• Title/Summary/Keyword: Daily Quest

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Daily Quest Design for Mobile Arcade Games -The Effect of Player's Tendency on Motivation- (모바일 아케이드 게임의 일일 퀘스트 디자인 연구 -플레이어의 성향과 동기를 중심으로-)

  • Ahn, Sihyeong;Lee, Sangwon
    • Journal of the HCI Society of Korea
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    • v.14 no.2
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    • pp.83-91
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    • 2019
  • These days, virtually every mobile game has a daily quest system. Daily quest is a great tool that can attract game players by providing daily rewards as the player conducts designated missions. However, conducting similar tasks repeatedly has a risk of becoming tedious duties, and maintaining an enjoyable daily quest is critical in enhancing the overall experience of a game. Based on the awareness on the need for academic research on daily quest systems, this study categorized the types of quests systems implemented in the current mobile games, observed how preferred type differs by player's propensity, and analyzed how motivation of a player can be improved using quest types. The results are (1) the staged rewards after each clearance of a task improve a player's motivation, (2) players with high autonomy should be given a freedom to choose their own quests, and (3) players who values their playing skills higher are motivated by providing a feedback on the completion of a task.

Classification, Dynamics, and Research Direction in Digital Shadow Work (디지털그림자노동의 분류와 동태성 및 연구 방향)

  • Lee, Woong Kyu
    • The Journal of Information Systems
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    • v.30 no.1
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    • pp.105-121
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    • 2021
  • Purpose Today, through digital services, many people enjoy a conveient and comfortable life. Nevertheless, it is easy to find people in our daily lives who are buried in work without any payment that we did not do before digital services. Such un-payed works under digital environment are called digital shadow works. The purpose of this study is to classification and dynamics of digital shadow works and to suggest research direction. Design/methodology/approach Based on two dimension, voluntary participation ('should' type and 'want' type) and work orientation (management-operation), digital shadow works were classified into four categories - chore, makeup, routine, and quest. Findings In digital shadow work there are four types of dynamics - routine and quest, makeup and chore, makeup and quest, and quest and actions in offline. According to the classification and analysis of dynamics, three research directions in digital shadow work are suggested and discussed- digital shadow works operation mechanism considering dynamics, expansion of existing user theories based on survey method by digital shadow works and social influences by digital shadow works.

Effects of Community-based Rehabilitation Programs on Activities of Daily Living, Quality of Life and Assistive Technology Satisfaction for Disabled Adults in South Korea

  • Heo, Seo Yoon;Lee, Chang Hee;Choi, Wan Suk
    • Journal of International Academy of Physical Therapy Research
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    • v.8 no.1
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    • pp.1100-1104
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    • 2017
  • The purpose of this study was to examine the effects of community-based rehabilitation (CBR) program on activities of daily livings (ADLs), quality of life and assistive technology satisfaction for disabled adults in South Korea. Fourteen community-dwelling subjects were participated in a home-based rehabilitation program which performed once a month for 2 months. The outcome measures included Modified Barthel Index (MBI) for assessing ADLs, EuroQol five-dimensions questionnaire (EQ-5D) for quality of life (QoL) and Quebec User Evaluation of Satisfaction with assistive Technology 2.0 (QUEST 2.0) for assistive technology. Significant improvements in ADLs, quality of life and assistive technology satisfaction were observed after the program. This study indicated that community-based rehabilitation program is an effective method for improving ADLs, quality of life and assistive technology satisfaction for adults with disabilities.

Interactive Interface Design Through VR Hand Tracking (VR 핸드트레킹을 통한 상호작용 인터페이스 설계)

  • Ju-Sang Lee;Hyo-Seung Lee;Woo-Jun Choi
    • The Journal of the Korea institute of electronic communication sciences
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    • v.18 no.1
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    • pp.213-218
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    • 2023
  • In order to use the VR HMD, operation through separate controllers in both hands is required. Methods for text input in VR include a method of selecting virtual keyboard keys on the screen one by one using a controller, a method of inputting through a keyboard that is a resource of a computer by connecting a computer and VR, or a method of inputting through a keyboard that is a resource of a computer by purchasing a wireless keyboard in VR and wireless keyboard connection method. As such, the text input method in current VR equipment causes inconvenience and additional costs to users. For these reasons, most of the VR-related contents are limited to simple functions such as games or viewers, and there is a risk that VR equipment will be recognized as a simple game machine. Therefore, in this study, a multi-input interface using hand tracking provided by the Oculus Quest2 device is designed and partially implemented. Through this, it is expected that various tasks such as document work and business processing as well as games can be conveniently used using VR equipment.

