• Title/Summary/Keyword: Physical Simulator

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Effects of Horse Riding Simulator on Pain, Oswestry Disability Index and Balance in Adults with Nonspecific Chronic Low Back Pain

  • Chen, Shu-Yi;Kim, Seung-Kyu;Kim, Ki-Hyun;Lee, In-Sil;HwangBo, Gak
    • Journal of the Korean Society of Physical Medicine
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    • v.11 no.4
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    • pp.79-84
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    • 2016
  • PURPOSE: The purpose of this study was to investigate effects of Horse riding simulator exercise on pain, dysfunction and dynamic balance in adults with nonspecific chronic low back pain. METHODS: In this study, total 19 college students usually complain of low back pain who were randomly divided into the horse riding simulator exercise group (n=10), lumbar strengthening exercise group (n=9) were recruited. Each group carried out for 30 minutes exercise three times a week for 4 weeks. Horse riding simulator exercise group carried out 15 minutes horse riding simulator exercise and 15 minutes lumbar strengthening exercise. Lumbar strengthening exercise group carried out 30 minutes lumbar strengthening exercise. Visual analogue scale (VAS) were measured for evaluation back pain. Korean oswestry disability index (KODI) were measured for dysfunction. Limits of stability (LOS) were measured for dynamic balance. RESULTS: VAS, KODI, LOS results showed a significant change within both horse riding simulator exercise group, lumbar strengthening exercise group. CONCLUSION: Present study suggested that the horse riding simulator exercise can improve back pain, dysfunction, dynamic balance. Horse riding simulator exercise provides more convenience, interest and motivation than conversional therapy and it could be a possible approach to adults with nonspecific chronic low back pain.

Effect of Horse Riding Simulator Exercise on Thickness of Transverse Abdominis in Healthy Adults

  • Park, JaeHyo;Kim, YoungMi
    • The Journal of Korean Physical Therapy
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    • v.31 no.2
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    • pp.111-116
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    • 2019
  • Purpose: This study examined the effects of horse riding simulator exercise on the thickness changes in the transverse abdominis in normal adults. Methods: Forty-five healthy adults were recruited and randomized to a horseback riding simulation exercise group (n=15), a sling exercise group (n=15), and a trunk stabilization exercise group (n=15). A horseback riding simulator offers the indoor experience of horseback riding and mimics the rhythmic movement of horseback riding, thereby provided a virtual environment, such as riding a real horse on the front screen. The velocity of the horse riding simulator exercise was regulated within the subject's ability to control the exercise on the horse riding simulator. A sling exercise group performed sling exercise under the inspection of the experimenter. In the trunk stabilization exercise group, the subjects were instructed to perform the exercise accurately and pause the session when pain occurred during the intervention. The subjects in each group carried out the interventions three times per week for six weeks. The thickness of the transverse abdominis was measured using a pressure biofeedback unit and the ultrasound. Results: Significant differences in the thickness of transverse abdominis within the groups were observed between before and after the interventions. On the other hand, there were no differences in the parameters among the groups. Conclusion: Horse riding simulator exercise can be an alternative to trunk stabilization exercise by increasing the thickness of the transverse abdominis in healthy adults.

Effects of Virtual Reality Horse Riding Simulator Training Using a Head-Mounted Display on Balance and Gait Functions in Children with Cerebral Palsy: A Preliminary Pilot Study

  • Kim, Hae Won;Nam, Ki Seok;Son, Sung Min
    • The Journal of Korean Physical Therapy
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    • v.31 no.5
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    • pp.273-278
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    • 2019
  • Purpose: The purpose of this study was to investigate the effects of three-dimensional virtual reality horse riding simulator training using a head-mounted display on gait and balance in children with cerebral palsy. Methods: Ten children with cerebral palsy were randomly assigned to the horse riding simulator (HRS) group (n=5) or the horse riding simulator with virtual reality (HRSVR) group (n=5). To evaluate balance, center of gravity (COG) sway velocity and total sway distance of each group were assessed using the Wii balance board, and gait speed and stride length of each group were assessed using a gait analysis system. Results: Intra-group comparisons between pre- and post-intervention measures revealed that there were significant changes in all gait and balance variables such as stride length, gait velocity, COG sway velocity and COG sway distance in the HRSVR group (p<0.05). In the HRS group, there were significant changes in all variables except stride length (p<0.05). In addition, inter-group comparisons showed significant differences between the two groups in stride length, gait velocity and COG sway distance except COG sway velocity (p<0.05). Conclusion: The findings of this study suggest that horse riding simulator training combined with 3D virtual reality can be a new positive therapeutic approach for improving functional performance in children with cerebral palsy.

