• Title/Summary/Keyword: 주차 게임

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Development and Usability Analysis of a Serious Simulation Game on the Smart Phone (스마트폰 기반 기능성 시뮬레이션 게임 개발 사례 분석)

  • An, Sang-Ha;Roh, Chang-Hyun
    • Journal of Korea Game Society
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    • v.11 no.6
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    • pp.139-148
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    • 2011
  • Various types of games have been published in a smart phone game market. However, there are little serious simulation games among them. In this study, parking simulation game has been developed and published on the Apple app store and Android market, to analyze the usability and prospects of the smart phone based serious simulation game. Developed game was designed to give users realistic simulation experience with immersion in the smart phone environment. In case of Apple app store, more than 300 thousands download have been recorded. This means serious simulation games have much more potential for commercial value, even though there are constrains with small display and user interface.

Development of Neuro-Feedback System for Activity Improvement of Left and Right Brain (좌, 우뇌 활성도 향상을 위한 뉴로 피드백 시스템 개발)

  • Ahn, So-Young;Shin, Dong-Il;Shin, Dong-Kyoo
    • Proceedings of the Korea Information Processing Society Conference
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    • 2015.10a
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    • pp.1715-1717
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    • 2015
  • 최근 의학 및 게임 분야에서 뉴로 피드백에 관한 연구들이 활발하다. 뉴로 피드백이란 뇌의 전기적 활동을 뜻하는EEG(Electroencephalogram)을 대상으로 하는 바이오피드백(biofeedback) 시스템의 일종이다. 좌 우뇌의 불균형은 불안과 우울 등의 정서적 장애를 초래한다. 본 논문에서는 좌, 우뇌 활성도를 대칭적으로 향상시켜 뇌기능의 최적화를 위한 시스템을 제안하며 뇌파를 분석하여 정서 상태 파악 후 규칙적 훈련을 통한 우울, 불안 등의 정서적 문제를 개선하는 뉴로 피드백 시스템 개발에 대한 결과를 보고한다. 실험을 통한 시스템의 검증으로 3주간 진행한 훈련 결과를 비교하였으며 그 증가율을 살펴보았다. 1주차와 3주차의 데이터를 비교해본 결과 평균적으로 26.18%의 증가율을 보였고 좌, 우뇌의 활성도의 대칭이 향상된 것을 알 수 있었다.

Effects of Smartphone Applications on Physical Activity in College Students: A Randomized Controlled Trial (스마트폰 걷기 어플리케이션 효과성 검증: 무선통제연구)

  • Kim, Yujin;Chung, Kyong-Mee
    • Journal of Convergence for Information Technology
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    • v.10 no.2
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    • pp.21-31
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    • 2020
  • This study tested the effectiveness of commercialized smartphone apps in improving walking activities among college students. 66 participants were randomized into each of four groups that was used different behavior change strategies: monetary rewards app, goal setting and feedback app, gaming app, and self-monitoring control group. 45 participants who completed the experimentation was included in data analysis. Repeated measures ANOVA resulted in statistically significant time by groups interactions in recorded step counts, self-reported completed plans and self-reported walking activities scores. The Goal-setting and feedback group and the gaming group resulted in increase in both step counts and completed plans. The results were discussed in the framework of behaviorism.