A review of cognitive orientation to daily occupational performance with stroke

  • Ahn, Si-Nae
    • Physical Therapy Rehabilitation Science
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    • v.6 no.4
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    • pp.202-207
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    • 2017
  • Objective: The self-decisions of the client regarding the meaningful work as a therapeutic approach of client-orientation. The Cognitive Orientation to daily Occupational Performance (CO-OP) is an occupation-oriented problem-solving approach. The purpose of this study was to describe the goals and intervention protocols of CO-OP in those affected by stroke. Design: A systematic review. Methods: Using EBSCOhost, PubMed, and ProQuest databases, we searched studies published in the past decade that utilized the CO-OP intervention. An initial search revealed 71,171 potential articles. After applying our search criteria to screen the titles, abstracts, and full-text, we included 7 articles that met our inclusion and exclusion criteria. In this study, we used the patient, intervention(s), comparison, outcome method to analyze the 7 selected studies. We analyzed the frequency of goals and intervention protocols. Results: Seven articles met our selection criteria; these studies included participants with an almost normal cognitive function from inpatient and outpatient rehabilitation facilities. CO-OP was used for 237 goals; the most used goal was the instrumental activities of daily living. The training procedure used 3 types of self-selecting goals in the activities. One of the goals was not trained, but was only evaluated to determine the generation effect. The most common outcome measurements included the Canadian Occupational Performance Measure and the Performance Quality Rating Scale. Conclusions: This research provided information about the effectiveness of CO-OP and selecting the correct evaluation tool to assess the efficiency of the intervention. This study suggests that treatment with CO-OP in occupational therapy is effective and that it outlines common protocols.

Comparison Before and After the Application of the Computerized Cognitive Rehabilitation Program(CoTras-C) for Children with Cerebral Palsy (뇌병변 장애 아동의 아동용 전산화 인지재활 프로그램(CoTras-C) 사용 전·후 비교)

  • Park, So-Won
    • Journal of The Korean Society of Integrative Medicine
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    • v.9 no.3
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    • pp.9-18
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    • 2021
  • Purpose : In this study, we applied a computerized cognitive rehabilitation program (CoTras-C) for children with cerebral palsy. Research was conducted to investigate the impact of upper limb function, sensory function, and activities of daily living. Methods : The study period lasted 10 weeks from October 2019 to December 2019. The study subjects were 12 subjects according to the selection criteria, and a computerized cognitive rehabilitation program (CoTras-C) was conducted twice a week for 30 minutes before and after the application of basic occupational therapy. Results : As a result of the computerized cognitive rehabilitation program, scores of upper limb function (QUEST), sensory function (SSP-2), and daily life activity (WeeFIM) were significantly improved (p>.05). From the result of examining the motor area, improvement in fine-motor function and protective extension through touch pad or controller operation was found. It also showed improvement in activities of daily living including motor and activities of daily living including social cognition. In the sensory function evaluation, it was not significant in movement sensitivity. Significant differences were shown in the items excluding olfactory/taste sensitivity. Conclusion : The application of the computerized cognitive rehabilitation program (CoTras-C) showed significant results in upper limb function, sensory function, and daily life activities of children with brain lesions. Based on these results, future studies need to generalize the study by expanding the age or population of children with brain lesions, or by expanding the diversity of diseases and environments.

Concept Analysis of Post Intensive Care Syndrome (집중치료 후 증후군에 관한 개념분석)

  • Kang, Ji yeon;Won, Youn Hui
    • Journal of Korean Critical Care Nursing
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    • v.8 no.2
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    • pp.55-65
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    • 2015
  • Purpose: The purpose of this study was to identify the attributes, antecedents, and consequences of post-intensive care syndrome. Methods: The study was conducted in accordance with Walker and Avant's conceptual analysis process. We searched the Medline, ProQuest, Google scholar, NANET (Korean National Assembly Library), and RISS (Korean Education and Research Information Service) databases resulting in 29 studies for in-depth review. Results: The attributes of post-intensive care syndrome include (1) new or worsening impairment persisting after discharge, (2) physical impairment, (3) psychological impairment, (4) cognitive impairment, and (5) symptom experience. The antecedents of the concept include a critical condition that requires intensive care, stressful events, immobility, sedation, delirium, insomnia, frailty, and invasive procedures. The consequences of post-intensive care syndrome are increased dependency in activities of daily life, decreased social interaction, delayed return to previous occupation, decreased quality of life, familial post-intensive care syndrome, and readmission/death. Conclusion: The concept of post-intensive care syndrome has multifaceted and integrative features. Further research needs to be conducted to develop a measurement tool that reflects the attributes of the concept and to develop multidisciplinary interventions to prevent post-intensive care syndrome.

