• Title/Summary/Keyword: 게임으로하는 운동

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VR rhythm game development using music file (음원파일을 이용한 VR 리듬 게임 개발)

  • Yun, Tae-Jin;Ham, Seok-Jin;Kim, Sang-Hoon;Jo, Woo-Hyun;Park, Jong-Yo
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2018.07a
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    • pp.439-440
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    • 2018
  • 본 논문에서는 제작한 가상현실 게임의 소개와 적용기술에 대해여 논한다. HTC VIVE를 이용하여 강력한 주요 게임 개발엔진 중 하나인 Unreal engine4를 이용하여 쉽게 접근 할 수 있는 VR 리듬게임 구현을 목적으로 한다. 플랫폼의 한계의 벗어나 HUD로 좀 더 현실감과 몰입을 요구하는 게임개발을 목표로 리듬감 증진 혹은 운동효과도 기대할 수 있다. 사운드 플러그를 이용하여 주파수별 스펙트럼을 시각화하여 재생되는 음원중 스펙트럼 값이 조건을 만족하면, 노트가 자동으로 생성되고 일정 시간이 경과한 후 사라지거나, 플레이어가 타격하여 점수를 획득 하는 방식으로 진행되며, 플레이어가 노트를 맞을 경우 체력값이 단계별로 낮아져 게임이 종료된다. 더 많은 곡과 맵을 추가하여 흥미소요를 늘릴 수 있으며, 단순타격이 아닌 조건이나 임무를 부여 다양성과 복잡함을 추가해 낮은 접근성과 높은 정복성을 가질 수 있다.

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The Development of a Personal Information-related Sportainment Bike Simulation System (개인 정보 연동형 스포테인먼트 자전거 시뮬레이터 시스템 개발)

  • Kim, Chong-Han;Gang, Gyeong-Heon;Park, Jun-Hyung;Kang, Im-Chul;Kim, Byung-ki
    • Proceedings of the Korea Information Processing Society Conference
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    • 2013.05a
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    • pp.754-756
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    • 2013
  • 건강, 운동에 관한 관심이 고조되고 레저를 즐기는 사용자층이 확대되어 감에 따라 다양한 종류의 레저형 시뮬레이터에 대한 개발이 이루어지고 있다. 그러나 단순 운동을 위한 스포츠 시뮬레이터는 흥미를 반감시켜 지속적인 운동에 대한 저해하는 요소가 된다. 본 논문에서는 이런 시뮬레이터의 한계를 극복하기 위해 다양한 콘텐츠를 접목시킨 스포테인먼트형 자전거를 제안한다. 이를 위해 개인 신체 정보를 입력을 통해 프로그램 추천 및 이력관리가 가능하고 흥미요소인 게임, 음악 등을 동시에 즐기면서 운동을 할 수 있는 자전거 시뮬레이터 UXBike 시스템 개발한다. 이는 보편화된 운동 레저 시뮬레이터와 콘텐츠의 융합을 통해 사용자의 몰입도 향상 및 지속적인 관심을 갖게 하는 계기가 될것이라 판단된다.

Hand Rehabilitation System Using a Depth Sensor (깊이 센서를 이용한 손 재활 시스템)

  • Park, Hyeran;Lee, Dongwoo;Kim, Manbae
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2011.11a
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    • pp.292-294
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    • 2011
  • 별개의 컨트롤러 없이 사용자의 신체만을 이용하여 다양한 게임과 엔터테인먼트를 경험할 수 있는 키넥트에 대한 관심이 높아지고 있다. 최근 재활 치료를 필요로 하는 환자가 늘어남에 따라 본 논문에서는 운동 장애를 가진 환자들이나 노인들이 고가의 장비 또는 다른 사람의 도움 없이 키넥트와 컴퓨터만을 이용하여 손 재활 운동을 할 수 있도록 하는 것을 목적으로 한다. 키넥트 영상으로부터 손 영역을 찾고, 영역의 윤곽선을 추출 한다. 이 때 손가락 중심선을 찾아 손가락과 손바닥 영역을 구분해 준다. 손가락의 개수를 확인하기 위해서 손의 중심점과 끝 점을 찾은 후 두 점을 연결함으로써 손가락의 개수를 확인할 수 있고, 실시간으로 손의 움직임을 감지하도록 한다.

