• Title/Summary/Keyword: 게임 이용 행동

Search Result 214, Processing Time 0.029 seconds

A game-type rehabilitation system that can be helpful for exercise and cognitive rehabilitation for the elderly or patients with mild brain disease (노인 또는 경증 뇌질환 환자들의 운동 및 인지재활에 도움이 될 수 있는 게임형 재활 시스템)

  • Choi, Goon-Ho
    • Journal of Convergence for Information Technology
    • /
    • v.11 no.2
    • /
    • pp.229-237
    • /
    • 2021
  • Among the elderly and patients with mild brain diseases (such as dementia and stroke), when there is a certain degree of self-acting ability and cognitive ability, exercise and cognitive rehabilitation are often required. However, since most of the existing rehabilitation systems are separated or specialized in exercise or cognitive rehabilitation, there is a need for a form linking both. In this paper, we propose a game-type rehabilitation system that enables both exercise and cognitive rehabilitation using CAN communication protocol, one of ICT technologies. This system uses the CAN BUS structure to separate and combine each individual module constituting the rehabilitation system in various forms. A prototype of the proposed system was actually produced to show that various types of rehabilitation environments can be implemented according to the degree of cognitive ability and motor ability of the patient (or the elderly). In addition, through several experiments using this system, it is possible to implement exercise/cognitive parallel rehabilitation applicable to various environments.

A Design of Floodgate Lookout System using BRMS (BRMS를 이용한 침수상황감시/현장안내 시스템 설계)

  • Son, Ki-Chon;Kim, Mun-Geon;Park, Choong-Shik
    • Proceedings of the Korean Society of Disaster Information Conference
    • /
    • 2017.11a
    • /
    • pp.217-218
    • /
    • 2017
  • 침수상황감시/현장안내시스템은 핸드폰망(CDMA)등 다양한 통신채널과 이들의 DTMF, SMS, Data 통신 등을 활용하여 수위 등 현장위험 상황을 실시간으로 감시 위험요인 발생 시 비즈니스 룰(Business Rule)을 이용 자동으로 현장안내 및 관리자, 지역주민, 수문 인근 경작지 농민에게 SMS를 이용 즉각 위험 상황을 전달하고, 상황실에 현장 상황 자동표출을 통하여 관계기관 및 국민들이 재난상황에 신속히 대응할 수 있도록 하는 시스템이다. 지방자치단체에서 재난상황 관리에 있어 유형별 표준행동 매뉴얼을 관리 시군구재난관리시스템을 이용 운영하고 있으나, 많은 분야별 자료들이 행정적인 업무지시 및 응답에 치중되고 있는 게 현실이다. 이에 지방자치단체에서 관리중인 배수문, 잠수교, 하상주차장 등 위험지역의 침수상황을 실시간으로 감시하며 공무원, 민원인, 인근주민에게 상황단계에 따른 안내 및 관리에 대한 업무프로세스는 상황에 따른 변화가 있어 단순한 프로그래밍에 의한 전산화하기 힘들다. 본 논문에서는 재난전문가의 전문지식을 적극 활용하여 다양한 상황에 대처할 수 있는 BRMS(Business Rule Management System)를 이용하여 침수상황감시/현장안내시스템의 설계를 제안하고자 한다.

  • PDF

Development of Web Contents and Integrated Management System for Korean-Language Learning in Elementary School (초등 국어학습을 위한 웹 컨텐츠 및 학습통합관리 시스템 개발)

  • 김은영;정성태
    • Proceedings of the Korean Information Science Society Conference
    • /
    • 2001.04b
    • /
    • pp.676-678
    • /
    • 2001
  • 언어는 모든 교육에서 중요한 역할을 담당하므로 국어 교과목은 교육의 기본 목표인 언어사용의 신장을 위해서 중요하게 다루어지고 있다. 언어발달을 위한 국어 교육활동은 듣기, 말하기, 읽기, 쓰기의 네 가지 영역에 기초를 두고 있으며 학생들의 흥미를 유발할 수 있는 쌍방향 멀티미디어를 이용하면 이러한 영역의 학습효과를 증가시킬 수 있다. 그러나 기존의 웹사이트의 개발 사례를 살펴보면 교과서 중심인 일방적인 제사만이 구현되어 있다. 따라서 본 논문에서는 흥미와 자발적인 참여를 유발하고 행동한 것에 대해 즉각적인 반응(Feedback)을 주는 애니메이션과 음성, 효과음, 높이, 학습, 게임으로 결합된 오락적인 쌍방향 멀티미디어 웹 컨텐츠를 개발하여 언어를 배우는 어린이들의 학습능력의 향상과 창의적인 언어 활동의 증대에 기여하고자 한다. 특히, 이 시스템의 큰 특징은 학생에 대한 학습 결과를 도출하고 이에 대한 해결책 및 각종 정보를 추출하여 학습진단 결과, 재학습, 학습독력의 형태로 학생 개개인에게 메일로 보내는 학습 통합관리 기능을 포함하고 있다는 것이다.

