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Blood Pulsation의 효과가 뇌 활성화에 미치는 영향을 알아보는 방법
이원호,구정훈,이형래,한기완,박진식,김재진,윤강준,김인영,김선일,Lee, W.H.,Ku, J.H.,Lee, H.R.,Han, K.W.,Park, J.S.,Kim, J.J.,Yoon, K.J.,Kim, I.Y.,Kim, S.I. 대한의용생체공학회 2007 의공학회지 Vol.28 No.3
BOLD T2*-weighted MR images reflects cortical blood flow and oxygenation alterations. fMRI study relies on the detection of localized changes in BOLD signal intensity. Since fMRI measures the very small modulations in BOLD signal intensity that occur during changes in brain activity, it is also very sensitive to small signal intensity variations caused by physiologic noise during the scan. Due to the complexity of movement of various organs associated with heart beat, it is important to reduce cardiac related noise rather than other physiological noise which could be required with relatively simple method. Therefore, a number of methods have been developed for the estimation and reduction of cardiac noise in fMRI study. But, each method has limitation. In this study, we proposed a new estimation method for brain activities influenced by blood pulsation effect using regression analysis with blood pulsation signal and the correspond slice of fMRI. We could find out that the right anterior cingulate cortex and right olfactory cortex and left olfactory cortex were largely influenced by blood pulsation effect for new method. These observed areas are mostly on the structure of anterior cerebral artery in the brain. That is convinced with that our method would be valid and our new method is easier to apply in practice and reduce computational burden than the retrospective method.
뇌손상 환자의 상지 재활을 위한 웨어러블 장치와 모바일 게임 개발
임홍준(H. J. Lim),강윤주(Y. J. Kang),송제영(J. Y. Song),이민봉(M. B. Lee),오지은(J. E. Oh),구정훈(J. H. Ku) 한국재활복지공학회 2017 재활복지공학회논문지 Vol.11 No.3
현재 뇌손상환자에게 시행되고 있는 재활치료들은 훈련 환경이 단조롭고 긴 시간 동안 단순하고 반복적인 운동으로 인해 흥미와 참여도가 떨어져 훈련 효율이 저하된다는 문제가 제기되었다. 이와 같은 문제를 해결하기 위해 본 논문에서는 상지 재활훈련을 위해 상지에서 측정되는 근전도 신호와 모션센서를 기반으로 하는 웨어러블 장치와 모바일 게임을 결합한 새로운 재활 프로그램 개발을 제안함으로 위에서 제기된 문제를 해결하고자 하였다. 개발된 웨어러블 장치는 밴드 형태로 제작되어 신체에 쉽게 착용 및 해체가 가능하고, 모바일 게임은 웨어러블 장치로부터 측정되는 근전도 신호를 통하여 인식되는 움켜잡는 행동(grasp motion)과 모션센서를 통하여 인식되는 굴곡(flexion), 신전(extension), 외전(abduction), 내전(adduction)을 반영하여 게임을 통한 재활훈련이 가능하도록 설계되었으며, 난이도 조절을 통한 환자 개개인에 적합한 맞춤형 재활환경을 제공할 수 있도록 하였다. 개발된 프로그램을 상지 재활이 필요한 14명의 뇌손상 환자를 대상으로 적용한 후, 설문조사를 통한 유용성 평가를 진행한 결과 개발된 재활프로그램이 기존 재활프로그램보다 흥미가 있었고 재활훈련 간 지루하지 않았다고 응답하였고, 추후 개발된 프로그램 재사용에 대한 의지를 보였다. Conventional upper extremity rehabilitation paradigm after brain injury has several shortcomings that is monotonous, simple, and repetitive in exercises over a long period of time, thereby causing training efficiency to decline as a consequence of low interest and participation. To resolve this issue, this paper proposes a new rehabilitative program integrating a wearable device integrated with EMG and motion sensor and a mobile game for the upper limbs’ rehabilitative training. The developed wearable device is manufactured in the form of band, making it easy to wear. The mobile game is designed to enable rehabilitative training through games reflective of flexion, extension, abduction, and adduction identified by motion sensors along with grasp motion recognized by EMG signals measured from the wearable device. It also provides a tailored rehabilitative environment suitable for individual patients based on difficulty adjustments. As a consequence of applying the developed program to 14 brain injury in need of the upper limb rehabilitation and taking surveys on the utility of the developed rehabilitative program, the responses indicated that the developed rehabilitative program is far much more interesting and fun than the conventional rehabilitative program, further to the desire of those surveyed to reuse the developed program in the future.
기능성 게임과 Balance Board 및 Tilting Sensor 기반 하지재활 훈련시스템 개발
인영렬(Y. R. In),박희준(H. J. Park),구정훈(J. H. Ku) 한국재활복지공학회 2012 한국재활복지공학회 학술대회논문집 Vol.2012 No.11
Conventional balance training system has been considering only simple weight-bearing. However, the actual walking, weight-bearing, as well as range of motion should be importantly considered. In this paper, therefore, a system was suggested to train balancing ability effectively by encourage a user to move their balance and to flex their knees according to the feedback provided in the game which can make user exercise more voluntarily with increase engagement and interest.