• Title/Summary/Keyword: 하체운동기능

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The Effects of Ankle Strengthening Exercise and Toe Taping Walk Training to Lower Body Exercise Function (발목강화운동과 무지테이핑 걷기훈련이 하체운동기능에 미치는 영향)

  • Ji-Su Kang;Jong-Bok Lee;Il-Young Cho;Hyun-Tae Kim;Jong-Hyuck Kim;In-Dong Kim;Jae-Joong Kim;Jeong-Beom Park
    • Journal of Industrial Convergence
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    • v.21 no.7
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    • pp.51-63
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    • 2023
  • This study aimed to verify the effects of a 4-week program of ankle-strengthening exercise and toe-taping walk exercise on the basic lower body strength and walking to examine the benefits of the two exercises. The subjects involved 30 women in their 20s enrolled in university A. The subjects were equally divided into three groups - ankle-strengthening exercise group, toe-taping walk exercise group, and control group. The subjects were instructed to massage and do ankle-strengthening exercises using a towel, massage ball, and CRT, for 60 minutes, 3 times a week. They also taped their hallux valgus using a kinesiology tape and walked for 20 minutes with white tape applied. To sum up, the 4-week ankle-strengthening exercise and toe-taping walk exercise were identified to have a partial statistical significance on the basic lower body strength (muscular strength, power, and balance) and walking (length of gait line, plantar pressure, and COP) of women in their 20s. Therefore, the study confirmed the effects of ankle-strengthening exercises and toe-taping walk exercise on the lower body exercise function, and it is considered that further studies should be conducted on more various effects of the exercises by subdividing them into different pain locations and orthomechanic findings.

Implementation of Serious Game Environment to Reflect Exercise using Human Power Generation System (인력 발전 장치를 이용한 운동 활동을 반영하는 기능성 게임 환경 구성)

  • Lee, Kyong-Ho
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2011.01a
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    • pp.175-178
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    • 2011
  • 본 논문에서는 인력 발전 장치를 사용하여 운동 활동을 반영하는 기능성 게임 환경을 구성하였다. 이 게임 환경은 다양한 운동을 할 수 있는 장치와 인력 발전 장치, 운동 강도 조절 장치, 운동 활동 측정 장치, 그리고 컴퓨터와 연결되는 통신 장치로 구성되어 있다. 전신 운동을 할 수 있는 다양한 운동 장치는 하체 운동을 위한 헬스 자전거와 이 자전거의 뒷부분에 두 가지 상체 운동을 할 수 있는 구조를 구성하여 부착하고, 각 힘점마다 발전기를 부착하였다. 그리고 회로 보드와 논리 프로그램을 구성하여 힘점에 부착된 발전기를 통하여 운동 강도 조절과 운동량을 측정하고, 컴퓨터와 통신을 할 수 있도록 하였다.

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Implementation of Educational Game to Accompany Exercising and Generating (운동과 발전을 동반하는 학습게임 설계 및 구현)

  • Lee, Kyong-Ho
    • Journal of the Korea Society of Computer and Information
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    • v.15 no.12
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    • pp.47-55
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    • 2010
  • In this paper, we implemented a serious game system for study to accompany exercising and generating to keep on computer game side effect. The implemented serious game system was divided into the game part and the athletic part. The athletic part for whole body exercising was composed of health bicycle for lower body exercise and additional apparatus for upper body exercise, that was attached to the rear side of health bicycle and several generator was attached to the power point of athletic part. The circuit board and logic program was composed to adjust the exercise strength control, to get data and to communicate with the computer. The game part was composed to promote and educational effectiveness, the whole system emphasized on amusement side while avoided violence side. We confirmed the effect of the serious game system with the fourteen fun form which Garneau insists.

