• Title/Summary/Keyword: multi-sensory

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감각통합치료가 발달지연 아동의 침 흘림과 놀이에 미치는 효과: 단일사례연구 (Effect of Sensory Integration Therapy with Oral Activity on Drooling and Play in Children with Developmental Disorder: Single-Subject Research)

  • 박소희;홍은경
    • 대한감각통합치료학회지
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    • 제21권3호
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    • pp.54-64
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    • 2023
  • 목적 : 본 연구는 구강감각의 감각조절장애가 있는 발달지연 아동을 대상으로 구강활동을 포함한 감각통합 치료를 적용하여 침 흘림과 구강장난감을 활용한 놀이에 대한 효과를 알아보고자 하였다. 연구방법 : 연구대상은 2세 8개월의 구강감각의 감각조절장애가 있는 발달지연 남아 2명이었다. 단일대상연구 ABA' 중 대상자간 중다기초설계(multiple-baseline design across subjects)를 사용하였다. 목표행동은 목표성취도 척도(Goal Attainment Scale; GAS)를 사용하여 침 흘림과 구강 장난감을 활용한 놀이 대한 관심과 집중으로 측정하였다. 중재기(B) 10회기 동안 구강활동과 고유-전정 중심의 감각통합치료를 아동에게 적용하였다. 결과 : 침 흘림은 기초선 기간에 평균 목표행동 값(GAS)이 A 아동 0.25점, B 아동-0.5점에서 중재 기간에는 A 아동 1.88점, B 아동 1.4점으로 향상했고 유지기 동안 평균은 A, B 아동 모두 3점이었다. 놀이에 대한 기초선 기간에 평균 목표행동 값은 A 아동은 -0.75점, B 아동은 0.75점에서 중재 기간 A 아동은 1.9점, B 아동은 1.1점이었고 유지기 동안 평균은 A 아동 1.33점, B 아동 2점이었다. 결론 : 구강활동을 포함한 고유-전정감각 중심의 감각통합치료는 구강감각의 감각조절문제가 있는 아동에게 침 흘림과 구강장난감을 활용한 놀이에 효과가 있는 것으로 보인다.

관능검사(官能檢査)에 관(關)한 연구(硏究) -[제3보(第3報)] 표준시료대(標準試料對) 1대비교법(對比較法)에 대하여- (Studies on Sensory Evaluation -[Part III] Pair Comparison with Standard-)

  • 홍진
    • Applied Biological Chemistry
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    • 제20권3호
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    • pp.279-284
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    • 1977
  • (가) 검시료수(檢試料數)가 방대하게 되면 관능검사에 장기간을 요하므로 파넬에 미치는 부담감과 권태 피로등의 효과(效果)때문에 실험결과에 오차(誤差)가 크게 발생할 우려가 있다. (나) 다수(多數)의 검시료(檢試料)일 경우 시험수(試驗數)를 축소시키는 반면에 검출력(檢出力)이 양호한 수법(手法)으로써 새로이 표준시험대(標準試驗對) 1대비교법(對比較法)을 고안(考案)적용한 결과 양호(良好)한 성과(成果)를 얻을 수 있었다. (다) 본수법(本手法)은 특(特)히 시료수(試料數)가 많을때 그중에서 $4{\sim}5$개를 우선 선발하는 Screening test로 활용(活用)할 수 있음을 알았다. (라) 본수법(本手法)으로 Screening한 검시료(檢試料)에 대해 3각(角) 1대비교법(對比較法)으로 정사(精査)하여 최종판단을 내리는 일련의 과정을 거치도록 하는 것이 연구실적인 품결연구에 있어서는 가장 능률적인 관능검사의 방법이라고 할수 있다.

