• Title/Summary/Keyword: 게임 이용 장애

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Rhythm and interval correction music therapy programs for children with developmental disabilities (발달 장애 아동을 대상으로 한 리듬·음정 교정식 음악 치료 프로그램)

  • Choi, Hee-ju;Ra, Hee-jae;Hwang, Eun-ji;Kim, Woo-yeon;Lee, Yong-woo;Koh, Seok-ju;Park, In-cheol
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2020.07a
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    • pp.607-610
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    • 2020
  • 21세기 핵심 키워드 중 하나로 두뇌 산업이 떠오르고 있다. 미국, 일본 등 선진 국가에서는 이미 뇌 연구에 활발한 투자가 진행되고 있다. 이에 따라 본 논문에서는 출생과 성장기 뇌 발달에 문제가 발생하는 발달 장애 아동을 위한 음악 치료 프로그램을 개발하고자 한다. 효과적인 발달 장애 치료를 위해, 조기 발견 후 인지 학습 치료가 필요하다. 그 중 인지 기능과 자가 관리 기능을 기르는 것이 중요한데, 리듬 타이밍 훈련이 발달 장애 아동의 기억 능력 개선에 도움이 된다는 여러 입증된 연구 결과가 있다. 그러나 아직까지 발달 장애 아동을 위한 적절한 치료 방법이 없기에 본 논문에서는 인지 학습 치료가 필요한 아동에게 도움을 주기 위해 동요의 정확한 리듬, 음정을 학습하는 프로그램을 제안한다. 아동의 지속적인 흥미를 끌 수 있는 게임과 인지능력 훈련을 결합하였기에, 보다 좋은 학습 효과를 유도할 수 있을 것이다.

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Sports Injuries in Athletes with Disabilities (장애인선수들의 스포츠상해에 관한 연구)

  • Bogja, Jeoung
    • 재활복지
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    • v.21 no.4
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    • pp.59-75
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    • 2017
  • The purpose of this study was to analyze sports injuries in athletes with disabilities during the 2015 National Games in Korea. We conducted a survey to assess sport injuries in 171 male athletes with disabilities who participated in this study. The shoulder was most frequently injured, followed by the fingers and low back. Contusions were the most common type of injury, and were usually caused by collisions with teammates or contact with equipment. Injuries often occur during enthusiastic play in both competition and practice sessions. Injured athletes are emergently treated with medicated spray and patch application by the head coach. Warm-up and cool-down exercises are recommended to prevent injury, and physical therapy is effective after an injury occurs. Based on these findings, an injury prevention training program and athletic trainers should be provided for athletes with disabilities to ensure appropriate care and rehabilitation.

The Effects of Rehabilitation Exercise Using a Home Video Game (PS2) on Gait Ability of Chronic Stroke Patients (가정용 게임기를 이용한 재활운동이 뇌졸중 환자의 보행 능력에 미치는 효과)

  • Shin, Won-Seob;Lee, Dong-Yeop;Lee, Seung-Won
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.11 no.1
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    • pp.368-374
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    • 2010
  • The purpose of this study was investigate the effect of rehabilitation exercise using a home video game(PS2, Sony) on gait ability in the chronic stroke patients. The subjects of this study were 32 patients who underwent stroke for more than 6 months and were assigned to a game-based exercise group (n=16) or a control group (n=16). The Game-based exercise group executed a rehabilitation exercise three times a week during 6 weeks, at the rehabilitation unit. The exercise was performed by PS2 for one hour. Control group maintained their usual life without application of exercise. Outcome measures included gait ability. After the completion of the game-based exercise, 10m walking velocity was improved significantly (p<0.05). Six minute walking distance was increased significantly (p<0.05). These results showed that the rehabilitation exercise using a home video game is effective in the improvement of gait ability in chronic stroke patients. This study suggest that interesting, motivating game-based rehabilitation exercise and effective in recovery of function exercise for chronic stroke patients should be necessary to develop and apply.