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Development and Analysis of a Walking Game Using Controllers of Armrests and Footboards (Title: Paldokangsan) (팔걸이/발판 컨트롤러를 이용한 걷기게임 '팔도강산' 개발 및 효과성 연구)

  • Kim, Kyung-Sik;Oh, Seong-Suk;Ahn, Jin-Ho;Lee, Sun-Hyung;Lim, Kyung-Choon
    • Journal of Korea Game Society
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    • v.11 no.6
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    • pp.43-52
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    • 2011
  • We have developed a serious game for the game-aided human life and entertainment for the elders with the concept of enjoying scenic beauties in Korea walking in the room using controllers of armrests and footboards with PC. The expected effects of the game are the satisfaction of bodily sensation with cooperation and competition, and also remedy by entertainment such as vital power, maintaining mental functions with the game playing. We have tested 309 elders who were more than 65 years old in Cheonan city community center for the elderly. 76.1% of them answered they were satisfied totally for the game play, average grade for the interest/fun of the game was 4.13 points with full 5 points. 89.4% of them replied they would like to play the game again. We found the intended permissiveness and coenesthesia of the game was appealing to elders.

Muscle Function and Cognitive Enhancement Program for Parkinson's Patients (파킨슨 환자를 위한 근 기능 및 인지능력 통합 향상 프로그램)

  • Jeung, ye-chan;Choi, Hyun-hee
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2019.07a
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    • pp.145-146
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    • 2019
  • 본 논문에서는 파킨슨병이 우리 사회에서 증가하고 있고 노인들 만이 아니라 젊은 사람들에게도 나타날 수 있기 때문에 환자들을 위해 근 기능 및 인지능력을 향상 시키는게 목표이다. 파킨슨병은 현재까지 원인이 알려지지 않았지만 도파민 세포가 손상되는 것으로 알려져 있기 때문에 아직은 약물치료와 식이요법 치료를 통해 질환의 증상을 중지시키거나 느리게 할 수 없다. 파킨슨병의 증강 중 가장 중심이 되는 근 기능 문제와 인지능력을 동시에 향상 시킬 수 있는 기대를 할 수 있으며 이것을 통해 다른 증상들도 느려 질 수 있도록 하는 기대를 할 수 있다. 프로그램을 통한 근 기능 능력이나 인지능력을 동시에 향상하고 대상자 개개인의 능력에 맞게 운동을 할 수 있는 프로그램을 개발하는데 목적이 있는 연구이다.

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Prototype Tangible Bicycle Game Contents for the Silver Generation (실버 세대를 위한 체감형 자전거 게임 콘텐츠 개발)

  • Han, Yoon-Seok;Kim, Eun-Seok;Lee, Hyun-Cheol;Kim, Beom-Seok;Joo, Jea-Hong;Hur, Gi-Taek
    • The Journal of the Korea Contents Association
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    • v.9 no.8
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    • pp.166-177
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    • 2009
  • As the aged have increased due to the progress of medical science and the low birth-rate, the various cultures and industries for them are on the rise. The aged want to enjoy the diverse social activities and the culture content for spending their spare time. But they are liable to be restricted by the activities due to the physical, psychological, and mental disorder. This paper suggests a tangible bicycle game content and interface with the function of training and improving the lower part of body that is necessary to the old people's movement. The suggested game content can attract the interest of the aged by the familiar device, bicycle, and the game design for the old people. We develop the sensory interface for augmenting the immersion in the game. The aged can enjoy their spare time doing both game and exercise through the sensory interface and the real-time display of 3D graphics.