Muscle activity in relation to the changes in peripheral nerve conduction velocity in stroke patients: Focus on the dynamic neural mobilization technique

  • Kang, Jeong IL;Moon, Young Jun;Jeong, Dae Keun;Choi, Hyun;Park, Joon Su;Choi, Hyun Ho
    • Journal of International Academy of Physical Therapy Research
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    • v.9 no.2
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    • pp.1447-1454
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    • 2018
  • The objective of this study was to investigate the dynamic neural mobilization program on the changes in muscle activity and nerve conduction velocity (NVC) in stroke patients. The participants were sampled and randomly divided into experimental group I (n=12) who underwent arm neural mobilization and experimental group II (n=13) who underwent arm dynamic neural mobilization. As the pretest, peripheral NVC of the radial, median, and ulnar nerves were measured using the Viking Quest; the biceps brachii, brachioradialis, flexor carpi radialis, and extensor carpi radialis activities were measured with sEMG. Each intervention program consisted of 10 trials per set and three sets per session. The intervention programs were performed once daily for four weeks (four days/week). Posttest measurements were taken equally as the pretest measurements. Significant differences in peripheral NVC in all sections of the radial and median nerves and wristbelow elbow and below elbow-above elbow areas of the ulnar nerve, as well as in muscle activity of all muscles except the biceps brachii. These findings indicate that dynamic neural mobilization was effective in increasing peripheral NVC and altering the muscle activity.

A Systematic Review of the Effects of Visual Perception Interventions for Children With Cerebral Palsy (뇌성마비 아동에게 시지각 중재가 미치는 효과에 대한 체계적 고찰)

  • Ha, Yae-Na;Chae, Song-Eun;Jeong, Mi-Yeon;Yoo, Eun-Young
    • Therapeutic Science for Rehabilitation
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    • v.12 no.2
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    • pp.55-68
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    • 2023
  • Objective : This study aims to analyze the effects of visual perception intervention by systematically reviewing the studies that applied visual perception intervention to children with cerebral palsy. Methods : The databases used were PubMed, EMbase, Science Direct, ProQuest, Koreanstudies Information Service System (KISS), Research Information Sharing Service (RISS), and the National Assembly Library. The keywords used were cerebral palsy, CP, and visual perception. According to the PRISMA flowchart, 10 studies were selected from among studies published from January 1, 2012 to March 30, 2022. The quality level of the selected studies, the demographic characteristics of study participants, the effectiveness of interventions, area and strategies of intervention, assessment tools to measure the effectiveness of interventions, and risk of bias were analyzed. Results : All selected studies confirmed that visual perception intervention was effective in improving visual perception function. In addition, positive results were shown in upper extremity function, activities of daily living, posture control, goal achievement, and psychosocial areas as well as visual perception function. The eye-hand coordination area was intervened in all studies. Conclusion : In visual perception intervention, It is necessary to evaluate the visual perception function by area, and apply systematically graded customized interventions for each individual.

Comparison of Raw Material Inventory Management Policies for a Precast Concrete Production Plant (프리캐스트 콘크리트 제작공장에 대한 원자재 재고관리 정책 비교)

  • Kwon, Hyeonju;Jeon, Sangwon;Lee, Jaeil;Jeong, Keunchae
    • Korean Journal of Construction Engineering and Management
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    • v.25 no.5
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    • pp.41-54
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    • 2024
  • In this study, we compare and analyze the performance of three inventory management policies for raw material inventory management in a Precast Concrete production plant: Fixed Order Quantity Policy (FOQP), Fixed Order Interval Policy (FOIP), and (s, S) Ordering Policy (sSOP). In order to make more realistic conclusion, we developed and utilized the ARENA simulation model, a performance evaluation tool that considers the variance of raw material demand and supply for the entire production process in a PC production plant using multiple raw materials. For the three policies, reorder point, order quantity, target level, and order interval parameters were initialized by using Economic Order Quantity (EOQ) model and then optimized through OptQuest. As a result of optimization, inventory management costs were reduced by an average of 97.28% compared to the EOQ model that does not consider the variance of demand and supply. After setting three influencing factors, Project Occurrence Cycle (POC), Raw Material Lead-time (RML), and Unit Stock-out Cost (USC), a performance evaluation was conducted for the three policies. As a result of evaluation, the inventory management costs of FOQP and sSOP, which determine order intervals by considering inventory levels by real-time or daily, were 30.6% and 27.9% lower than FOIP with fixed order intervals respectively. In addition, inventory management costs were affected by RML and USC factors excluding POC, but the differences were 2.17% and 2.09% respectively, which were not large due to the optimization of parameters for responding the variance of raw material demand and supply.