The Effects of Ability to Balance Posture and Proprioception by Horse Riding Simulator and Galvanic Vestibular Stimulation (승마시뮬레이터 훈련과 평류안뜰자극이 자세균형능력과 고유수용성감각에 미치는 영향)

  • Cho, Woon-Su;Kim, Young-Nam;Park, Jang-Sung;Jin, Hee-Kyung
    • Physical Therapy Korea
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    • v.19 no.2
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    • pp.39-47
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    • 2012
  • The purpose of this study is to examine the influence of a horse riding simulator and galvanic vestibular stimulation on improving the ability to balance posture and proprioception. Thirty healthy adults participated and were randomly assigned to a horse riding simulator group ($n_1$=10), galvanic vestibular stimulation (GVS) group ($n_2$=10), control group ($n_3$=10). Experiment groups were trained 3 times per week over 6 weeks. The ability to balance posture was measured by force plate and proprioception was measured by Joint position sense. The following results were obtained. the changes of balance index were significant interaction in each group in accordance with the experiment time in 0, 3 and 6 weeks (p<.05). All groups showed the most decreasing pattern compared with the control group. But was not statistically significant. Proprioception was significant interaction in each group in accordance with the experiment time (p<.05). All groups showed the most decreasing pattern compared with the control group. The above results indicated that the 6 weeks horse riding simulator and galvanic vestibular stimulation training demonstrated positive effects in the ability to balance posture and proprioception. These results suggest that the horse riding simulator and galvanic vestibular stimulation training could be therapeutic intervention that can improve balance and postural control.

Comparison of Capacitor Voltage Balancing Methods for 1GW MMC-HVDC Based on Real-Time Digital Simulator and Physical Control Systems

  • Lee, Jun-Min;Park, Jung-Woo;Kang, Dae-Wook;Lee, Jong-Pil;Yoo, Dong-Wook;Lee, Jang-Myung
    • Journal of Power Electronics
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    • v.19 no.5
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    • pp.1171-1181
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    • 2019
  • Modular Multilevel Converter (MMC)-based HVDC power transmission using a real-time simulator is one of the key technologies in power electronics research. This paper introduces the design methodology of a physical MMC-HVDC control system based on a Field-Programmable Gate Array (FPGA), which has the advantage of high-speed parallel operation, and validates the accuracy of MMC-HVDC control when operated with a Real-Time Digital Simulator (RTDS). Finally, this paper compares and analyzes the characteristics of capacitor voltage balancing methods such as Nearest Level Control (NLC), NLC with a reduced switching frequency, and tolerance band modulation implemented on physical control system.

Development of Smart Driving System Using iPod and Its Performance Evaluation for People with Severe Physical Disabilities in the Driving Simulator

  • Jung, Woo-Chul;Kim, Yong-Chul
    • Journal of the Ergonomics Society of Korea
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    • v.31 no.5
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    • pp.637-646
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    • 2012
  • Objective: The aim of this study was to develop the adaptive device for severe physical disabilities using smart device in the driving simulator and its performance evaluation. Development of appropriate driving adaptive device for the people with serious physical limitation could contribute to maintain their community mobility. Background: There is lack of adaptive driving devices for the people with disabilities in Korea. However, if smart device systems like iPod and iPhone are used for driving a car, the people with serious physical limitations can improve their community mobility. Method: Both gyroscope and accelerometer from iPod were used to measure the tilted angle of the smart device for driving. Customized Labview program was also used to control three axis motors for steering wheel, accelerator and brake pedals. Thirteen subjects were involved in the experiment for performance evaluation of smart device in simulator. Five subjects had driver licenses. Another four subjects did not have driver licenses. Others were people with disabilities. Results: Average driving score of the normal group with driver license in the simulator increased 46.6% compared with the normal group without driver license and increased 30.4% compared with the disabled group(p<0.01). There was no significant difference in the average driving score between normal group without driver license and disabled group(p>0.05). Conclusion: The normal group with driver license showed significantly higher driving score than other groups. The normal group without driver license and disabled group could improve their driving skills with training in simulator. Application: If follow-up studies would be continued and applied in adapted vehicle for on road environment, many people with more severe disabilities could drive and improve the quality of life.

