• Title/Summary/Keyword: 노인용 게임

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A Study on the Development of a Sensory Gate-Ball Game for the Aged People (노인을 위한 체감형 게이트볼 게임 개발에 관한 연구)

  • Kim, Jung-A;Kang, Kyung-Kyu;Li, Xianji;Ming, Shi-Hua;Kim, Dong-Ho
    • Journal of Korea Game Society
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    • v.7 no.4
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    • pp.13-21
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    • 2007
  • Recently, medical advances have been increasing the size of the aged population. With rapidly developing technology, computers are now essential parts in our daily life, and the number of the aged people using computers is also increasing continuously. But user interfaces and contents for the aged people have not yet been developed actively. In this paper, we present a 3D sensory gate-ball game which can be played by the aged people easily. This study is based on 3D graphics and uses a realistic gate-ball stick and balls as interfaces, so it can improve both physical and metal health of the aged people. Because our game is a sensory game, it is easy to play in house without an outdoor playground. In addition, the game provides many interesting situation so that it can raise the participation and interest of the aged people.

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A Korean Text Input System for Elderly using Grip Type Game Controller (그립형 게임 컨트롤러를 이용한 노인용 한글 입력 시스템)

  • Lee, Ji-Won;An, Duk-Yong;Jang, Yu-Na;Jang, Hee-Dong;Park, Sung-Jun
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.208-214
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    • 2009
  • As an advance in medical technology development is being made, and people are increasingly aware of the importance of health, related investments and people's average life expectancy rise, which in turn leads to an increase in elderly people. Also, with a growing number of elderly people enjoying their leisure activities, the utilization of multimedia contents using computers is on the increase, leading to an activated research into the establishment of digital culture for the elderly people. This paper proposes a Korean text input system to enable the elderly to utilize digital contents. Text input interface has conventionally depended on keyboards. However, the keyboard wherein many keys are dispersed creates problems for the elderly, such as a protracted recognition of keys and a lowered concentration when they use the keyboard. To address these problems, in this paper, the grip type controller interface for console games was used and a corresponding alphabet location algorithm was developed. To verify these efforts, a simulator was developed to test 20 elderly people; as a result, their satisfaction over and convenience of using the grip type interface invreased.

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A Study on the Development of VR Games for Experiencing Presbyopia and the Effect Analysis of their Experiences (노안 체험용 VR게임 개발과 체험 효과 분석)

  • Kim, KyungSik;Lee, YoonJung
    • Journal of Korea Game Society
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    • v.19 no.2
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    • pp.123-134
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    • 2019
  • This study has the purpose of experiencing the presbyopia indirectly through VR games to understand the inconvenience caused by presbyopia to old people and experiencing also common eye diseases(cataract, glaucoma) to accomplish awareness of the eye health. Using VIVE, 3 mini VR games have been developed. Their effects have been analyzed by comparing states of before and after the experiments. By experiencing the developed VR games, most participants have understood sufficiently the symptoms and inconveniences of presbyopia as well as related diseases, especially high on glaucoma. The relative high scores of usabilities of the games on learning of manipulation, satisfiability, pressure and speed showed good possibility to be developed for better serious games.

Analysis for the Correlations between health Problems and Computer Game Needs in the Elderly (노인들의 건강문제와 컴퓨터 게임 요구도의 상관성 분석)

  • Lim, Kyung-Choon;Lee, Yoon-Jung;Ahn, Joon-Hee
    • The Journal of the Korea Contents Association
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    • v.9 no.11
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    • pp.475-486
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    • 2009
  • Regular activity program is needed for managing chronic disease and obesity and preventing falls as a nursing intervention. It seems that serious game will be very important for older people to keep them active with fun to improve their health. This study was conducted to explore the correlations between health problems and computer game needs in the elderly. This was a cross-sectional study. A questionnaire was developed and administered to a convenience sample of adults who are older than 55 years, recruited from several places through trained research assistants and research center that has online pools in Korea. 778 subjects (mean age: $61.4\;{\pm}\;5.6$) were participated in this study. The majority of subjects was male (68.6%). We found that there was higher needs for exercise or serious game in the group of ma1e(55.4%), below undergraduate(66.2%), under two family members(32.5%), over 350,000 won of pocket money/month (40.1%), mild depressive symptom (51.7%), and online responser(68%). Especially, they wanted to overcome physical limitations through games. Higher education, more experiences and skills of using computer/internet was statistically and positively significant to the needs for exercise or serious game. In conclusion, there exists a potential market within this demographic group for the use of serious games. Thus, we need to develop senior games in Korean to improve quality of life and health promotion.

A Grip Type Korean Text Entry Interface for the Elderly (노인용 그립형 한글입력 인터페이스)

  • Chang, Hee-Dong
    • Journal of Korea Game Society
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    • v.9 no.3
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    • pp.15-22
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    • 2009
  • Our society is the information-oriented knowledge society which demands the ability how to use computers to all members of the society and is the aging society which the old people 60 or older exist plentifully. But in our society, there are rarely the computers for the old people which are considered their body limit. In this research, we proposed a grip type Hangul(Korean alphabet)interface which are designed under the consideration for the body limit of the old people. The comparison analysis of the proposed Hangul interface is accomplished with the keyboard(ME TOO SV01) for old persons and the key buttons of the old person cellular phone(LG KV-3900) as existing products. The comparison analysis consists of quantitative evaluation as measurements and qualitative evaluation as a survey of the satisfaction levels of 10 older persons. The results of the quantitative evaluation show that the proposed Hangul interface is the best one in the human-technology-design, the number of input buttons which requires moving of user's fingers, the maximum range of moving of user's fingers, and the number of the fingers to use text inputs. The survey results of the satisfaction levels show that interface shape, and input button's positions have best levels and they show that input button's gaps and ease of use have the second levels but their points are almost same with the best points of the keyboard.

