• Title/Summary/Keyword: 재활 콘텐츠

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Comparison of Service Delivery Systems in Korea and Japan on Drug Addiction (약물중독에 대한 한국과 일본의 서비스 전달체계의 비교)

  • Cha, Myong-Hee;Jang, Cheol-Hun
    • The Journal of the Korea Contents Association
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    • v.21 no.12
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    • pp.688-696
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    • 2021
  • The purpose of this study is to provide implications for Korea's addiction measures by comparing the service delivery system for drug addiction in Korea and Japan. The method of research in this study is literature research. The collected data were analyzed using the Inter-Country Difference Act. According to the study, South Korea and Japan were supporting addicts and their families with a seemingly similar system for dealing with drug addiction. But the difference was also found. The difference between Korea and Japan on coping with drug addiction is, first, that Korea does not have an organization that only supports drug addiction. Second, continuous aid was insufficient even though it was an easy addiction to recur. As a suggestion to solve these problems, first, countermeasures for drug addiction alone are needed. Second, close and complementary links are needed within an integrated service delivery system. Third, persistence and appropriateness for treatment and rehabilitation are needed. Fourth, it suggested the need for preventive education contents.

A Study on Semantic Logic Platform of multimedia Sign Language Content (멀티미디어 수화 콘텐츠의 Semantic Logic 플랫폼 연구)

  • Jung, Hoe-Jun;Park, Dea-Woo;Han, Kyung-Don
    • Journal of the Korea Society of Computer and Information
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    • v.14 no.10
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    • pp.199-206
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    • 2009
  • The development of broadband multimedia content, a deaf sign language sign language is being used in education. Most of the content used in sign language training for Hangul word representation of sign language is sign language videos for the show. For the first time to learn sign language, sign language users are unfamiliar with the sign language characteristics difficult to understand, difficult to express the sign is displayed. In this paper, online, learning sign language to express the sign with reference to the attributes, Semantic Logic applying the sign language of multimedia content model for video-based platform is designed to study.

A Study on u-Learning based IT Vocational Education Contents Development of the Deaf Using HTML5 (HTML5를 이용한 청각장애인의 u-Learning 기반 IT 직업 교육 콘텐츠 개발에 관한 연구)

  • Rhee, K.M.;Kim, D.O.
    • Journal of rehabilitation welfare engineering & assistive technology
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    • v.9 no.3
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    • pp.195-201
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    • 2015
  • In this study, IT education contents have been developed based on the u-Learning approach for people with hearing impairment, focusing on allowing the user to learn from anywhere and anytime. Specifically, this study applies HTML5 to implementing IT education contents(JSP, Oracle) for the deaf because HTML5 enables the learner to access the contents through both web and mobile device on various platforms including android, Mac OS, and PC etc. The results of this study are as follows: First, the online computer courses are mostly supposed to be compatible with diverse types of mobile devices. However, some of the contents could not be run on applications residing in web and mobile devices because the contents tend to be developed using FLASH. HTML5 is the effective way to overcome the compatibility problem. Second, FLASH and HTML5 contents authoring tools have been compared in terms of their strong and weak points by applying the developed contents to those tools. The study also suggests that the future work would be needed in order to implement wide variety of event functions with HTML5. Lastly, design strategies enabling access through web and mobile devices have been analyzed in accordance with u-Learning design guidelines for the deaf and mobile application accessibility guidelines. However, in the latter case, the future work regarding design guidelines needs to be conducted to improve the educational accessibility depending on the level of impairment.

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The Development of Interactive Wireless-Game Device based on Multi-Channel Electromyography for Rehabilitation in Patients with Hemiplegia (편마비 환자의 재활을 위한 다채널 근전도 기반의 체감형 무선 게임 장치 개발)

  • Kim, Kang-Soo;Kang, Jung-Hoon;Mun, Chang-Su;Choi, Heung-Ho;Mun, Chi-Woong
    • Journal of Korea Game Society
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    • v.11 no.6
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    • pp.171-180
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    • 2011
  • An interactive wireless-game device based on multi-channel electromyogram has been developed to help rehabilitation of patients with hemiplegia. The device is able to provide a visual feedback and rehabilitation motivations to the patients. The game contents were made according to the number of applied channels and, their level and speed can also be controlled depending on the recovery states of patients. Patient satisfaction survey was conducted to evaluate the necessity and usefulness of the proposed device after playing the game. The results show that the proposed system is expected to give hemiplegia patients exciting and effective rehabilitation chances, if more diverse and specialized rehabilitation games are developed.