Development of Educational Electromagnetic Simulator using Java (자바를 이용한 교육용 전자계 시뮬레이터 개발)

  • 김태용
    • Proceedings of the Korea Society for Simulation Conference
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    • 2003.11a
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    • pp.181-184
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    • 2003
  • Electromagnetic field simulator have been developed on Java 2 platform (J2SE) because provides robust solutions for applications as well as object oriented design. The simulator can be easily utilized with independent platform. Physical variables for the simulator can be controlled by the user. The numerical results are immediately displayed with graphical images in real time. Therefore, this simulator is intended to be used for education such as antenna engineering, microwave engineering, electromagnetic theory and so on.

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Horse Riding Simulator Affect the Posture Alignment of Young Adults with Forward Head Posture

  • Hong, Chu-Yi;Jung, Nam-Jin;Na, Sang-Su;Hwangbo, Gak
    • Journal of the Korean Society of Physical Medicine
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    • v.11 no.4
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    • pp.19-26
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    • 2016
  • PURPOSE: The purpose of this study was to compare the effect of correction on posture parameters between a horse riding simulator exercise and a conventional exercise occurring in an open linear chain linking the head to the pelvis in the sagittal plane of young adults with a forward head posture. METHODS: In this study, 30 subjects were randomly divided into two groups of 15 subjects each, were assigned to the horse riding simulator exercise or the neck exercise group and they performed exercise 30 minutes per each round two times a week for six weeks. To determine the subjects' forward head posture, the three angles and three distances were measured. RESULTS: The forward head angle and head distance results showed a significant change between pre and post intervention in both group. The horizontal distance between acromion and tragus results showed a significant change between pre and post intervention in neck exercise group (CG), but no significant change in horse riding simulator exercise group (EG). The averages of each measured values of EG and CG before and after were compared, but there are no significant different between groups. CONCLUSION: Although the effects of the horse riding exercise were lower than those elicited by the neck exercise, the results demonstrated that the horse riding simulator exercise improved posture alignment for subjects with forward head posture. Therefore, the horse riding simulator exercise can constitute an appropriate alternative exercise for subjects with forward head posture.

A Real-Time Simulation Framework for Incremental Development of Cyber-Physical Systems (CPS의 점진적인 개발 과정을 지원하는 실시간 시뮬레이션 프레임워크)

  • Han, Jae-Hwa;We, Kyoung-Soo;Lee, Chang-Gun
    • IEMEK Journal of Embedded Systems and Applications
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    • v.7 no.6
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    • pp.311-321
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    • 2012
  • When developing a CPS, since it is nature of CPS to interact with a physical system, CPS should be verified during its development process by real-time simulation supporting timely interactions between the simulator and existing implemented hardwares. Furthermore, when a part of a simulated system is implemented to real hardwares, i.e., incremental development, the simulator should aware changes of the simulated system and apply it automatically without manual description of the changes for effective development. For this, we suggest a real-time simulation framework including the concept of 'port' which abstracts communication details between the tasks, and a scheduling algorithm for guaranteeing 'real-time correctness' of the simulator.

Design and Implementation of Physical-based Simulator Module for Interactive TV (Interactive TV를 위한 물리기반 Simulator Module 설계 및 구현)

  • Kim, Jung-Hwan;Jung, Moon-Ryul
    • 한국HCI학회:학술대회논문집
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    • 2007.02a
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    • pp.205-209
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    • 2007
  • 디지털방송은 애플리케이션(Xlet)을 이용해 보다 진보된 Interactive 방송프로그램을 시청자에게 전달 할 수 있다. Interactive TV에서 애플리케이션은 MHP, OCAP, ACAP등의 표준규약에서 정의된 API를 기반으로 작성되며 MPEG-2 TS를 통해 STB(Set-Top Box)에 전송되어 구동된다. 현재 이러한 애플리케이션은 고정된 이미지를 활용한 형태의 서비스가 주를 이루며 중력, 탄성력과 같이 실제와 유사한 움직임을 표현하거나 활용하는데 있어 미흡한 실정이다. 본 논문은 Interactive TV에서 중요한 역할을 담당하는 애플리케이션(Xlet)을 위해, 현재의 STB에서 가능한 물리기반 Simulator Module을 설계하고 구현하였다. 이는 중력, 탄성력, 단진자운동과 같은 다양한 현상을 모형화(단순화)하고 수식화하여 적용한 것으로서, UI와 Game등에 그 활용도가 높을 것이다.

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