolar nerve. The motor nerve requiring anstomoses was the facial nerve. The vascular pedicle of the panorama facial flap is the facial artery and vein. The longest length was 78 mm and 48 mm respectively. Sensation of the donor facial composite is supplied by the infraorbital nerve and inferior alveolar nerve. Motion of the facial composite is supplied by the facial nerve. Some branches of the facial nerve can be anastomosed, if necessary. Conclusion: The most practical facial composite flap would be a mid and lower face flap, and we proposed a panorama facial flap that is designed to incorporate the mid and lower facial skin with and the unique tissue of the lip. The panorama facial composite flap could be considered as one of the practicable basic models for facial allotransplantation.

Wear evaluation of CAD-CAM dental ceramic materials by chewing simulation

  • Turker, Izim;Kursoglu, Pinar
    • The Journal of Advanced Prosthodontics
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    • v.13 no.5
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    • pp.281-291
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    • 2021
  • PURPOSE. To evaluate the wear of computer-aided design/computer-aided manufacturing (CAD-CAM) dental ceramic materials opposed by enamel as a function of increased chewing forces. MATERIALS AND METHODS. The enamel cusps of healthy human third molar teeth (n = 40) opposed by materials from CAD-CAM dental ceramic groups (n = 10), including Vita Enamic® (ENA), a polymer-infiltrated ceramic network (PICN); GC Cerasmart® (CERA), a resin nanoceramic; Celtra® Duo (DUO), a zirconia-reinforced lithium silicate (ZLS) ceramic; and IPS e.max ZirCAD (ZIR), a polycrystalline zirconia, were exposed to chewing simulation (1,200,000 cycles; 120 N load; 1 Hz frequency; 0.7 mm lateral and 2 mm vertical motion). The wear of both enamel cusps and materials was quantified using a 3D laser scanner, and the wear mechanisms were evaluated by scanning electron microscopy (SEM). The results were analysed using Welch ANOVA and Kruskal Wallis test (α = .05). RESULTS. ZIR showed lower volume loss (0.02 ± 0.01 mm3) than ENA, CERA and DUO (P = .001, P = .018 and P = .005, respectively). The wear of cusp/DUO [0.59 mm3 (0.50-1.63 mm3)] was higher than cusp/CERA [0.17 mm3 (0.04-0.41 mm3)] (P = .007). ZIR showed completely different wear mechanism in SEM. CONCLUSION. Composite structured materials such as PICN and ZLS ceramic exhibit more abrasive effect on opposing enamel due to their loss against wear, compared to uniform structured zirconia. The resin nano-ceramic causes the lowest enamel wear thanks to its flexible nano-ceramic microstructure. While zirconia appears to be an enamel-friendly material in wear volume loss, it can cause microstructural defects of enamel.

Control of MR Haptic Simulator Using Novel S-chain Model (새로운 S-Chain 모델을 이용한 MR 햅틱 시뮬레이터 제어)

  • Oh, Jong-Seok
    • Journal of the Korea Convergence Society
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    • v.9 no.11
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    • pp.291-297
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    • 2018
  • Due to difficulty in minimally invasive surgery, training simulator is actively researched. A volumetric deformable organ is created by employing a shape-retaining chain-linked (S-chain) model to realize positioning a human organ model in virtual space. Since the main principle of the S-chain algorithm is that the repulsive force is proportional to the number of chain elements, the calculation time can be increased according to the magnitude of deformation. In this work, the advanced S-chain algorithm is used to calculate the repulsive torque according to spin motion. Finally, haptic architecture was constructed using this S-chain model by incorporating the virtual organ with a real master device, which allows the repulsive force and target position to be transferred to each other. The control performance of S-chain algorithm has been evaluated via experiment.

Development of automatic assembly module for yoke parts in auto-focusing actuator (Auto-Focusing 미세부품 Yoke 조립 자동화 모듈 개발)

  • Ha, Seok-Jae;Park, Jeong-Yeon;Park, Kyu-Sub;Yoon, Gil-Sang
    • Design & Manufacturing
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    • v.13 no.1
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    • pp.55-60
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    • 2019
  • Smart-phone in the recently released high-end applied to the camera module is equipped with the most features auto focusing camera module. Also, auto focusing camera module is divided into voice coil motor, encoder, and piezo according to type of motion mechanism. Auto focusing camera module is composed of voice coil motor (VCM) as an actuator and leaf spring as a guide and suspension. VCM actuator is made of magnet, yoke as a metal, and coil as a copper wire. Recently, the assembly as yoke and magnet is made by human resources. These process has a long process time and it is difficult to secure quality. Also, These process is not economical in cost, and productivity is reduced. Therefore, an automatic assembly as yoke and magnet is needed in the present process. In this paper, we have developed an automatic assembly device that can automatically assemble yoke and magnet, and performed verifying performance. Therefore, by using the developed automatic assembly device, it is possible to increase the productivity and reduce the production cost.