  • PDF

TCP Performance Enhancement Using Mobile Agents In Mobile IP Evironment (Mobile IP 환경에서 Mobile Agents를 이용한 TCP 성능 개선)

  • 우시남;송상철;김연중;이지영;안순신
    • Proceedings of the Korean Information Science Society Conference
    • /
    • 2000.10c
    • /
    • pp.411-413
    • /
    • 2000
  • Internet망에서 mobile comupting에 대한 관심은 커져하고 있다. Mobile IP는 노드의 이동성을 지원하는 방법 중의 하나이다. 그렇지만 handoff 하는 과정에서 발생하는 패킷 손실 때문에 신뢰성의 문제가 발생한다. 게다가 mobile node(MN)와 foreign agent(FA)사이가 무선 링크인 경우 패킷 손실은 더욱 심각하다. TCP/IP는 고정된 네트워크에서 고안되어진 것이기 때문에 기존의 TCP/Mobile IP가 무선에는 부적합하다. 그러므로 본 논문에서 TCP/Mobile IP와 application사이에 midddleware로써 mobile agen(MA)를 사용하는 것을 제안했다. TCP mobile agent(TCP MA)을 여러 application에서 TCP 성능의 향상을 위해 제안했다. TCP MA는 FA와 MN를 위해 행동하고, 그리고 MN의 현재 위치에 상관없이 MN에 결과를 보낸다. 이러한 TCP MA는 handoff 동안에 발생하는 패킷 손실을 감소시킨다.

  • PDF

A study on the impact of online contents characteristics on customer loyalty - Mediated effect of flow perspective - (고객충성도에 영향을 미치는 온라인 콘텐츠 특성에 관한연구 -몰입(Flow)의 매개효과를 중심으로 -)

  • Shin, Young-Chul;Jeong, Seung-Ryul
    • Journal of Internet Computing and Services
    • /
    • v.14 no.5
    • /
    • pp.101-117
    • /
    • 2013
  • As the number of online game user has been rapidly increased thanks to the recent vitalization of online contents market, not only new business opportunity but also the opportunity to create high profits have been provided as well. However, the increase of the number of online game user and the rapid expansion of the market evoke a cutthroat completion among online game service providers, and also high barriers to entry to online game market have been erected. Thus, what kinds of efforts need for the business success and sales increase in online game market? In lots of researches regarding online contents business, the deepening of loyalty was considered as a critical factor for the business success. According to the study on user's behavior in online environment, users would experience the Flow while using online service, and then, if they were in state of the Flow, they would use the service constantly. High customer loyalty to online game means high will to use the online game too. The purpose of this research was i) to examine what factors enable users to be naturally immersed in online game while playing it, ii) to examine what properties of online game can make game more interesting and exciting, iii) to verify that such factors are critical in deepening customer loyalty, and iv) to suggest some essential factors to be fun and exciting games, on where the focus should be put, and the directionality for the development for sales expansion of online game developer or online game service provider. The research results are as below: First, the involvement and the perceived quality which were characteristics of brand appeared to be factors most affecting Flow. This shows that once game user get interested in online game that user has played frequently, even though new games are released, user will continuously flow the game not moving to new games, and also shows that users not only get more interested but also put more trust in games in the site to where users are frequently going than games in other sites, and consequently user can increasingly flow the game. Second, the compensation and graphics which are the characteristics of contents appeared to be factors affecting Flow. Proper compensation which is given to game users triggers fun and interests in game and makes them flow more and more. And graphics make users to feel game space as if real space and let them flow in game with more reality. Third, challenges, support, and the stability which are technical characteristics appeared to be factors affecting Flow. Challenges enable users to not only experience new virtual world but also solve various difficulties and obstacles. Once users feel fun and interests through this challenge, they can naturally flow games. In addition, the stability of network provides reliability in security and hacking. By doing so, it can induce users to flow more and more. Lastly, when aforementioned characteristics including contents characteristics, technical characteristics, and brand characteristics are organically combined each other, game users feel fun and total minutes are naturally increased, so that game users experience Flow, and consequently the customer loyalty will be deepened as well.

Effects of Large Display Curvature on Postural Control During Car Racing Computer Game Play (자동차 경주 컴퓨터 게임 시 대형 디스플레이 곡률이 자세 제어에 미치는 영향)

  • Yi, Jihhyeon;Park, Sungryul;Choi, Donghee;Kyung, Gyouhyung
    • Journal of the HCI Society of Korea
    • /
    • v.10 no.2
    • /
    • pp.13-19
    • /
    • 2015
  • Display technology has recently made enormous progress. In particular, display companies are competing each other to develop flexible display. Curved display, as a precursor of flexible display, are now used for smart phones and TVs. Curved monitors have been just introduced in the market, and are used for office work or entertainment. The aim of the current study was to investigate whether the curvature of a 42" multi-monitor affects postural control when it is used for entertainment purpose. The current study used two curvature levels (flat and 600mm). Ten college students [mean(SD) age = 20.9 (1.5)] with at least 20/25 visual acuity, and without color blindness and musculoskeletal disorders participated in this study. In a typical VDT environment, each participant played a car racing video game using a steering wheel and pedals for 30 minutes at each curvature level. During the video game, a pressure mat on the seat pan measured the participant's COP (Center of Pressure), and from which four measures (Mean Velocity, Median Power Frequency, Root-Mean-Square Distance, and 95% Confidence Ellipse Area) were derived. A larger AP (Anterior-Posterior) RMS distance was observed in the flat condition, indicating more forward-backward upper body movements. It can be partly due to more variability in visual distance across display, and hence longer ocular accommodation time in the case of the flat display. In addition, a different level of presence or attention between two curvature conditions can lead to such a difference. Any potential effect of such a behavioral change by display curvature on musculoskeletal disorders should be further investigated.

