• Title/Summary/Keyword: Functional Game

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Effects of Virtual Reality Exercise Program on Muscle Activity and Balance Abilities in Elderly Women (가상현실 운동프로그램이 여성노인의 근활성도와 균형능력에 미치는 영향)

  • Lee, Joon-Hee;Park, Seong-Ung;Kang, Jeong-Il;Yang, Dae-Jung;Park, Seung-Kyu
    • The Journal of Korean Physical Therapy
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    • v.23 no.4
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    • pp.37-44
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    • 2011
  • Purpose: The aim of this study was to investigate the effects of an exercise program using a virtual reality game and a gait exercise program using a treadmill on % maximum voluntary isometric contraction (%MVIC) and static and dynamic balancing capabilities. Methods: A total of 26 elderly women were included in the study. 13 women were assigned to an exercise program using a virtual reality game, and 13 to a gait exercise program using a treadmill. The subjects performed the exercise for 40 min per session, three sessions per week, for eight weeks. Results: The %MVIC of the vastus medialis was significantly increased from $28.91{\pm}2.03%$ to $32.98{\pm}2.6%$ in the virtual reality game exercise group (p<0.00). The %MVIC of the vastus lateralis was significantly increased from $27.17{\pm}1.93%$ to $31.50{\pm}2.18%$ (p<0.00) in the gait exercise program group. The whole path length with both feet on the floor and eyes open was significantly decreased from $1570.92{\pm}820.6mm$ to $1343.62{\pm}242.41mm$ (p<0.00). The whole path length with both feet on the floor and eyes closed was significantly decreased from $1819.85{\pm}361.14mm$ to $1581.05{\pm}285.11mm$ (p<0.00). The length of a functional reach was significantly increased from $25.2{\pm}4.23cm$ to $27.68{\pm}4.04cm$ (p<0.00). Conclusion: The exercise program using a virtual reality game is effective for improving the %MVIC and static and dynamic balancing capabilities in elderly women aged 65 years and more.

A Study on Serious Game Production Based on Jewish Play (유대인의 놀이를 주제로 한 기능성 게임 제작 방안에 관한 연구)

  • Lee, MyounJae
    • Journal of Digital Convergence
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    • v.11 no.11
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    • pp.725-731
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    • 2013
  • The Jews has been cited as the most influential nations in the world of politics, economy, and culture in many areas. For these reasons, the study of Jewish economic life such as child-rearing, family life, and religious life is getting expanded to various areas. In this paper, we deal with the Jews's play for the various areas. Play is the best way to see the consciousness of a certain age on learning the structure and lifestyle. Therefore, the research is described to produce serious games based on by study of Jewish play using information in the internet, researched paper. Then, the investigated play's role of technology for production of functional game plans are discussed. As a result, the Jews play: 1) the history, traditions of wisdom, tools, 2) a medium for delivering educational messages, 3) the formation of community tools emotions 4) promise to play a role as a tool for learning. The development and Release of serious games based on Jews play can lead to a positive social learning effect.

Integration of Application Program for Dementia Diagnosis using Biometric Sensor and Oxygen Chamber (치매의 진단, 예방 및 완화를 위한 스마트폰용 게임 애플리케이션 개발)

  • Yun, Seong-Min;Choi, Hyo Sun;Cho, Myeon-Gyun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.5
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    • pp.2953-2961
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    • 2014
  • Dementia once occurred is known to be mostly irreversible but can be treated only if it is detected early; especially vascular Dementia. Thus, in this paper we have developed Dementia diagnosis and care application through inter-working between biometric sensors and smart phone. With developing serious game for the demented elderly, we proposed ons-stop solution for Dementia; smart-phone application with diagnosis, prevention and mitigation of Dementia. Since the proposed game for mitigating Dementia requires sense of space and balance using both arms instead of operating simple arrow button, a treatment effect for Dementia will be doubled. If we tried to forestall, ease and cure Dementia with the proposed application. the social losses from Dementia would be minimized as a result.

