• Title/Summary/Keyword: 체험형 운동게임

Search Result 4, Processing Time 0.017 seconds

Design and Development of Virtual Reality Exergame using Smart mat and Camera Sensor (스마트매트와 카메라 센서를 이용한 가상현실 체험형 운동게임 시스템 설계 및 구현)

  • Seo, Duck Hee;Park, Kyung Shin;Kim, Dong Keun
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.20 no.12
    • /
    • pp.2297-2304
    • /
    • 2016
  • In this study, we designed and developed the virtual reality Exergame using the smart mat and the camera sensor for exercises in indoor environments. For detecting the gestures of a upper body of users, the KINECT camera based the gesture recognition algorithm used angles between user's joint information system was adopted, and the smart mat system including a LED equipment and Bluetooth communication module was developed for user's stepping data during the exercises that requires the gestures and stepping of users. Finally, the integrated virtual reality Exergame system was implement along with the Unity 3D engine and different kinds of user' virtual avatar characters with entertainment game contents such as displaying gesture guideline and a scoring function. Therefore, the designed system will useful for elders who need to improve cognitive ability and sense of balance or general users want to improve exercise ability and the indoor circumstances such home or wellness centers.

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
    • /
    • v.12 no.8
    • /
    • pp.274-282
    • /
    • 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.

Development of a Roller-Coaster Motion Simulator Based on Human-Ergonomics Type Washout Filter (감성 워시아웃 필터를 적용한 Gimbal형 롤러코스터 게임용 모션 시뮬레이터 개발)

  • 오중석;안재준;윤석준;신영기;남양희
    • Proceedings of the Korea Society for Simulation Conference
    • /
    • 2002.05a
    • /
    • pp.109-114
    • /
    • 2002
  • 현재 게임시장에서는 사용자가 직접 게임을 체험하는 체감형 게임기가 활발히 개발되고 있다. 대다수의 제품들은 운동을 재현하기 위하여 6개의 축으로 이루어진 Stewart 형의 모션 플랫폼을 사용하고 있다. 본 연구개발에서 시도되고 있는 게임기는 모션이 가미된 콘솔형 아케이드 시뮬레이션 게임기에 해당되는데, 인간의 감성인자중 운동감성에 바탕을 둔 운동 재현을 고려하여 워시아웃(Washout) 알고리즘을 적용하였고, 일반적으로 6개의 축으로 구현하는 운동 자유도를 짐발(Gimbal)형으로 재현하고자 하였다. 또한 실시간 스케줄러와 H/W 입출력 및 통신 드라이버에 대한 개발을 수행하였으며, 게임용 실시간 시뮬레이션에 적합한 정확도와 실시간성을 유지하도록 롤러코스터 상에서 이루어지는 차량운동이 모델링 되었다. 특히, 연구사례를 찾기 어려운 짐발형 운동판에 대한 워시아웃 필터를 시뮬레이터 탑승자의 감성공학적 특성을 반영할 수 있도록 설계하였다.

  • PDF

Design and Development of the Multiple Kinect Sensor-based Exercise Pose Estimation System (다중 키넥트 센서 기반의 운동 자세 추정 시스템 설계 및 구현)

  • Cho, Yongjoo;Park, Kyoung Shin
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.21 no.3
    • /
    • pp.558-567
    • /
    • 2017
  • In this research, we developed an efficient real-time human exercise pose estimation system using multiple Kinects. The main objective of this system is to measure and recognize the user's posture (such as knee curl or lunge) more accurately by employing Kinects on the front and the sides. Especially it is designed as an extensible and modular method which enables to support various additional postures in the future. This system is configured as multiple clients and the Unity3D server. The client processes Kinect skeleton data and send to the server. The server performs the multiple-Kinect calibration process and then applies the pose estimation algorithm based on the Kinect-based posture recognition model using feature extractions and the weighted averaging of feature values for different Kinects. This paper presents the design and implementation of the human exercise pose estimation system using multiple Kinects and also describes how to build and execute an interactive Unity3D exergame.