Typology of Gambles: A Study of Gambling Behaviors and Problems (도박유형에 따른 도박행동과 도박문제의 차이)

  • Hoon Jang ;Sangyeon Yoon ;Taekyun Hur
    • Korean Journal of Culture and Social Issue
    • /
    • v.16 no.3
    • /
    • pp.331-354
    • /
    • 2010
  • Previous psychological studies in gambling have mainly focused on the characteristics of gamblers. the purpose of the present study was to categorize gambles in Korea into subtypes based on winning probability and money and to examine variations of gambling behaviors and problems across the gamble subtypes. A survey on 1,304 gamble participants were conducted, of their gambling behaviors, personal and social problems, and CPGI. First, factor analyses on perceived winning probability and money revealed 6 subtypes of gambles: amusement type, lottery type, internet type, slot-machine type, racing type and casino type. Secondly, comparisons among gamble subtypes revealed the differences in gambling behaviors, gambling-related cognitions, emotional experiences during gambling, and personal/social problems related to gambling. The gambling behaviors in slot-machine type, racing type, and casino type were more negative than those in amusement type, and lottery type. Gamblers in internet type were found to have potential for latent problems of gambling. In discussion, the academic and practical values and implications of typology of gambles were further discussed.

  • PDF

EEG Dimensional Reduction with Stack AutoEncoder for Emotional Recognition using LSTM/RNN (LSTM/RNN을 사용한 감정인식을 위한 스택 오토 인코더로 EEG 차원 감소)

  • Aliyu, Ibrahim;Lim, Chang-Gyoon
    • The Journal of the Korea institute of electronic communication sciences
    • /
    • v.15 no.4
    • /
    • pp.717-724
    • /
    • 2020
  • Due to the important role played by emotion in human interaction, affective computing is dedicated in trying to understand and regulate emotion through human-aware artificial intelligence. By understanding, emotion mental diseases such as depression, autism, attention deficit hyperactivity disorder, and game addiction will be better managed as they are all associated with emotion. Various studies for emotion recognition have been conducted to solve these problems. In applying machine learning for the emotion recognition, the efforts to reduce the complexity of the algorithm and improve the accuracy are required. In this paper, we investigate emotion Electroencephalogram (EEG) feature reduction and classification using Stack AutoEncoder (SAE) and Long-Short-Term-Memory/Recurrent Neural Networks (LSTM/RNN) classification respectively. The proposed method reduced the complexity of the model and significantly enhance the performance of the classifiers.

Development of a Legged Walking Robot Based on Jansen Kinetics (얀센 키네틱스를 기반으로 한 보행 로봇 개발)

  • Kim, Sun-Wook;Kim, Yeoun-Gyun;Jung, Hah-Min;Lee, Se-Han;Hwang, Seung-Gook;Kim, Dong-Hun
    • Journal of the Korean Institute of Intelligent Systems
    • /
    • v.20 no.4
    • /
    • pp.509-515
    • /
    • 2010
  • In this paper, the mechanism that can walk efficiently in wet land or sand area is proposed. A vision camera is attached to the mechanism, which makes a kind of biologically inspired robot for coast guard. This visionary information enables the biologically inspired robot to react in peripheral environment by a soft-computing algorithm. In addition, the biologically inspired robot can achieve the mission appointed by a programmer connecting with outside, based on RF and Blue-tooth communication module. Therefore, the purpose of this research is the implementation of the biologically inspired robot that can operate most adaptively in sand and wet surface based on Theo Jansen mechanism.

Synchronous Robot Simulator both on Virtual and Real Space for Quadruped Pet Robots (가상공간과 실공간의 동기화를 고려한 4족 애완 로봇 시뮬레이터 개발)

  • Kim, Hong-Seok;Yi, Soo-Yeong;Choi, Byoung-Wook
    • Journal of the Korean Institute of Illuminating and Electrical Installation Engineers
    • /
    • v.24 no.6
    • /
    • pp.75-82
    • /
    • 2010
  • In this paper, we developed a new MSRDS(Microsoft Robotics Developer Studio) simulator for a quadruped pet robot with synchronization of virtual and real robots. By using this simulator, it is possible to reduce time and cost for gait and motion design and it will help for commercialization of service pet robots. In the research point of view, the simulator can be used to examine the model differences between the virtual and the real robots. Since this simulator implements the coordinated control of the virtual and real robots, it can be used as an internet game using two remote pet robots.