A Study on Serious Game Application of Disabled Sports (장애인스포츠 적용을 위한 기능성 게임에 관한 연구)

  • Kang, Seungae;Kang, Sunyoung;Kim, Hyuncheol
    • Convergence Security Journal
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    • v.13 no.4
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    • pp.61-68
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    • 2013
  • Compared to the past, the number of disabled people in Korea is continuing to increase. As for the scope of the disability, it is expanding as well since it now includes all types of illnesses, car accidents, complications resulting from aging, industrial accidents and others accidents. Attempts are made in terms of applying sports game method that grafts IT technology in order to ensure that the disabled people participate continually in sports. While casting away the notion of play which was the role of a game in the past, new roles and domains were developed. In fact, serious game genre is what leads this change. Because serious game is leading the game industry fast, centered on education, sports, fitness and medical use, its market value can be considered very significant since it can be both fund and effective as it targets the disabled who cannot enjoy sports easily in reality. Accordingly, this research seeks to present the direction for the application of serious game for the disabled people by analyzing the current situation pertaining to the integrated and converged cases applied to the field of sports for the disabled when it comes to the serious game that uses contents based on the IT technology.

Technical Development of Interactive Game Interface Using Multi-Channel EMG Signal (다채널 근전도 신호를 이용한 체감형 게임 인터페이스 개발)

  • Kim, Kang-Soo;Han, Yong-Hee;Jung, Won-Beom;Lee, Young-Ho;Kang, Jung-Hoon;Choi, Heung-Ho;Mun, Chi-Woong
    • Journal of Korea Game Society
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    • v.10 no.5
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    • pp.65-73
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    • 2010
  • In this paper, we developed the device for an interactive game interface using bio signals which were able to recognize user's motion intention using EMG signals and it was applied to the games which need the information of the muscle motion directions. The module for acquiring EMG signals consists of 4-Ch, wrist-motions were defined as up, right, down and left state. The user's intent was recognized through thresholding and comparing signals of each channel. The classification result of the motion directions could control the arrow keys on the keyboard of PC and it was applied on the various games. This proposed game device can be expected to induce an effective exercise with an interesting and enjoyment, and it can use both self-developed or commercial games.

The Physically Handicapped Person's Convergence Plan of e-Sports and Rehabilitation Activities, using AI-Based Metaverse. (AI기반 메타버스를 활용한 지체장애인의 e스포츠와 재활운동 융합방안)

  • Myung-Mi Kim;Ki-Young Jang
    • The Journal of the Korea institute of electronic communication sciences
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    • v.18 no.4
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    • pp.715-722
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    • 2023
  • The purpose of this study is to revitalize rehabilitation treatment for people with physical disabilities by presenting a convergence plan between e-sports and rehabilitation exercises using AI-based metaverse. Metaverse-based e-sportscan be useful in providing sports experiences to people with physical disabilities who are unable to participate in society, and this also allows individuals with disabilities to experience sports that are difficult to actually experience. The use of metaverse will enable effective rehabilitation exercise links in vulnerable communities such as hospitals and farming and fishing villages, and provide integrated services of medical and rehabilitation movements that allow exercise data to be managed in an integrated manner. To this end, interdisciplinary experts should participate in the convergence development of e-sports and rehabilitation exercise.

The Relationship between Lexical Retrieval and Coverbal Gestures (어휘인출과 구어동반 제스처의 관계)

  • Ha, Ji-Wan;Sim, Hyun-Sub
    • Korean Journal of Cognitive Science
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    • v.22 no.2
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    • pp.123-143
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    • 2011
  • At what point in the process of speech production are gestures involved? According to the Lexical Retrieval Hypothesis, gestures are involved in the lexicalization in the formulating stage. According to the Information Packaging Hypothesis, gestures are involved in the conceptual planning of massages in the conceptualizing stage. We investigated these hypotheses, using the game situation in a TV program that induced the players to involve in both lexicalization and conceptualization simultaneously. The transcription of the verbal utterances was augmented with all arm and hand gestures produced by the players. Coverbal gestures were classified into two types of gestures: lexical gestures and motor gestures. As a result, concrete words elicited lexical gestures significantly more frequently than abstract words, and abstract words elicited motor gestures significantly more frequently than concrete words. The difficulty of conceptualization in concrete words was significantly correlated with the amount of lexical gestures. However, the amount of words and the word frequency were not correlated with the amount of both gestures. This result supports the Information Packaging Hypothesis. Most of all, the importance of motor gestures was inferred from the result that abstract words elicited motor gestures more frequently rather than concrete words. Motor gestures, which have been considered as unrelated to verbal production, were excluded from analysis in many gestural studies. This study revealed motor gestures seemed to be connected to the abstract conceptualization.

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