Design and Implementation of Speech-Training System for Voice Disorders (발성장애아동을 위한 발성훈련시스템 설계 및 구현)

  • 정은순;김봉완;양옥렬;이용주
    • Journal of Internet Computing and Services
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    • v.2 no.1
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    • pp.97-106
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    • 2001
  • In this paper, we design and implement complement based speech training system for voice disorder. The system consists of three level of training: precedent training, training for speech apprehension and training for speech enhancement. To analyze speech of voice disorder, we extracted speech features as loudness, amplitude, pitch using digital signal processing technique. Extracted features are converted to graphic interface for visual feedback of speech by the system.

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Group Key Management using (2,4)-Tree ((2,4)-트리를 이용한 그룹키 관리)

  • 조태남;이상호
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.11 no.4
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    • pp.77-89
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    • 2001
  • Recently, with the explosive growth of communication technologies, group oriented services such as teleconference and multi-player game are increasing. Access control to information is handled by secret communications with group keys shared among members, and efficient updating of group keys is vital to such secret communications of large and dynamic groups. In this paper, we employ (2,4)-tree as a key tree, which is one of height balanced trees, to reduce the number of key updates caused by join or leave of members. Especially, we use CBT(Core Based Tree) to gather network configurations of group members and reflect this information to key tree structure to update group keys efficiently when splitting or merging of subgroups occurs by network failure or recovery.

Psychophysiologic Response in Patients with Panic Disorder (공황장애환자의 정신생리적 반응)

  • Chung, Sang-Keun;Cho, Kwang-Hyun;Jung, Ae-Ja;Park, Tae-Won;Hwang, Ik-Keun
    • Sleep Medicine and Psychophysiology
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    • v.8 no.1
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    • pp.52-58
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    • 2001
  • Objectives: An Increased level of psychophysiologic arousal and diminished physiologic flexibility would be observed in patients with panic disorder compared with a normal control group. We investigated the differences of psychophysiologic response between patients with panic disorder and normal control to examine this hypothesis. Methods: Ten Korean patients with panic disorder who met the diagnostic criteria of DSM-IV were compared with 10 normal healthy subjects. In psychological assessment, levels of anxiety and depression were evaluated by State-Trait Anxiety Inventory, Beck's Depression Inventory and Hamilton Rating Scale For Anxiety and Depression. Heart rate, respiration rate, electrodermal response, and electromyographic activity were measured by biofeedback system (J & J I-330 model) to determine psychophysiologic responses on autonomic nervous system. Stressful tasks included mental arithmetic, video game, hyperventilation, and talking about a stressful event. Psychophysiologic responses were measured according to the following procedures : baseline(3 min)-mental arithmetic (3 min)-rest (3 min)-video game (3 min)-rest (3 min)-hyperventilation (3 min)-rest (3 min)-talking about a stressful event (3 min). Results: The baseline level of anxiety and depression, electrodermal response (p=.017), electromyographic activity (p=.047) and heart rate (p=.049) of patients with panic disorder were significantly higher than those of the normal subject group. In electrodermal response, patient group had significantly higher startle response than the control group during hyperventilation (p=.001). Startle and recovery responses of heart rate in the patient group were significantly lower than responses in the control group during mental arithmetic (p=.007, p=.002). In electrodermal response of the patient group, startle response was significantly higher than recovery response during mental arithmetic (p=.000) and video game task (p=.021). Recovery response was significantly higher than startle response in respiratory response during hyperventilation. Conclusion: The results showed that patients with panic disorder had higher autonomic arousal than the control group, but the physiologic flexibility was variable. We suggest that it is helpful for treatment of panic disorder to decrease the level of autonomic arousal and to recover the physiologic flexibility in certain stressful event.