Ultrashort Echo Time MRI (UTE-MRI) Quantifications of Cortical Bone Varied Significantly at Body Temperature Compared with Room Temperature

  • Jerban, Saeed;Szeverenyi, Nikolaus;Ma, Yajun;Guo, Tan;Namiranian, Behnam;To, Sarah;Jang, Hyungseok;Chang, Eric Y.;Du, Jiang
    • Investigative Magnetic Resonance Imaging
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    • v.23 no.3
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    • pp.202-209
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    • 2019
  • Purpose: To investigate the temperature-based differences of cortical bone ultrashort echo time MRI (UTE-MRI) biomarkers between body and room temperatures. Investigations of ex vivo UTE-MRI techniques were performed mostly at room temperature however, it is noted that the MRI properties of cortical bone may differ in vivo due to the higher temperature which exists as a condition in the live body. Materials and Methods: Cortical bone specimens from fourteen donors ($63{\pm}21$ years old, 6 females and 8 males) were scanned on a 3T clinical scanner at body and room temperatures to perform T1, $T2^*$, inversion recovery UTE (IR-UTE) $T2^*$ measurements, and two-pool magnetization transfer (MT) modeling. Results: Single-component $T2^*$, $IR-T2^*$, short and long component $T2^*s$ from bi-component analysis, and T1 showed significantly higher values while the noted macromolecular fraction (MMF) from MT modeling showed significantly lower values at body temperature, as compared with room temperature. However, it is noted that the short component fraction (Frac1) showed higher values at body temperature. Conclusion: This study highlights the need for careful consideration of the temperature effects on MRI measurements, before extending a conclusion from ex vivo studies on cortical bone specimens to clinical in vivo studies. It is noted that the increased relaxation times at higher temperature was most likely due to an increased molecular motion. The T1 increase for the studied human bone specimens was noted as being significantly higher than the previously reported values for bovine cortical bone. The prevailing discipline notes that the increased relaxation times of the bound water likely resulted in a lower signal loss during data acquisition, which led to the incidence of a higher Frac1 at body temperature.

Effects of Muscle Activation Pattern and Stability of the Lower Extremity's Joint on Falls in the Elderly Walking -Half a Year Prospective Study- (노인 보행 시 하지 근 활동 양상과 관절의 안정성이 낙상에 미치는 영향 -전향적 연구(Prospective Study)-)

  • Ryu, Ji-Seon
    • Korean Journal of Applied Biomechanics
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    • v.29 no.2
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    • pp.79-88
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    • 2019
  • Objective: The aim of this study was to determine the peak torques of the knee and ankle joint and local stability of the lower extremity's joints, and muscle activation patterns of the lower extremity's muscles between fallers and non-fallers in the elderly women during walking. Method: Four elderly women (age: $74.5{\pm}5.2yrs.$; height: $152.1{\pm}5.6cm$; mass: $55.3{\pm}5.4kg$; preference walking speed: $1.19{\pm}0.06m/s$) who experienced falls within six months since experiment had been conducted (falls group) and thirty-six subjects ($74.2{\pm}3.09yrs.$; height: $153.6{\pm}4.9cm$; mass: $56.7{\pm}6.4kg$; preference walking speed: $1.24{\pm}0.10m/s$) who had no experience in falls (non-falls group) within this periods participated in this study. They were measured torque peaks of the knee and ankle joint using a Human Norm and while they were walking on a treadmill at their natural pace, kinematic variables and EMG signals were collected with using a 3-D motion capture system and a wireless EMG system, respectively. Lyapunov Exponent (LyE) was determined to observe the dynamic local stability of the lower extremity's joints, and muscles activation and their co-contraction index were also analysed from EMG signals. Hypotheses between falls and non-falls group were tested using paired t-test and Mann-Whitey. Level of significance was set at p<.05. Results: Local dynamic stability in the adduction-abduction movement of the knee joint was significantly lower in falling group than non-falling group (p<.05). Conclusion: In conclusion, muscles which act on the abduction-adduction movement of the knee joint need to be strengthened to prevent from potential falls during walking. However, a small number of samples for fallers make it difficult to generalize the results of this study.

