著者
MinKyu Kim KiHun Cho WanHee Lee
出版者
Tohoku University Medical Press
雑誌
The Tohoku Journal of Experimental Medicine (ISSN:00408727)
巻号頁・発行日
vol.234, no.4, pp.281-286, 2014 (Released:2014-12-05)
参考文献数
26
被引用文献数
26 34

Stroke patients live with balance and walking dysfunction. Walking is the most important factor for independent community activities. The purpose of this study was to investigate the effect of a community walking training program (CWTP) within the real environment on walking function and social participation in chronic stroke patients. Twenty-two stroke patients (13 male, 50.45 years old, post stroke duration 231.64 days) were randomly assigned to either the CWTP group or the control group. All subjects participated in the same standard rehabilitation program consisting of physical and occupational therapy for 60 min per day, five times a week, for four weeks. In addition, the CWTP group participated in CWTP for 30 min per day, five times a week, for four weeks. Walking function was assessed using the 10-m walk test (measurement for 10-meter walking speed), 6-min walk assessment (measurement of gait length for 6-minutes), and community gait assessment. Social participation was assessed using a social participation domain of stroke impact scale. In walking function, greater improvement was observed in the CWTP group compared with the control group (P < 0.05). In addition, social participation improved more in the CWTP group compared with the control group (P < 0.05). These findings demonstrate the efficacy of CWTP on walking function and social participation in chronic stroke patients. Therefore, we suggest that CWTP within the real environment may be an effective method for improving walking function and social participation of chronic stroke patients when added to standard rehabilitation.
著者
MinKyu KIM SunHo KI YoungDuke SEO JinHong PARK ChuShik JHON
出版者
The Institute of Electronics, Information and Communication Engineers
雑誌
IEICE TRANSACTIONS on Information and Systems (ISSN:09168532)
巻号頁・発行日
vol.E98-D, no.12, pp.2353-2357, 2015-12-01

Recently in the mobile graphic industry, ultra-realistic visual qualities with 60fps and limited power budget for GPU have been required. For graphics-heavy applications that run at 30 fps, we easily observed very noticeable flickering artifacts. Further, the workload imposed by high resolutions at high frame rates directly decreases the battery life. Unlike the recent frame rate up sampling algorithms which remedy the flickering but cause inevitable significant overheads to reconstruct intermediate frames, we propose a dynamic rendering quality scaling (DRQS) that includes dynamic rendering based on resolution changes and quality scaling to increase the frame rate with negligible overhead using a transform matrix. Further DRQS reduces the workload up to 32% without human visual-perceptual changes for graphics-light applications.