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The Classification Scheme of ADHD for children based on the CNN Model (CNN 모델 기반의 소아 ADHD 분류 기법)

  • Kim, Do-Hyun;Park, Seung-Min;Kim, Dong-Hyun
    • The Journal of the Korea institute of electronic communication sciences
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    • v.17 no.5
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    • pp.809-814
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    • 2022
  • ADHD is a disorder showing inattentiveness and hyperactivity. Since symptoms diagnosed in childhood continue to the adulthood, it is important to diagnose ADHD and start treatments in early stages. However, it has the problems to acquire enough and accurate data for the diagnosis because the mental state of children is immature using the self-diagnosis method or the computerized test. In this paper, we present the classification method based on the CNN model and execute experiment using the EEG data to improve the objectiveness and the accuracy of ADHD diagnosis. For the experiment, we build the 3D convolutional networks model and exploit the 5-folds cross validation method. The result shows the 97% accuracy on average.

A study on security independent behavior in social game using expanded health belief model (건강신념모델을 확장한 소셜게임(Social Game) 보안의지행동에 관한 연구)

  • Ahn, Ho-Jeong;Kim, Sung-Jun;Kwon, Do-Soon
    • Management & Information Systems Review
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    • v.35 no.2
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    • pp.99-118
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    • 2016
  • With the development of Internet and popularization of smartphones over recent years, social network services are experiencing rapid growth. On top of this, smartphone gaming market is showing a rapid growth and the use of mobile social games is on the significant rise. The occurrence of game data manipulation targeting these services and personal information leakage is highlighting the importance of social gaming security. This study is intended to propose development plans effective and efficient in social game services by figuring out factors putting effects on security dependent behavior of social game users in Korea and carrying out a practical study on the casual relationship between factors influencing security dependent behavior through recognized behavioral control and attitudes for privacy infringement of these factors. To do this, proposed was a study model in which the HBM(Health Belief Model) allowing the social game user to influence security dependent behavior was expanded and applied as a major variable. To verify the study model of this study practically, a survey was conducted among university students in Seoul-based K University and S University who had experienced using social game services. According to the study findings, firstly, the perceived seriousness turned out to provide positive influence to trust. But, the perceived seriousness turned out not to put positive effects on self-efficacy. Secondly, the perceived probability turned out not to put positive effects on self-efficacy and trust. Thirdly, the perceived gain turned out to put positive effects on self-efficacy and trust. Fourthly, the perceived disorder turned out not to put positive effects on self-efficacy and trust. Fifthly, self-efficacy turned out to put positive effects on trust. But, self-efficacy turned out not to put positive effects on security dependent behavior. Sixthly, trust turned out not to put positive effects on security dependent behavior. This study is intended to make a strategic proposal so that social game users can raise awareness of their level of security perception and security willingness through this.

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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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A Study On Implementation of Digital Traditional Play using Interaction Design Technique (인터랙션 디자인 기법을 이용한 디지털 전통놀이의 구현에 관한 연구)

  • Baek, Jeong-Hyun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2013.01a
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    • pp.261-262
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    • 2013
  • 전통놀이는 전통문화의 일부분으로 옛날부터 민간에 의하여 전승되어 오는 놀이로서, 이를 후세에 전승시켜 유지보존하고 이어가는 것은 그 사회집단의 독특한 문화를 계승 발전시키는데 있어 매우 중요하다. 그러나 급격한 도시화와 세계화에 따른 정체불명의 미디어와 게임의 확산은 전통놀이 계승을 통한 전통문화의 보존을 방해하는 요인으로 작용하고 있다. 본 논문에서는 놀이 공간 확보의 어려움과 청소년들이 디지털 미디어 단말기의 선호에 따른 실외 및 집단놀이 활동의 외면 등, 전통놀이 확산의 장애 요인을 극복하기 위하여 최신의 인터랙션 미디어 제작기법을 활용한 전통놀이의 설계 및 구현 기법을 제안하였다. 특히, 정월대보름날에 행해지는 대표적인 전통놀이인 쥐불놀이 키트를 최근 부각되고 있는 아두이노 보드와 가속도 센서를 이용하여 제작하고 프로세싱으로 구현하는 사례를 제시하였다.

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