Need Survey of Home Modification on Outpatient with Stroke and Spinal Cord Injury in Rehabilitation Center (재활치료를 받는 뇌졸중과 척추손상 외래환자들의 주거환경개선에 대한 요구도 조사)

  • Lim, Kyung-Min;Lee, Yu-Na
    • The Journal of the Korea Contents Association
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    • v.13 no.8
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    • pp.324-333
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    • 2013
  • The purpose of this study was to investigate the need of home modification for outpatient with stroke and spinal cord injury. The subjects of this study were 54 outpatients who have experience in rehabilitation therapy at hospitals in Seoul and Gyeonggi-do. A questionnaire was distributed and collected form January 2th to February 4th, 2012. Descriptive statistics and $x^2$-test were used to analyze data. There were statistically significant difference in stairs of access, in width of front door, in bathroom, space of room according diagnosis. There were statistically significant difference in light of sensor, tissue holder and socket cover in bathroom for the comparison of demands for home modification by living type. There were statistically significant difference in width and threshold of front door, tissue holder and towel bar, nonslip floor in bathroom, space and table, chair of kitchen, space and threshold of porch, light for the comparison of demands for home modification according score of MBI. Based on the results of the survey, needs of home modification is different according disability level, diagnosis, living type, ADL performance. The results of this study show a need for the further occupational therapy of home modification and supporting policies in home modification.

Digital Medicine Taken by Eye and Ear : rehabilitation treatment for chronic brain disease using VR/AR technology (눈과 귀로 복용하는 디지털 치료제 : VR/AR 공감 반응을 활용한 만성 뇌 질환 재활치료방법 개발)

  • Lee, Jong-Hyun;Kwon, Young-Sung
    • Trans-
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    • v.12
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    • pp.21-49
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    • 2022
  • This study examines the possibility of chronic brain disease rehabilitation treatment using VR/AR technology and raises the research need for the development of digital therapeutics. In addition, by proposing a digital therapeutic research and development process this study intends to contribute to the development of VR/AR rehabilitation treatment. To this end, this study identified research trends of VR/AR technology, neurophysiology, and chronic brain disease and proposed a method for applying VR/AR technology to treat chronic brain disease patients in three stages. The first stage is to prepare a neurophysiological basis for rehabilitation treatment of brain disease patients using VR technology. The second stage is to provide a treatment method using VR/AR technology and systematize the contents characteristics. The third stage is to conduct clinical trails and validate that the treatment method and contents utilization is effective for the patient. It is hope that this study serves as a guide for developing media production base technology for treating patient with a chronic brain disease.

A Study on the Development Process of Sign Language Interpreting Content in the Medical Setting (의료 환경의 수어통역 콘텐츠 개발 과정에 관한 연구)

  • Lee, Jun-Woo;Oh, Byung-Mo;Cho, Jung-Hwan;Kang, Yi-Sul
    • The Journal of the Korea Contents Association
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    • v.21 no.12
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    • pp.505-516
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    • 2021
  • The purpose of this study is to develop sign language interpreting content in the medical setting that facilitates Deaf people's access to medical services in situations where professional and accurate medical sign language interpreting is insufficient. To achieve the purpose of this study, we conducted a literature review, individual interviews for Deaf people, on-site requirement surveys of sign language interpreters and sign language experts, and medical and sign language expert consultations. Based on this, we developed sign language interpreting content such as main care contextual scenarios, basic medical terms, and medical term descriptions. Through this study, we developed medical sign language content considering the situation and medical importance of Deaf people to promote expertise in the medial sign language area and developed a responsive website of sign language medical dictionary that effectively and efficiently delivers information to Deaf people and sign language interpreters; we realized the need and importance of sign language translation for Deaf people to be the main bodies.

