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미디어 파이프 기술을 이용한 홈트레이닝용 피트니스 게임

A Fitness Game for Home Training with MediaPipe Technology

  • 양우정 (서울여자대학교 경영학과) ;
  • 문선민 (서울여자대학교 디지털미디어학과) ;
  • 허지향 (서울여자대학교 디지털미디어학과) ;
  • 엄성용 (서울여자대학교 소프트웨어융합학과)
  • 투고 : 2024.08.15
  • 심사 : 2023.11.10
  • 발행 : 2024.11.30

초록

본 논문에서는 코로나19 팬데믹으로 인해 증가한 홈트레이닝 수요를 효과적으로 지원하는 피트니스 서비스를 제안한다. 이 서비스는 미디어 파이프 기술과 유니티 엔진을 활용하여 제작된 피트니스 게임으로, 신체 동작 인식을 통해 실시간으로 운동과 게임(전투)을 함께 진행할 수 있는 특징이 있다. 사용자는 게임을 진행하며 본인의 동작에 대한 실시간 피드백을 받을 수 있을 뿐 아니라, 게임 후에는 진행한 운동에 대한 상세 기록을 확인하거나 달력 방식의 운동 기록 현황을 확인할 수 있다. 특히 게임 보상으로 다양한 몬스터를 수집할 수 있도록 함으로써 사용자가 좀더 다양한 부위의 운동을 적극적인 자세로 실시하도록 유도하여, 운동 효과 및 지속성을 향상할 수 있다.

This paper proposes a fitness service designed to effectively meet the increased demand for home training due to the COVID-19 pandemic. The service is a fitness game developed using MediaPipe technology and the Unity engine, featuring the integration of physical motion recognition to enable simultaneous exercise and gameplay (battles) in real time. Users can receive real-time feedback on their movements while playing the game, and after the game, they can review detailed records of their exercise sessions or check their workout history in a calendar format. Notably, by allowing users to collect various monsters as game rewards, the service encourages a more proactive approach to exercising different body parts, thereby enhancing both the effectiveness and sustainability of their workouts.

키워드

과제정보

본 논문은 2024학년도 서울여자대학교 학술연구비의 지원을 받았음(2024-0024)

참고문헌

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