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다발성감각운동자극 치료가 뇌졸중 환자의 보행과 낙상위험도에 미치는 효과: 무작위배정예비임상시험 (Effect of Multi-Sensorimotor Training on Gait Ability and Fall Risk in Subacute Stroke Patients: A Randomized Controlled Pilot Trial)

  • 임재길
    • 대한통합의학회지
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    • 제7권2호
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    • pp.19-29
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    • 2019
  • Purpose : To determine whether an advanced rehabilitation therapy combined with conventional rehabilitation therapy consisting of sensorimotor exercises that would be superior to a usual treadmill training in gait ability and fall risk in subacute stroke patients. Methods : Thirty subjects randomly assigned to either multi-sensorimotor training group (n=19) or treadmill training group (n=18). Both groups first performed conventional physical therapy for 30 min, after which the multi-sensorimotor training group performed multi-sensorimotor training for 30 min, and the treadmill training group performed treadmill gait training for 30 min. Both groups performed the therapeutic interventions 5 days per week for 8 weeks. Gait ability was evaluated using the GAITRite system and Fall risk was measured using the Biodex Balance system before intervention and after 8 weeks. Results : There were no intergroup differences between demographic and clinical characteristics at baseline (p>.05). Both groups showed a significant improvement in gait ability (p<.05) and Fall risk (p<.05). In particular, the multi-sensorimotor training group showed more significant differences in gait velocity (p=.05), step length (p=.01) and stride length (p=.014) than the treadmill training group. Conclusion : The multi-sensorimotor training program performed on multiple types of sensory input had beneficial effect on gait ability. A large-scale randomized controlled study is needed to prove the effect of this training.

실감콘텐츠의 인터랙션 연구 -국립중앙박물관 디지털실감영상관과 아르떼뮤지엄제주를 중심으로- (A study on the Interaction of Immersive Contents Focusing on the National Museum of Korea Immersive Digital Gallery and Arte Museum Jeju)

  • 안혜령;김치호
    • 디지털융복합연구
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    • 제20권4호
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    • pp.575-584
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    • 2022
  • 본 연구는 실감콘텐츠에서 다양하게 나타나는 인터랙션 유형을 존 듀이의 경험이론을 통해 도출하고, 도출된 유형이 실제 사례에서는 어떤 방식으로 전달되는지 탐구하는데 목적이 있다. 이를 위해 국립중앙박물관 '디지털 실감 영상관'과 '아르떼미술관제주'의 두 사례를 경험이론에서 도출된 인터랙션 유형을 통해 분석하였다. 경험이론을 바탕으로 도출한 인터랙션 유형은 '다중감각'과 '동시체험' 그리고 '감각확장' 이다. 이 유형들이 두 사례에서 공통적으로 하나씩 접목되어 나타나기보다는 연결되어 나타났다. 단방향에서는 '다중감각'에서 '감각확장'으로 이어지고 양방향에서는 '동시체험'에서 '감각확장'으로 연결되었다. 이처럼 기술과 인간이 소통하는 핵심 유형은 한 가지씩만 전달되는 것이 아니라 다중적인 방법으로 인터랙션 순환 고리가 형성되었다. 따라서 실감콘텐츠의 인터랙션 유형은 1:1의 부분적인 전달 방식이 아닌 다방면에서 다양한 감각과 체험이 융합되어 단계적으로 확장된다고 볼 수 있다. 이를 바탕으로 향후 실감콘텐츠에서 인터랙션이 구현되었을 때 유형들은 어떻게 확장되고 관람객들에게 어떤 영향을 주는지의 연구가 필요할 것이다.

