• Title/Summary/Keyword: Exercise by game

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The effect of community based participatory obesity management program in obese school children (학령기 비만아동을 위한 지역사회 참여형 비만관리 프로그램의 효과)

  • Cho, In-Sook;Ryu, Hyun-Sook
    • Journal of the Korean Applied Science and Technology
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    • v.34 no.4
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    • pp.737-745
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    • 2017
  • The aim of this study was to develop a community based participatory obesity control program and measure the effects of the program on obesity, exercise habit, eating habit and life habits among obese elementary school children. The community based participatory obesity control program was provided for the experimental group of $4^{th}$ grade elementary school students for 10 weeks. The program included obesity related health educations and counseling once a week, jump rope classes twice a week and folk game classes held once a week. Method: There were 24 students with obesity in the experimental and 27 in the control groups. The collected data were analyzed by the Kolmogorov-Smirnov test, ${\chi}^2$-test, independent t-test and repeated measure ANOVA. Results: After 10weeks of participation in the program, the experimental group showed significantly lower Body Mass Index (p<.001) and waist hip ratio (p=.036), significantly higher exercise habit (p=.004), eating habit (p=.003) and life habit (p=.001) than those in the control group. Conclusion: This study provides evidence that community based participatory obesity management program is effective nursing intervention for managing child obesity.

Drawing up class module elements of originality and convergence and suggesting class modules by combining middle school physical education and STEAM (중학교 체육과 STEAM 융합을 통한 창의·융합 수업 모듈 요소 도출 및 수업 모듈 제시)

  • Hong, Hee-Jung;Lim, Hyun-Joo
    • Journal of Wellness
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    • v.14 no.2
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    • pp.207-223
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    • 2019
  • The purpose This study aimed at proposing class module elements for creativity and convergence and class models for creativity and convergence by integrating content elements by physical activity field(health, challenge, competition, ) for physical education and STEAM. For this, literature review, focus group interview(FGI) and discussions with experts were conducted, and the following study results have been drawn up: First, concerning the class module elements for creativity and convergence, total 11 class module elements in the health field were suggested including detecting risks by posture analysis and analyzing and designing amount of physical activity. Second, total 7 module elements in the challenge field were deduced such as anticipation of obstacles to target achievement and modeling of effective exercise. There were 17 convergence elements in the competition field including game record analysis and creation of game data storage application. Third, total 9 creativity and convergence module elements in the field include modeling of technology improvement for motion and symbolization for motion records. In addition, class modules related to convergence with engineering in the health field, convergence with technology in the challenge field, convergence with art in the competition field and convergence with art and mathematical symbols were proposed.

Development of a Nutrition Education Website for Children (초등학생 대상의 영양교육 웹사이트 개발)

  • 현태선;연미영;김선희;김난희;안숙미;이순미;지현정;선명희;오춘화
    • Korean Journal of Community Nutrition
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    • v.8 no.3
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    • pp.259-269
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    • 2003
  • The purpose of this study was to develop a nutrition education website for children, especially those around the 4th-6th grade levels. Among the already existing websites providing nutritional information for children, 7 websites with comparable amounts of information were evaluated in terms of their topics, credibility, content, ease of use, and aesthetics. In addition, a survey was conducted to assess the need for nutrition information among 305 elementary students. The food pyramid was the topic offered most often on those websites. Information on nutrients, digestion, food safety, nutrition labeling, and healthy eating habits were available on the websites. Some of those websites also provided games or quizzes to attract the children's interest. However, seine of the websites did not give any information on the person responsible for providing the information, which is most important in determining the credibility of the website. Other problems were that some information was too difficult for children, and some of the websites did not provide a way to search for information. According to the survey results, the topics that children wanted to know about were‘desirable weight’,‘cooking’,‘correct food choice’,‘weight control method’,‘calories consumed during exercise’, but, they did not have a high interest in‘asking questions’‘books with nutrition messages’,‘under weight’,‘negative effect of weight control’and‘helping hungry children’. Based on these results, we developed a new nutrition education web-site, ifood’(http: //1 ifood.or.kr). We focused on helping children develop healthy eating habits by providing information which is easy and practical for children. However, we neither included the program to assess their dietary intake, nor provided entertaining background sounds, which children like. Also, the game section is composed mainly of quizzes. Therefore, we need to further develop exciting games to teach nutrition to children. In the near future, the newly developed website should be evaluated by children regarding understandability and coverage of the contents as well as usability and design, and then revised to improve the educational effect.