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A Study on Interdisciplinary Needs for the Development of Curriculum "Development Methodology of Serious Games with GeronTechnology" ('노년공학(GT)의 기능성 게임 개발론' 교과개발을 위한 학제간 수요 연구)

  • Lee, Nae-Hyun;Kim, Kyung-Sik;Chang, Hee-Dong;Park, Seong-Jun;Park, Chang-Hoon;Kang, Hyun-Koo;Park, Hyun-Sik;Sung, Eun-Hyun;Kim, Dong-Joo
    • Journal of Korea Game Society
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    • v.11 no.2
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    • pp.151-159
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    • 2011
  • For the development of a curriculum of the serious game for the elderly in preparation of senior society, we have surveyed students of both college of humanity and college of engineering for their perception of importance and necessity on the subjects prepared by this team. We analyzed their common points and different points, and developed a new interdeciplinary curriculum for students in both college. The curriculum has been opened in the last semester successfully.

Serious Game Design for the Elderly using Arcade Game Machines (아케이드 게임기기를 활용한 실버용 기능성게임 디자인)

  • Kim, Sung-Jin;Kim, Mi-Jin
    • The Journal of the Korea Contents Association
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    • v.9 no.7
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    • pp.9-18
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    • 2009
  • This paper deals with the elderly serious game design which makes full use of the existing arcade game machine. This serious game is on the issue for its positive role recently. Serious arcade game for the elderly which is made up arcade platform-based combined contents manufacture technology has an element which is having a fun for building up physical and mental health. It also has a special objective which can prevent against senile dementia. Above-mentioned serious arcade game which has a special objective in both hardware part and software part is needed to study how to design. Accordingly, this paper presents how to make up special-purpose entertainment machine and contents development by biologic, social, and psychological researches and data about the elderly - main users. We hope that this paper can be used as a base for expansion of new industrial field by integrating new product development for the elderly with high game technology.With the help of information technology

A Pilot Study for Development of the Serious Game Contents for Education in the Elderly Diabetes (노인 당뇨환자 교육용 기능성 게임 콘텐츠 개발을 위한 예비연구)

  • Kim, Yu Jeong
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.7
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    • pp.184-192
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    • 2017
  • This study was a pilot test of serious educational game content(named Roly Poly 160) designed to enhance self-care by elderly diabetics. Roly Poly 160 was developed in eight steps (literature review, demand survey and consultation, extraction of serious content using games, development of Roly Poly 160, pretest for users, workshop for health care workers, final completion of Roly Poly 160 and user satisfaction survey of Roly Poly 160). Roly Poly 160 is intuitively structured in three modules (self-management, card games, and quiz games) that can be self-managed by the elderly and is designed based on six principles. First, we constructed an intuitive interface considering the age of users. Second, the menu was selected as the main menu for Koreans and calorie learning was made at the same time. Third, the calories and nutrients (carbohydrate, fat, protein, calcium, sodium) of selected foods are analyzed, and all test data recorded in the questionnaire chart are graphically displayed by year, month and week so that the change trends can be grasped at a glance. Fourth, necessary data were saved and output and used as educational data. Fifth, user data are made compatible and aggregated and up to 100 million members can be registered. Sixth, it is designed to be developed as a mobile app if necessary. Using Roly Poly 160, 119 diabetic patients were diagnosed with diabetes, and the satisfaction score was 4.26 out of 5. These findings indicate that Roly Poly 160 is appropriate as a diabetes self-care tool and suggests that there is a possibility to use it as a program to educate people about diabetes in public health centers, hospitals and clinics.

Study on the direction of serious contents design for training skills in U-healthcare: Focused on elderly learners (U-헬스케어를 위한 학습용 기능성콘텐츠 설계방향 : 노인 대상자를 중심으로)

  • Ha, Dong-One;Lee, Chang-Jo
    • Journal of Korea Society of Industrial Information Systems
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    • v.15 no.3
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    • pp.23-32
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    • 2010
  • U-healthcare provides people with many conveniences and keeps their health. As facility centered medical environment is being changed to patient centered one, however, various problems are emerging. These problems range from institutional problems to technological, producer related, and user related ones. The researcher took interested in problems originating from users, in particular, elderly patients and guardians taking care of an elderly patient. The main focus of this study is the direction of serious contents design for training skills in HMI of U-healthcare equipment and developing emergency coping abilities. In this study, I started from research on elderly cognitive psychology and elders' motor reactions and interconnected the characteristics of various digital content forms. The results of this study are expected to be useful for the rapidly expanding elderly population and in the U-healthcare industry.

The Effect of Game-based Serious Contents on Self-Efficacy and Cognitive Function in Elderly Diabetic Patients (게임을 활용한 기능성 콘텐츠가 노인 당뇨환자의 자기효능감, 인지기능에 미치는 영향)

  • Ahn, Tae-Hong;Kim, Yu-Jeong;Wie, Seoung Uk
    • Journal of Korea Game Society
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    • v.17 no.4
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    • pp.149-160
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    • 2017
  • In 2016, we developed serious content for diabetes (Roly Poly 160) for diabetes, and then revised and supplemented them to serious game contents for self-care throughout diabetes, reflecting the needs of diabetes and health educators. We investigated the clinical efficacy. This study was one-group pretest-posttest design, 49 people with diabetes who were admitted to a hospital in the G region were given self-management training through 'Roly Poly 160' for 5 days, from February 27 to April 21, 2017, once a day. As a result of the study, the fasting blood glucose level and the postprandial blood glucose level of the subjects were significantly decreased (p<.000), and the self-efficacy and cognitive function were significantly increased (p<.000).