헛개 열매와 배 추출물을 첨가한 향신간장 소스의 관능평가 (Sensory Evaluation of Seasoned Soy Sauce with Hutgae (Hovenia dulcis Thunb) Fruit and Pear Extracts)

  • 오경희;송희순
    • 한국식품영양학회지
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    • 제26권2호
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    • pp.323-328
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    • 2013
  • The objective of this study was to investigate the sensory quality attributes for the development of soy sauce containing an extract of the fruit of Hovenia dulcis Thunb (Hutgae), also known as liver function improvement and hangover removal. Aqueous extracts of Hutgae fruit and Hutgae fruit-soy sauce were used for determining the sensory evaluation. The intensity of the sweet smell and taste was predominated in the Hutgae fruit extract (p<0.05). Various seasoning items, such as apples, pears, dried figs, Korean bramble (Bokbunja), citron (Yuza) and sun-dried hot pepper (Taeyangcho), were used to determine the suitable type of seasoned soy sauce with the Hutgae fruit extract. In the sensory analysis, the highest overall preference (acceptance score 5) was obtained from the pear extract added to soy sauce with the Hutgae fruit. The overall preference of Yuza (score 4.9) and Taeyangcho (score 4.5) extracts also very well-matched the seasoning items for soy sauce with the Hutgae fruit extract. There was no difference among the extract mixtures of multi-seasoning items added to soy sauce with the Hutgae fruit extract. As more pear extract was added, a higher overall preference was obtained. On the other hand, as the more Yuza extract was added, the higher flavor intensity without the change of the overall preference was obtained. The overall preference of soy sauce with the pear- Yuza-Taeyangcho extract mixture was not different between with or without the Hutgae fruit extract. However, the overall preference (score 5.6) was significantly higher in the pear extract added to soy sauce with the Hutgae fruit extract compared with the pear extract added to soy sauce without the Hutgae fruit extract (score 4.8). These results suggest that soy sauce with the Hutgae fruit-pear extract mixture may be useful as a functional seasoning for various salad dressings.

Mobile Robot Navigation using a Dynamic Multi-sensor Fusion

  • Kim, San-Ju;Jin, Tae-Seok;Lee, Oh-Keol;Lee, Jang-Myung
    • 한국지능시스템학회:학술대회논문집
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    • 한국퍼지및지능시스템학회 2003년도 ISIS 2003
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    • pp.240-243
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    • 2003
  • In this study, as the preliminary step far developing a multi-purpose Autonomous robust carrier mobile robot to transport trolleys or heavy goods and serve as robotic nursing assistant in hospital wards. The aim of this paper is to present the use of multi-sensor data fusion such as sonar, IR sensor for map-building mobile robot to navigate, and presents an experimental mobile robot designed to operate autonomously within both indoor and outdoor environments. Smart sensory systems are crucial for successful autonomous systems. We will give an explanation for the robot system architecture designed and implemented in this study and a short review of existing techniques, since there exist several recent thorough books and review paper on this paper. It is first dealt with the general principle of the navigation and guidance architecture, then the detailed functions recognizing environments updated, obstacle detection and motion assessment, with the first results from the simulations run.

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다중로봇을 휘한 관리제어 시스템의 설계 (A design of supervisory control system for a multi-robot system)

  • 서일홍;여희주;김재현;류종석;오상록
    • 대한전기학회논문지
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    • 제45권1호
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    • pp.100-112
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    • 1996
  • This paper presents a design experience of a control language for coordination of a multi-robot system. To effectively program job commands, a Petrinet-type Graphical Robot Language(PGRL) is proposed, where some functions, such as concurrency and synchronization, for coordination among tasks can be easily programmed.In our system, the proposed task commands of PGRL are implemented by employing formal model languages, which are composed of three modules, sensory, data handling, and action module. It is expected that by using our proposed PGRL and formal languages, one can easily describe a job or task, and hence can effectively operate a complex real-time and concurrent system. The control system is being implemented by using VME-based 32-bit microprocessor boards for supervisory, each module controller(arm, hand, leg, sensor data processing module) and a real time multi-tasking operating system(VxWorks). (author). 17 refs., 16 figs., 2 tabs.