Normative Issues of Maritime Autonomous Surface Ships(MASS) Pursuant to the State Jurisdictions under UNCLOS (유엔해양법협약상 국가관할권에 따른 자율운항선박의 규범적 쟁점사항)

  • 한국해양수산개발원
    • Ocean policy research
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    • v.33 no.2
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    • pp.147-181
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    • 2018
  • Currently, we are living in the era of the 4th industrial revolution. In the field of shipping industry, the MASS is a revolutionary game changer in the making arising out of such an industrial and technical innovation in the pursuit of radically challenging the pre-existing system of a human-operated vessel. Given this trend, the entire maritime regulatory regime, which has been designed by, and intertwined with, human seaworthiness, abruptly faces the most unprecedented normative confrontations now and increasingly in the coming days. As the constitution of ocean, UNCLOS, provides, every flag state is obliged to effectively exercise its jurisdiction to secure technical and human seaworthiness. Moreover, the coastal state may institute protective proceedings against vessels in respect of any violations of its laws to protect its marine environment in maritime zones of the coastal state. Further, UNCLOS acknowledges that the port state's authority extends to take administrative measures to prevent sub-standard ships from sailing within the ports or offshore-terminals of the state. These three jurisdictional functions will be required to more closely interface with each other than ever over the legal and political implications created by MASS. Although states' jurisdictional nuances are significant in this present world tilting back to protectionism, there are few articles to present jurisdictional issues of states and conceivable normative discourse with regard to MASS. This articles visits potential jurisdictional conflicts underlying MASS and tries to strike balance between contradictory interpretive approaches under UNCLOS while it is undeniable that this doctrinal research tends to strive to find justifications within the current framework of international law.

A Study on the Lower Body Muscle Strengthening System Using Kinect Sensor (Kinect 센서를 활용하는 노인 하체 근력 강화 시스템 연구)

  • Lee, Won-hee;Kang, Bo-yun;Kim, Yoon-jung;Kim, Hyun-kyung;Park, Jung Kyu;Park, Su E
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.21 no.11
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    • pp.2095-2102
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    • 2017
  • In this paper, we implemented the elderly home training contents provide individual exercise prescription according to the user's athletic ability and provide personalized program to the elderly individual. Health promotion is essential for overcoming the low health longevity of senior citizens preparing for aging population. Therefore, the lower body strengthening exercise to prevent falls is crucial to prevent a fall in the number of deaths of senior citizens. In this game model, the elderly are aiming at home training contents that can be found to feel that the elderly are going out of walk and exercising in the natural environment. To achieve this, Kinect extracts a specific bone model provide by the Kinect Sensor to generate the feature vectors and recognizes the movements and motion of the user. The recognition test using the Kinect sensor showed a recognition rate of about 80 to 97%.

Leap Motion Framework for Juggling Motion According to User Motion in Virtual Environment

  • Kim, Jong-Hyun
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.11
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    • pp.51-57
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    • 2021
  • In this paper, we propose a new framework that calculates the user's hand motions using a Leap Motion device, and uses this to practice and analyze arm muscles as well as juggling motions. The proposed method can map the movement of the ball in a virtual environment according to the user's hand motions in real time, and analyze the amount of exercise by visualizing the relaxation and contraction of the muscles. The proposed framework consists of three main parts : 1) It tracks the user's hand position with the Leap Motion device. 2) As with juggling, the action pattern of the user throwing the ball is defined as an event. 3) We propose a parabola-based particle method to map the movement of a juggling shape to a ball based on the user's hand position. As a result, using the our framework, it is possible to play a juggling game in real-time.

Analysis of Handball Strategies of World Top Class Team to Prepare Tokyo2021 Olympic games (2021년도 도쿄올림픽 대비 세계 상위권 여자핸드볼 전력분석)

  • Kang, Yong-Gu;Kim, Hyun-Tea;Kwak, Han-Pyong
    • Journal of the Korea Convergence Society
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    • v.11 no.6
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    • pp.359-365
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    • 2020
  • The purpose of this study was to collect and analyze information on the major scoring paths, success rate by shooting type, assist, steal, block, and goalkeeper defense rate by shooting type in the 2019 World Women's Handball Championship. Based on the research results, the following conclusions were drawn. First, as a result of the analysis of the scoring route, 1st the Netherlands and 2nd Spain had 6m shots and 7m shots the most. Second, in the success rate analysis results by shooting type, the top 6 teams showed 7m shot, breakthrough shot, and fast shot. Third, according to the result of assist frequency analysis, the fourth place in the competition Norway scored the most assists among the six teams. Fourth, as a result of the steel frequency analysis, Norway scored the most with 5.2 on average among the six teams. Fifth, as a result of analyzing the goalkeeper defense rate by shooting type, it was found that all 6 team's goalkeepers had the highest defense against 9m shooting. Therefore, for an in-depth analysis of the game strategy, it is considered that it is necessary to understand the characteristics of individual player's performance and collect information will be followed by a follow up research in the future.