Development of Squat Posture Guidance System Using Kinect and Wii Balance Board

  • Oh, SeungJun;Kim, Dong Keun
    • Journal of information and communication convergence engineering
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    • v.17 no.1
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    • pp.74-83
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    • 2019
  • This study designs a squat posture recognition system that can provide correct squat posture guidelines. This system comprises two modules: a Kinect camera for monitoring users' body movements and a Wii Balance Board(WBB) for measuring balanced postures with legs. Squat posture recognition involves two states: "Stand" and "Squat." Further, each state is divided into two postures: correct and incorrect. The incorrect postures of the Stand and Squat states were classified into three and two different types of postures, respectively. The factors that determine whether a posture is incorrect or correct include the difference between shoulder width and ankle width, knee angle, and coordinate of center of pressure(CoP). An expert and 10 participants participated in experiments, and the three factors used to determine the posture were measured using both Kinect and WBB. The acquired data from each device show that the expert's posture is more stable than that of the subjects. This data was classified using a support vector machine (SVM) and $na{\ddot{i}}ve$ Bayes classifier. The classification results showed that the accuracy achieved using the SVM and $na{\ddot{i}}ve$ Bayes classifier was 95.61% and 81.82%, respectively. Therefore, the developed system that used Kinect and WBB could classify correct and incorrect postures with high accuracy. Unlike in other studies, we obtained the spatial coordinates using Kinect and measured the length of the body. The balance of the body was measured using CoP coordinates obtained from the WBB, and meaningful results were obtained from the measured values. Finally, the developed system can help people analyze the squat posture easily and conveniently anywhere and can help present correct squat posture guidelines. By using this system, users can easily analyze the squat posture in daily life and suggest safe and accurate postures.

A Study of Collaborative and Distributed Multi-agent Path-planning using Reinforcement Learning

  • Kim, Min-Suk
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.3
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    • pp.9-17
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    • 2021
  • In this paper, an autonomous multi-agent path planning using reinforcement learning for monitoring of infrastructures and resources in a computationally distributed system was proposed. Reinforcement-learning-based multi-agent exploratory system in a distributed node enable to evaluate a cumulative reward every action and to provide the optimized knowledge for next available action repeatedly by learning process according to a learning policy. Here, the proposed methods were presented by (a) approach of dynamics-based motion constraints multi-agent path-planning to reduce smaller agent steps toward the given destination(goal), where these agents are able to geographically explore on the environment with initial random-trials versus optimal-trials, (b) approach using agent sub-goal selection to provide more efficient agent exploration(path-planning) to reach the final destination(goal), and (c) approach of reinforcement learning schemes by using the proposed autonomous and asynchronous triggering of agent exploratory phases.

Development and Evaluation of the V-Catch Vision System

  • Kim, Dong Keun;Cho, Yongjoo;Park, Kyoung Shin
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.3
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    • pp.45-52
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    • 2022
  • A tangible sports game is an exercise game that uses sensors or cameras to track the user's body movements and to feel a sense of reality. Recently, VR indoor sports room systems installed to utilize tangible sports game for physical activity in schools. However, these systems primarily use screen-touch user interaction. In this research, we developed a V-Catch Vision system that uses AI image recognition technology to enable tracking of user movements in three-dimensional space rather than two-dimensional wall touch interaction. We also conducted a usability evaluation experiment to investigate the exercise effects of this system. We tried to evaluate quantitative exercise effects by measuring blood oxygen saturation level, the real-time ECG heart rate variability, and user body movement and angle change of Kinect skeleton. The experiment result showed that there was a statistically significant increase in heart rate and an increase in the amount of body movement when using the V-Catch Vision system. In the subjective evaluation, most subjects found the exercise using this system fun and satisfactory.

Remote Control of Movable Robot Arm using Gyro Sensor and Flex Sensor (자이로센서와 플렉스 센서를 이용한 이동형 로봇팔 원격 제어)

  • Jang, Jae-Seok;Kim, Min-Soo;Kim, Seong-Jin;Lee, Cheol-Keun;Park, Hyoung-Keun
    • The Journal of the Korea institute of electronic communication sciences
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    • v.16 no.6
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    • pp.1205-1212
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    • 2021
  • Robots that can actually help people a lot by dealing with dangerous tasks that are difficult for people to do, such as disaster situations, lifesaving, handling dangerous goods, and reconnaissance of dangerous areas, continue to become an issue. Therefore, in this paper, we intend to implement a mobile robot arm that can implement a human motion will on the robot arm to enable active response according to the situation and control the vehicle according to hand movements to give mobility. A controller is manufactured using a flex sensor and agyro sensor, and the roll and pitch values of the two gyro sensors are adjusted to control the angle of the robot arm and specify the vehicle direction. In addition, by designating the levels of the three flex sensors, the motor is operated according to hand movements, and a robot arm is implemented so that objects can be picked up and moved.