• Title/Summary/Keyword: 운동게임

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Initial research for the Serious exercise scenarios designed for the elderly (노약자용 기능성 운동 시나리오 설계를 위한 기초조사)

  • Hong, jung youn;Yoon, yong jin
    • Proceedings of the Korea Contents Association Conference
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    • 2015.05a
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    • pp.339-340
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    • 2015
  • 본 연구는 노약자용 기능성 운동 시나리오 설계에 앞서 특정 대상인 노약자들을 다양한 측면에서 이해하고자 수행하였다. 따라서, 노약자에게 적합한 운동 환경 및 게임 환경에서 고려해야 하는 사항들을 신체적 특성, 심리적, 인지적 특성 및 사회적, 물리적 특성 그리고 적합한 게임 환경 등에 대하여 체계적 문헌연구(systematic review)를 통하여 조사하고 범주화 한 후 전문가들의 검증을 거쳐 목록화하였다.

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A Study on Convergence system of IT Technology and Exercise Rehabilitation (IT기술과 운동재활의 융복합 체계 연구)

  • Kang, Seungae
    • Convergence Security Journal
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    • v.13 no.3
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    • pp.3-8
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    • 2013
  • 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.

컴퓨터 게임의 트랩 유형 분석

  • U, Hui-Jeong;Gil, Tae-Suk
    • 한국게임학회지
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    • v.10 no.1
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    • pp.12-23
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    • 2013
  • 본 논문에서는 컴퓨터 게임공간의 레벨디자인을 기반으로 3D 공간에서 설계될 수 있는 트랩 유형을 제시하였다. 트랩은 게임 내의 장애물로서 3D 공간에서의 X, Y, Z 축으로의 이동방향, 고정, 운동, 회전, 스케일의 트랩 자체의 상태, 일회성, 반복, 순환의 작동타입 등의 요소를 바탕으로 표현된다. 트랩의 상태를 기준으로 작동 타입과 이동방향의 경우의 수를 조합한 결과 28가지의 트랩 유형이 도출되었다. 그리고 도출해낸 28가지의 트랩 유형이 실질적으로 게임공간에 적용되어 쓰이고 있는지 알아보기 위해 발리언트와 트라인 게임을 대상으로 트랩 유형을 살펴보았다.

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The effects of Nintendo games in the face of COVID-19 pandemic. (코로나19 팬데믹시대, 닌텐도 게임의 영향력에 대한 연구)

  • Kim, Mi Kyoung;Kang, Hyosoon
    • Journal of Korea Game Society
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    • v.21 no.2
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    • pp.33-42
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    • 2021
  • Despite people's expectation, COVID-19 has turned out to be a burden people have to carry for a while. The age of "Untact" has come. While many outdoor activites have been restricted, it is crucial to find other ways to maintain physical/mental health ideally indoors. As a mediative gesture, people are now taking notice of 'Console games', through which they can party, travel, and exercise in virtual reality even harder than in real life. In thesis, we will examine Nintendo Switch Consoles in relation to direction Korean game industry has to take to maintain people's physical/mental health.

A Study on the Computer Game Player and Game Play (컴퓨터 게임 플레이어와 게임 플레이 정의에 대한 학문적 고찰)

  • Choi, Dong-Seong;Son, Dong-Cheul;Ko, Eung-Nam;Kim, Jin-Woo
    • Journal of Korea Game Society
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    • v.2 no.2
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    • pp.3-9
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    • 2002
  • 게임을 실제 이용하는 게임 플레이어와 게임을 이용한다는 의미에서의 게임 플레이는 그 동안 컴퓨터 게임을 개발하는 과정에서 중요하게 고려되어온 컴퓨터 게임의 요소들이다. 하지만 현재 게임 플레이어와 게임 플레이에 대한 학문적 의미와 게임 시스템 구축을 위한 개념 모델은 어떻게 되는가를 질문 했을 때, 많은 사람들이 다양한 관점에서 대답을 하고 있다. 따라서 본 논문에서는 기존의 게임 플레이어와 게임 플레이에 대한 개념들을 학문적으로 재조명하고, 컴퓨터 게임 시스템 구현에서 참조할 수 있는 개념 모델을 제안하였다. 먼저 본 논문에서는 게임 플레이어란 게임 시스템이 제공하는 각 종 정보를 처리하는 정보 시스템 관점에서 재해석할 수 있으며, 따라서 정보처리시스템에서 제안한 지각시스템, 인지시스템, 운동시스템을 바탕으로 게임 플레이어에 대한 개념 모델을 제안하였다. 한편 게임 플레이에 대해서는 상호작용과 문제해결과정이라는 이론을 바탕으로 게임 플레이에 대한 학문적 의미를 재조명하였고, 이를 바탕으로 개념 모델을 제안하였다. 본 논문의 결과는 차후에 진행될 컴퓨터 게임에 대한 학문적 연구의 기본 개념을 제공해 줄 수 있을 것이다.