Development and Usability of a Cognitive Rehabilitation System Based on a Tangible Object for the Elderly (고령자를 위한 실감객체기반 인지재활 시스템의 개발과 사용성 연구)

  • Park, Sangmi;Won, Kyung-A;Shin, Yun-Chan;Park, Ji-Hyuk
    • Therapeutic Science for Rehabilitation
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    • v.8 no.1
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    • pp.51-62
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    • 2019
  • Objective: To develop and verify the usability of a cognitive rehabilitation system with diverse cognitive functional levels based on tangible objects for the elderly population. Methods: A study was conducted to investigate the system's strengths and weaknesses by upgrading it with responses from two groups of 15 patients and 4 occupational therapists. After undergoing three forms of training - regarding executive function, memory, and concentration for a total of 20-30 min, the participants were asked to answer a structured questionnaire about contents of the three forms of training, hardware including the tablet PC functioning as a CPU and display media and tangible objects, and satisfaction of experiential usage of the system. Results: Both groups responded that the most interesting training area was executive function while the least interesting was concentration. Six participants reported that the size of the screen of the tablet PC was inappropriate, and five responded that the size of the tool was inappropriate. All therapists and 40% of the patients responded that they were satisfied with this system. Conclusion: This system's features include easy manipulation of tangible tools for performing training tasks, easy selection of and training in cognitive areas based on users' needs, and automatic adjustment of difficulty level based on users' performance. The training environment was designed to be similar to the natural environment by using tangible objects in both hands as input devices for the system, and the system was considered as an alternative to the lack of community cognitive rehabilitation specialists.

Design of Aging Spine Database and its Management Tool (노령 척추 정보 데이터베이스 및 관리 도구 설계)

  • Lee, Seungwoo;Seo, Dong Min;Lee, Sang-Ho;Lee, Seung Bock;Sung, Won-Kyung
    • Proceedings of the Korea Contents Association Conference
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    • 2010.05a
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    • pp.539-541
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    • 2010
  • 우리 사회의 고령화가 지속됨에 따라 퇴행성 척추 질환 및 관련 수술이 큰 폭으로 증가되고 있다. 척추 질환은 일상생활을 불가능하게 하며, 경제활동을 어렵게 하여 결과적으로는 삶의 질을 훼손시킨다. 따라서 고령화 사회를 대비하기 위해, 노령 척추 질환에 대한 적절한 진단과 치료, 재활에 도움을 줄 수 있는 가상 척추의 개발이 절실히 요구된다. 본 논문에서는 가상 척추의 기반이 될 노령 척추 데이터베이스를 설계하고 이를 관리하는 체제를 소개한다.

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Employment Needs of People with Mental Disabilities - Centering on Income and occupational ability Variables (정신적 장애인의 소득수준과 직업능력에 따른 취업욕구)

  • Park, Hyo-Eun;Choi, Man-kyu;Lee, Hyun-Kyung
    • Proceedings of the Korea Contents Association Conference
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    • 2013.05a
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    • pp.387-388
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    • 2013
  • 본 연구는 정신적 장애인의 소득수준과 직업능력에 따른 취업욕구를 살펴보고 그에 따른 취업 활성화를 방안을 제안하고자 하였다. 이를 위해 '2008년~2010년 장애인 고용패널조사'에 3년간 참여한 정신적 장애인 298명(가중빈도적용:154,348명)을 연구하였다. 연구결과, 직업교육을 희망하는 정신적 장애인이 남성, 중졸 이상, 자격증 소지자, 그리고 정신적 장애인 유형중 지적장애일때 교육참여 희망률이 높았다. 한편, 취업의사를 가진 정신적 장애인은 남성, 가구주, 중졸이상, 자격증 소지자, 육체활동 능력이 높아질 때, 그리고 정신적 장애인 유형 중 자폐장애일 때 취업의사가 높았다. 이러한 결과를 토대로 정신적 장애인의 경제활동참여를 높이기 위하여 정신적 장애인의 의사를 반영한 직업재활서비스제공, 사업주 주도적 직업활동을 제안하였다

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