Developing Functional Game Contents for the Silver Generation (실버세대를 위한 기능성 게임 콘텐츠 개발)

  • Kim, Eun-Seok;Lee, Hyun-Cheol;Joo, Jea-Hong;Hur, Gi-Taek
    • The Journal of the Korea Contents Association
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    • v.9 no.9
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    • pp.151-162
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    • 2009
  • As the aging population has increased, the silver generation is getting to account for the considerable percent of economic activities and becomes the main body of production and consumption. Although the economic activity of silver generation is increased, the development of silver contents for the leisure activities is still not revitalized. The serious silver contents and the easy-to-use interface are very important because the silver generation is relatively weaker than young people in perception, studying, and exercise, and is fragile in mobility and vitality. This paper suggests methods to develop sensory bicycle, gate ball, and mole game contents haying lower body exercise effects for the silver generation to utilize leisure and maintain health. Along with fun as games, functional design factors suitable to the cognitive ability and bodily activity ability of the silver generation were considered and through sensory intefaces that are easy for the silver generation to use and customized progressing methods complying with individual characteristics, it was attempted to induce continued interests and lower body exercise effects.

Development of Smart Athleisure Fashion for Dumbbell Economy -Focused on the Analysis of Upper and Lower body muscle strength by angle- (덤벨 이코노미 현상을 반영한 스마트 애슬레저 패션 개발 -상·하체의 각도별 근력운동을 중심으로-)

  • Kim, Ga-Yeon;Kim, Youn-Hee
    • Journal of the Korea Convergence Society
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    • v.12 no.3
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    • pp.165-176
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    • 2021
  • Recently, interest in home training and changes in lifestyle are expanding the market in the healthcare field, and high value-added fashion products reflecting the dumbbell economy phenomenon are being released. This study had the following objectives: to investigate the possibility of developing a fashion item that can be applied to the dumbbell economy phenomenon; to develop the UI/UX of a smartphone application for beginners who wish to work out their upper and lower bodies regardless of time and space; and to create a wearable customized smart athleisure fashion device. First, the study identified factors related to exercise methods, breathing techniques, and range of exercises for beginners by investigating the postures of workouts of the upper and lower bodies by angles. Based on the results, the study collected empirical data through a user needs analysis from muscle strengthening exercise experts to verify the significance of the study and use as fundamental data. Second, the study developed the UI/UX of a smartphone application with three different contents: counting, suggesting exercise postures, and providing exercise calendars. Further, the study analyzed necessary user-centered concepts and characteristics in terms of design and technology and developed a wearable customized smart athleisure fashion device based on the results.

Strength Exercise Measurement and Management System with Smart Phone Proximity Sensor (스마트폰 상의 근접센서를 활용한 근력운동 측정 및 관리 시스템 개발)

  • Yu, Soo Jeong;Lee, Yebin;Heo, Ye Seul;Yoon, Yong Ik
    • Proceedings of the Korea Information Processing Society Conference
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    • 2015.04a
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    • pp.315-318
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    • 2015
  • 2015년 3월 설문조사에 따르면 한국 직장인의 80%가 운동의 필요성을 인지하고 있을 만큼 건강과 탄탄한 몸매를 위한 사람들의 운동에 대한 관심이 빠르게 증가하고 있다. 지속적인 운동에 대한 관심이 증대되면서 스마트 디바이스를 활용한 운동 관련 애플리케이션 역시 증가하고 있다. 운동 기록을 측정하기 어렵고 별도의 장비가 필요하던 과거와는 달리, 이제는 누구나 가지고 있는 스마트폰만으로도 자신의 운동을 효율적으로 관리 할 수 있도록 하는 애플리케이션이 인기를 끌고 있다. 이러한 수요에 맞추어 스마트폰 상의 근접센서를 이용한 근력운동 측정 및 관리 시스템 '몸매가 예뻐 Gym'은 별다른 장비의 필요 없이 스마트폰에 기본적으로 내장되어 있는 근접센서를 이용하여 사용자에게 운동 기록 측정, 칼로리 소모량, 운동 일정 및 알림 기능을 제공한다. 특히, 기존의 다른 애플리케이션과 달리 상체, 복부, 하체의 신체 전체 운동을 한 시스템에서 제공하고, 챌린지 형식의 추천운동을 제공하여 애플리케이션에 게이밍 요소를 가미한 것이 특징적이다.