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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.

Comparative Analysis of Fall-Related Physicopsychological according to Virtual Exercise and Lumbar Stabilization Exercise in the Patient with Stroke (가상현실 체험형 운동과 요부안정화운동에 따른 뇌졸중환자의 낙상관련 신체·심리적 비교 분석)

  • Jung, Dae-In;Seo, Tae-Hwa;Ko, Dae-Sik
    • The Journal of the Korea Contents Association
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    • v.12 no.8
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    • pp.274-282
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    • 2012
  • This study conducted the following experiment to examine change of physicopsychological function on lumbar stabilization exercise(LSE) and virtual reality game training(Nintendo Wii Sport-NWS) to stroke patients subject for fall prevention. Psychological function was measured by falls efficacy with stroke patients and physical function was measured by static and dynamic balance on comparative analysis of pre, post exercise and each groups in 30 stroke patient subject. Static balance was measured by BBS, FRT, dynamic were measured by TUG, 10m walking test and falls efficacy with stroke patients was measured index of falls efficacy. These result lead us to the conclusion that each group were statistically improved at all physicopsychological test, but BBS, FRT, 10m walking test were more statistically improved at LSE group and falls efficacy with stroke patients were more improved at virtual reality game training group. Consequently, virtual reality game training would be lead to positive increment of physicopsychological function on stroke patient.

The Change of Near Point of Convergence and Fusional Reserves after Computer Gaming with Different Direction of Eye Movement (안구의 운동방향이 다른 컴퓨터 게임 후 폭주근점과 융합여력의 변화)

  • Kim, Se Il;Kwon, Ki-Il;Lee, Jiye;Lee, Hyo Jin;Park, Mijung;Kim, So Ra
    • Journal of Korean Ophthalmic Optics Society
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    • v.18 no.1
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    • pp.37-43
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    • 2013
  • Purpose: The present study was conducted to investigate whether the directions of eye movement in playing computer games for certain period affected the change of near point of convergence (NPC) and fusional reserve (FR) or not. Methods: Total 40 subjects in 20s who have the visual acuity of 1.0 or higher without any ocular disease and accommodative dysfunction were asked to successively play computer games. After the subjects were moving eyes in horizontal and vertical directions for 40 and 90 minutes, their horizontal fusional reserves, vertical fusional vergence and near point of convergence were measured. Results: The near point of convergence showed a tendency to be receded after computer gaming in the horizontal and vertical directions, and both of horizontal and vertical fusional reserves were significantly reduced. The range of declined fusional reserves and receded near point of convergence after computer gaming for 90 minutes was smaller than those after computer gaming for 40 minutes. The change of binocular vision was affected by the horizontal eye movement rather than the vertical movement when analyzed by the direction of eye movement. Conclusions: This study revealed that the change in FR and NPC was different along with dominant direction of eye movement during visual display terminal (VDT) tasks. Therefore, the adjustment of VDT working time is required to prevent the dysfunction of binocular vision according to the dominant direction of eye movement during VDT task.

Design of Healthcare Game Contents using IOT (사물인터넷을 이용한 헬스케어 게임콘텐츠 설계)

  • Yoon, SeonJeong;Lee, SangWhi
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2018.07a
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    • pp.225-226
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    • 2018
  • 본 논문에서는 사물인터넷 환경에서 걷기운동을 재미있게 할 수 있는 게임형 콘텐츠의 설계 및 구현, 효과에 대한 검증사례를 소개한다. 이 콘텐츠는 비콘이 설치된 계단을 걸음으로써 소모 칼로리를 계산하고 지속적으로 활동하도록 유도함으로써 운동효과를 향상시키도록 설계되었다. 본 콘텐츠의 설계 목표는 바쁜 현대인들이 활동 공간 안에서 가볍게, 재미있게, 지속적으로 운동할 수 있도록 하는 것이며 이 효과는 걷기 행사에 참여한 다수 사용자의 후기를 통하여 확인되었다. 본 콘텐츠는 여러 유형의 헬스 케어 시스템에 융합 가능할 것으로 기대한다.

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A Study on the Direction of 'Korea Game Forum' ('대한민국게임포럼'의 방향성 연구)

  • Lee, Jae-Hong
    • Journal of Korea Game Society
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    • v.14 no.5
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    • pp.43-52
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    • 2014
  • The direction of the Korea Game Forum is to check on the nature of games and to create a positive ecosystem of the game industry. And it would also be to promote the public understanding of the cultural and artistic values of games so as to promote the good effects image, and to induce supporting policies of the government, which will strengthen the global competitiveness of the game industry. Thereby the Forum would contribute to the establishment of the government policies on game industry, and lead the positive game manufacturing climate, which will induce the spreading of good game movement in the industry.