Browse > Article

A Study on Convergence system of IT Technology and Exercise Rehabilitation  

Kang, Seungae (남서울대학교 운동건강학과)
Publication Information
Abstract
Recently, the technology and services make progress in IT sector to facilitate the rehabilitation, as well as the exercise that aims to promote the health. To provide the opportunity for new services, various challenges have to be fulfilled, including the blurring boundaries among industries, spread of new technologies, and various demands. Seizing on this opportunity, the fusion and convergence have been accelerated. The trends towards the fusion and convergence are inherent in content industry and spreading to other sectors, which makes the cultural desire of customers fulfilled in a more diverse manner. In particular, the research has been conducted, using the game, in the new technology cultural contents which have shown noticeable fusion and convergence between IT and exercise rehabilitation areas. Such games can be classified into the motion-based game, serious game, and virtual reality game. Those game contents are forming the market fast based on the contents for education, sports, exercise rehabilitation, healthcare, etc., and have very great potential for growth. This study is intended to analyze the fusion and convergence system of exercise rehabilitation through those games and present a direction for future development.
Keywords
Erercise Rehabilitation; Motion-based game; Serious game; Virtual reality game;
Citations & Related Records
Times Cited By KSCI : 1  (Citation Analysis)
연도 인용수 순위
1 강유석, 한동기, 김대현, "가상현실 기반 실감형 신체활동 프로그램의 뇌성마비 아동에 대한 적용 효과 분석", 한국체육학회 학술발표논문집, 제48권, pp. 285, 2010.
2 A. Bottino and A. Laurentini, "How to Make a Simple and Robust 3D Hand Tracking Device using a Single Camera," in Proceedings of the 11th WSEAS International Conference on Computers, 2007,
3 Oster. J, "Mongolism:, Copenhagen, Einar Munksgaard Forlag, 1953.
4 Sayers, LK, Cowden, JE, Newton, M, Warren,B, Eason, B, ""Qualitative analysis of a pediatricstrength interventi on on the developmental stepping movements of infants with Down syndrome", Adapted Physical Activity Quarterly, 13, 247-268, 1996.
5 "게임과 질병 치료의 결합, 'Meditainment' 게임의 확산", strabase, 2008.
6 구본태, 박용재, 허필선, 임명환I, "차세대 융합형콘텐츠 산업 동향 및 사례", 전자통신동향분석, 제26권, 제1호, pp. 109-127, 2011.
7 김진욱, "스포츠산업 : 스포츠과학과 가상현실", 스포츠과학, 제121권, pp. 70-73, 2012.
8 문화체육관광부, "2008문화 산업백서", 2009.
9 정형원, "청각장애인을 위한 모바일 기능성 게임 개발", 한국컴퓨터게임학회논문지, 제25권, pp. 147-155, 2012.
10 이승훈, 이범로, 류성열, "기능성게임 분야별 R&D핵심 수요 기술 분석", 한국컴퓨터게임학회논문지, 제22권, pp. 33-41, 2010.
11 이종하, "운동선수의 손상과 재활", 코칭능력개발지, 10, 4, 31-40, 2008.
12 이춘호, "형식장애청소년과 비장애청소년의 또래 관계 확대 : 기능성게임의 활용", 한국컴퓨터게임학회논문지, 제13권, pp. 43-52, 2008.