A Design and Implementation of Kinesitherapy App Based on Kinect Sensor (Kinect Sensor 기반의 운동요법 앱 설계 및 구현)

  • Park, Jin-Yang;Hong, Jun-Ho;Jo, Min-Hyung;Kim, Jung-Woo;Lee, Dong-Hwan;Park, Min-Ji
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2014.07a
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    • pp.35-36
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    • 2014
  • 본 논문에서는 Kinect 센서의 동작 인식 기능을 활용한 운동요법 앱을 설계하고 구현한다. 이 앱은 사용자의 상체, 하체 관절의 움직임을 인식하여 체조의 올바른 자세를 배울 수 있도록 한다. 이 앱의 특징은 Kinect Sensor로 인식한 관절 요소를 읽어 들이고, 각 관절의 각도를 계산하여 원하는 동작을 표현할 수 있도록 한다. 또한, 사용자의 동작과 기본 동작을 비교하여 오차 범위 내이면 새로운 동작이 진행되도록 한다. 출력되는 각 동작들은 Library를 이용하여 많은 포즈들을 입력하고 출력할 수 있기 때문에 새로운 포즈를 추가하기에 쉽다.

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A Method of Functional Game Design for the Silver Generation (실버세대를 위한 기능성 게임 디자인 방법)

  • Kim, Eun-Seok;Lee, Hyun-Cheol;Kim, Beom-Seok;Hur, Gi-Taek
    • Journal of Korea Multimedia Society
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    • v.13 no.1
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    • pp.143-152
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    • 2010
  • Because of a rising in the standard of living and the development of medical technology, Korea is expected to become an aging society more than 14% elderly population and the silver generation will be responsible for the large portion of economic activities. The silver generation has relatively diminished in perception, learning, and exercise due to the physical aging. Therefore, it is important the development of game contents which can constantly provide the maintenance function of physical and mental health and the functional exercise with spending the leisure time. In this paper, we suggest a design method for developing the game contents which are able to help the silver generation to strengthen their lower extremities and to enjoy their leisure time. The proposed method will enable to lead the silver generation to carry on the physical activities with the amusement of playing a game through the functional design concepts appropriate for the ability of the silver generation's perception and physical activities, an adaptive game process customized by the individual capability and a user-friendly sensory interface.

Effects of Czech get up Exercise on Functional Movement and Dynamic Balance in Female Office Worker

  • Kim, Chan-Yang;Lee, Jin-Wook
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.5
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    • pp.215-224
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    • 2022
  • The purpose of this study is to analyze how it affects functional movement and dynamic balance applying Czech get up exercise based on the principle of motor development of child for office worker women in 30s and 40s. Through random allocation, an Czech get up exercise group(n=15) and a control group(n=14) were formed to apply exercise for 12 weeks, 3 times a week, and 60 minutes a day, and the control group maintained daily life at the same period. As a result of the study, showed that Deep squat(p<.05), Hurdle step(p<.01), In-line lunge(p<.05), Trunk stability push-up(p<.001), Rotary stability (p<.01), Total score(p<.001), were significantly in the Czech get up Group, and Dynamic Balance of Lower Extremity(p<.001), Right Dynamic Balance of Lower Extremity(p<.001) were also significantly in the Czech get up Group. In conclusion, it is thought that Czech get up exercise based on the principle of motor development of child will have a positive effect on the functional movement and dynamic balance in office women, thereby increasing work efficiency as well as healthy life.

Prototype Tangible Bicycle Game Contents for the Silver Generation (실버 세대를 위한 체감형 자전거 게임 콘텐츠 개발)

  • Han, Yoon-Seok;Kim, Eun-Seok;Lee, Hyun-Cheol;Kim, Beom-Seok;Joo, Jea-Hong;Hur, Gi-Taek
    • The Journal of the Korea Contents Association
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    • v.9 no.8
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    • pp.166-177
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    • 2009
  • As the aged have increased due to the progress of medical science and the low birth-rate, the various cultures and industries for them are on the rise. The aged want to enjoy the diverse social activities and the culture content for spending their spare time. But they are liable to be restricted by the activities due to the physical, psychological, and mental disorder. This paper suggests a tangible bicycle game content and interface with the function of training and improving the lower part of body that is necessary to the old people's movement. The suggested game content can attract the interest of the aged by the familiar device, bicycle, and the game design for the old people. We develop the sensory interface for augmenting the immersion in the game. The aged can enjoy their spare time doing both game and exercise through the sensory interface and the real-time display of 3D graphics.