This paper presents the remediation of a 19 th century Korean manuscript (the 1809 Uigwe) as an interactive digital experience using creative algorithms and gesture recognition developed by LG Electronics. The interactive media we created using sound visualization invites visitors to jointly experience Joseon's royal music and the manuscript's pictorial illustrations. We present the media development process and the results of a survey assessing users' engagement. Our findings show that technological remediation can be a fruitful way to elicit the interest for cultural heritage. The Uigwe media enhanced the participants' curiosity for the 1809 Uigwe, and the added sound of the traditional court music (Yeominlak) and the images of the musical instruments increased users' understanding of the 1809 Uigwe and of royal court music. Overall, the study provides evidence about the use of multisensory digital media for fostering learning experience and cultural appreciation of historical artefacts.
Deficits in color vision and related retinal changes hold promise as early screening biomarkers in patients with Alzheimer’s disease. This study aimed to determine a cut-off score that can screen for Alzheimer’s dementia using a novel color vision threshold test named the red, green, and blue (RGB) modified color vision plate test (RGB-vision plate). We developed the RGB-vision plate consisting of 30 plates in which the red and green hues of Ishihara Plate No.22 were sequentially adjusted. A total of 108 older people participated in the mini-mental state examination (MMSE), Ishihara plate, and RGB-vision plate. For the analyses, the participants were divided into two groups: Alzheimer’s dementia (n = 42) and healthy controls (n = 38). K-means cluster analysis and ROC curve analysis were performed to identify the most appropriate cut-off score. As a result, the cut-off screening score for Alzheimer’s dementia on the RGB-vision plate was set at 25, with an area under the curve of 0.773 (p<0.001). Moreover, there was a negative correlation between the RGB-vision plate thresholds and MMSE scores (r = -0.36, p = 0.02). In conclusion, patients with Alzheimer’s dementia had a deficit in color vision. The RGB-vision plate is a potential early biomarker that may adequately detect Alzheimer’s dementia.
The purpose of this study is to examine visitors' Instagram posts through a combination of quantitative methodology to cast light on museum experiences. To analyze a large quantity of Instagram data, we used computer vision and semantic analysis. The results of hashtag analysis showed that informative hashtags were the most prominent for all museums. It is notable that the geo-related hashtags such as exhibition venue and local information accounted for a significant portion of the total data. Little to no evidence of viewing experience or emotional response can be derived from the results of hashtag analysis. In the image analysis of Instagram post, art exhibition, artifact and architecture were dominant, but the space within and around museums is also relevant. Thus, Instagram images can be an important component for understanding what is occurring within and around the museum when people move to take photographs and share these experiences on Instagram. This research offers a method for image analysis easily replicable by museums and insight about how to interpret the results for planning activities of audience development.
Background Virtual reality (VR) has been suggested to be effective at enhancing physical exercises because of its immersive characteristics. However, few studies have quantitatively assessed the range of motion and brain activity during VR exercises. Objective We hypothesized that 3D immersive VR could stimulate body movement and brain activity more effectively than standard exercises and that the increased range of motions during 3D immersive VR exercises would be associated with orbitofrontal activation. Methods A randomized crossover trial was conducted to compare exercises with and without VR. A total of 24 healthy males performed the same motions when exercising with and without 3D immersive VR, and the recorded videos were used for motion analysis. Hemodynamic changes in the prefrontal cortex were assessed using functional near-infrared spectroscopy. Results There were significant differences in the total angle (z=−2.31; P=.02), length (z=−2.78; P=.005), calorie consumption (z=−3.04; P=.002), and change in accumulated oxygenated hemoglobin within the right orbitofrontal cortex (F1,94=9.36; P=.003) between the VR and offline trials. Hemodynamic changes in the right orbitofrontal cortex were positively correlated with the total angle (r=0.45; P=.001) and length (r=0.38; P=.007) in the VR exercise; however, there was no significant correlation in the offline trial. Conclusions The results of this study suggest that 3D immersive VR exercise effectively increases the range of motion in healthy individuals in relation to orbitofrontal activation. Trial Registration Clinical Research Information Service KCT0008021; https://cris.nih.go.kr/cris/search/detailSearch.do/23671
BACKGROUND Virtual reality has been suggested to be effective in enhancing physical exercise because of its immersive characteristics. However, few studies quantitatively assessed motion and brain activity during virtual reality exercises. OBJECTIVE We hypothesized that virtual reality could stimulate body movement and brain activity more effectively than standard exercise and that increased body movements in virtual reality exercise would be associated with orbitofrontal activation. METHODS A randomized crossover trial was conducted to compare exercises with virtual reality and without. Twenty-four healthy males performed the same motions when exercising with and without virtual reality, and the recorded videos were used for motion analysis. Hemodynamic changes in the prefrontal cortex were assessed using functional near-infrared spectroscopy. RESULTS There were significant differences in the total angle (z=-2.31, P=.015), length (z=-2.78, P=.005), calorie consumption (z=-3.04, P=.002), and change in accumulated oxygenated hemoglobin within the right orbitofrontal cortex (F=9.36, P=.003) between the virtual reality and offline trials. Hemodynamic changes in the right orbitofrontal cortex were positively correlated with both the total angle (r=0.45, P=.001) and length (r=0.38, P=.007) in the virtual reality exercise, whereas there was no significant correlation in the offline trial. CONCLUSIONS The results of this study suggest that virtual reality exercise is effective in increasing the range of motion in healthy individuals, in relation to orbitofrontal activation.
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