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쑥가루 첨가량에 따른 쑥개떡의 기호성 및 텍스처에 관한 연구 (A Study Sensory Preference and Texture Characteristics of SsookGae-Dduck affected by Mugworts Powder)

  • 서연희;이춘자;조후종
    • 동아시아식생활학회지
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    • 제6권1호
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    • pp.69-76
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    • 1996
  • This study examined the distinctive character and level of preference of SsookGae-Dduck which was produced with making 2, 3, 4, 5% of difference, adding 30% mugwort. In the sensory evaluation for SsookGae-Dduck, the bitterness, hardness and flavor were highly evaluated as the amount of mugwort powder was increasing. The sweetness and color showed the highest number in the adding group of 2% mugwort powder. In the being moistness degree, the 30% adding group of mugwort was the highest one, and 3% adding group in the mugwort powder. And the chewiness was highly marked in the adding group of 30% mugwort, and 5% adding group was highly marked in the mugwort powder. In the mechanical evaluation of SsookGae-Dduck, the hardness and adhesiveness were highly marked in the adding group of 5% mugwort powder, the adding group of 4% showed the highest number in the springiness, cohesiveness, gumminess and chewiness. Through these all studies, the mugwort powder should be used in the multi way of our food life and it was really necessary to be studies and to be taken interest in this area constantly.

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From Technology to Content: Research on the Development of VR Flow Experience

  • Sang, YuanZi;Kim, KiHong;Pan, Yang
    • International journal of advanced smart convergence
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    • 제11권3호
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    • pp.93-101
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    • 2022
  • Immersion is a features of VR technology, and the most important condition for evaluating VR experience. With the improvement of VR technology, including the presentation accuracy of VR content, the degree of interaction is diversified, the user's immersion in VR equipment should not only be improved technically, but researched from the user's perception level. The paper defines two important factors, immersion and presence, in a participant's experience with a VR device. Although the current technology can already simulate the real environment information visually and audibly, the content of the VR environment is not enough for us to achieve a completely real experience. Based on the Flow theory of Csikszentmihalyi and the sensory immersion achieved by current technology, this paper proposes the key factors of how to achieve conscious immersion for users in VR media. We prove that immersion is an indicator of the true degree of sensory simulation of VR equipment and is the basis for the realization of flow experience. What really makes the participant feel a perfect experience is the content provided by the VR environment and gave participants a sense of presence, it is not limited to video or games. On the premise of the Multi-Sensory, Immersion, Interactivity and Imagination experience achieved by using virtual reality technology, combined with the content creation of flow theory, the interactive immersion achieved by users is an important method to realize the awareness immersion of VR equipment.

디지털 환경의 웰빙 패션 디자인에 관한 연구 (A Study on Characteristics of Well-being Fashion Design in Digital Environment)

  • 김지언
    • 복식문화연구
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    • 제15권5호
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    • pp.796-809
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    • 2007
  • The viewpoint of growth pursuit is changed to that of life quality's and happiness' pursuit by modern people. Modern people in digital environment, tired of fast-changing and oppressive daily life, prefer well-being trend providing tranquility and relaxation. Well-being is related to digital, because negative influences of digital lead human-oriented, environment-friendly well-being design. Therefore the purpose of this study is to research and analyze the relation of well-being fashion design and digital environment through case study in contemporary well-being fashion design. The results of this study are as follows: 1. This study shows that the attributes of digital environment make up function-intensive, interactivity, mobility & nomad, human & emotion-oriented and environment-friendly. And this study shows the design characteristics of digital environment consist of function-intensive design by digital convergence, open structure design for interactivity, modular design for mobility & nomad, emotion-oriented & multi-sensory design and environment- friendly design. 2. Function-intensive design in modem well-being fashion composed of vogue of caports style(casual+sports), practical use of multi-functional new-healthy textiles, and popularity of many style's mixture at once. Open structure design consist of wrapover design, use of transparent materials. Modular design are layered styling, practical use of zipper and velcro. Emotion-oriented & multi-sensory design are constitute of fad of wrinkle materials, application of bright & vivid tone, personal color and family look. Environment-friendly design in contemporary well-being fashion are comprised in use of natural color, re-advent of natural floral motif and eco-design.

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