Influence of Computer Use Hours on Physical Development, Dietary Patterns, and Nutritional Status of Higher Grade Elementary School Children (컴퓨터 사용시간이 고학년 초등학생의 신체 발달, 식생활 습관 및 영양 상태에 미치는 영향)

  • Kim, Hye-Seon;Lee, Bog-Hieu
    • Journal of Nutrition and Health
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    • v.41 no.2
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    • pp.165-173
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    • 2008
  • This study was intended to investigate whether the computer use hours affect physical development, dietary habits, and nutritional status or not. One hundred and ninety elementary school students from Gyeonggi province and Seoul were selected and surveyed during December, 2006. Participants were divided into 2 groups: long-time computer user (${\geq}$ 2 hrs./day) and short-time computer user (<2hrs./day). The survey included the questionnaires and anthropometric measurement. A dietary survey was conducted by using 24-hour recall method. The most of long-time computer user accessed computer more often than those of short-time computer user weekly bases. The purpose of the computer use was for the computer game (p < 0.05). Most participants accessed computer after the school at night and at their home. The longer the computer use, the more the body weight and %RBW (p < 0.05). Dietary habits score of long-time computer user 34.5 points) was lower than that of short-time computer user (38.0 points) (p < 0.001). The long-time computer user consumed more fatty foods, instant foods, and sugary foods. In case of dietary habit changes incurred by computer use, the long-time computer user had inferior dietary habits: skipping meals, meal size, appetite, eating speed, weight, exercise, and sleeping trouble (p < 0.05). The long-time computer user consumed less calories than the short-time computer user (p < 0.05). Also, the long-time computer user tended to have lower intakes of vitamin C, Ca, and dietary fiber without significance. From the findings, the longer use of computer by the elementary school children negatively affects their physical development, dietary habits and nutritional status.

A Study on the Introduction of Baseball and Muscular Christianity in the Late Chosun Dynasty (조선 말기 야구의 도입과 강건한 기독교주의에 관하여)

  • Kim, yong-hyun;Shin, eui-yun;Kim, Youn-soo
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.3
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    • pp.147-154
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    • 2019
  • Baseball was first introduced in Korea by American Gillette, who was the general manager of the YMCA in the late Joseon Dynasty. There are many discussions about the timing of the first baseball game in Korea, but it has yet to be sorted out. But what is certain is that baseball was introduced directly from the after 1903, when the first Korea YMCA, the Hwang seong Christian Youth Association, was founded. Gillett studied at Springfield YMCA International Training School in the United States from 1900 to 1901. The school is where Gulick worked as a teacher, who actively embraced strong Christianity from Britain and laid the foundation for the YMCA project in the United States. Therefore, Gillett was influenced by this Muscular Christianity, and the reason behind the introduction of baseball in our country is the same Muscular Christianity idea. Gillett, the manager of the YMCA in Korea, has developed various sports projects in Korea based on this Manager idea. It also helped the Korean people, who have been under Japanese colonial rule since 1905, to strengthen their bodies and minds and It helped the independence movement of Koreans. These specific and practical examples are YMCA baseball team active and the 105-member incident.

An Approach to Realistic Contents of T-ball for VR Sports Room Classes (가상현실 스포츠실 수업을 위한 티볼 실감 콘텐츠 접근)

  • Eun, Kwang-Ha
    • The Journal of the Korea Contents Association
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    • v.22 no.10
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    • pp.47-58
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    • 2022
  • This research presented development contents for application of realistic content approach study that can experience T-ball sports used in regular physical education classes at indoor space with screen. The scope of application can be used for ball sports training in virtual reality sports room of elementary and junior high schools. The approach process presents an appropriate approach system for sustainable training education which is to improve T-ball sports training to target users through consultation-based collaboration with sports experts and T-ball leaders, focusing on basic training content of T-ball textbooks. In other words, the training mode was designed to induce immersion in T-ball sports classes and provide natural basic training for students at elementary schools rather than simply experience-based realistic content. The developed training content provided basic attack training according to weekly differentiated curriculum, and the approach process of training mode by difficulty level was presented to allow the user to improve the training by the degree of difficulty. In addition, the match mode approach process that reflects the game rules of T-ball sports was presented. This study can be presented as a reference production case that can be used to improve basic training and physical exercise of ball sports for industries related to development of realistic content.