A Study on the Implementation of Serious Game Learning Multiplication Table using Back Propagation Neural Network on Divided Interconnection Weights Table (분할 가중치 테이블 역전파 신경망을 이용한 구구단 학습 기능성 게임 제작에 관한 연구)

  • Lee, Kyong-Ho
    • Journal of the Korea Society of Computer and Information
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    • v.14 no.10
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    • pp.233-240
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    • 2009
  • In this paper we made the serious game learning multiplication table to be evolved. The serious game is to induce the interest of the learner. This program has an interaction form which reflects the intention of the user and using this program a learner to learn the multiplication table as teacher's location are training a program that are seen as the abata and came to be that learner is smart. A study ability to be evolved used an back propagation neural networks. But we improved a study speed using divided weight table concept. The engine is studied perfectly in 60~80 times training. The learning rate increase to various non-monotonic functional form not to do a mechanical rise. And the learning rate is similar with the study ability of the human.

SETVALUED MIXED QUASI-EQUILIBRIUM PROBLEMS WITH OPERATOR SOLUTIONS

  • Ram, Tirth;Khanna, Anu Kumari;Kour, Ravdeep
    • Nonlinear Functional Analysis and Applications
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    • v.27 no.1
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    • pp.83-97
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    • 2022
  • In this paper, we introduce and study generalized mixed operator quasi-equilibrium problems(GMQOEP) in Hausdorff topological vector spaces and prove the existence results for the solution of (GMQOEP) in compact and noncompact settings by employing 1-person game theorems. Moreover, using coercive condition, hemicontinuity of the functions and KKM theorem, we prove new results on the existence of solution for the particular case of (GMQOEP), that is, generalized mixed operator equilibrium problem (GMOEP).

Development of New Concept Headset using Axiomatic Approach (공리적 접근을 이용한 신개념 헤드셋의 개발)

  • Hwang, Yun-Dong;Cha, Sung-Woon
    • Proceedings of the KSME Conference
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    • 2001.06c
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    • pp.426-431
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    • 2001
  • When we use various multimedia programs such as 3D-game, visual conference, dial-pad phone by internet service, we make use of headset generally. As internet system is magnified more and more, a demand of headset will be increasing continuously. Because microphone was fixed by headset, it has many inconveniences for using headset. For these reasons, new concept headset is needed nowadays. Main idea of development of headset is very the automatic operation system of microphone. There are many process variables in appling new technology to the conventional headset. They can be solved by using axiomatic approach method which is very useful design method for designing new products. Its main character is scientific and analytical. The goal of this research is to design and manufacture a new headset model with axiomatic design method. In this paper, a new concept headset was presented by mapping the relation between functional requirements and design parameters.

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Usability Test of Serious Game Robot App for Hospitalized Children (입원 아동 환자를 위한 로봇용 기능성 게임 앱 사용성 평가)

  • Jin, Mei-Ling;Kim, Jeong-Eun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.20 no.2
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    • pp.228-234
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    • 2019
  • This study was conducted to evaluate the usability of serious-game apps for robots that are being developed for hospitals to add familiarity to hospital life for hospitalized patients. We conducted a usability test of 10 experts and 12 elementary school students with inpatient experience. The usability evaluation of the developed apps was based on the professional (MARS) evaluation tool and the user (uMARS) evaluation tool. The results of the usability test of the serious game robot app were $3.67{\pm}0.342$ for professionals and $3.68{\pm}0.592$ for children. The expert group obtained the highest score in the aesthetics category, and the user group obtained the highest score in the functionality category. In the subjective comments, the experts pointed out the game layout and the consistency of the style. According to the children, the methods were easy to learn, and the screen movement was mainly described. Both groups received low ratings in terms of engagement through participation. This study will provide useful reference material when the functional game app is actually installed in the robot and the usability test is conducted again after the results obtained in this study are considered.

A study on Hangul serious mobile game for Infant based on R. Caillois's theory (로제 카이와(R.Caillois)의 놀이 유형에 근거한 유아용 한글 기능성 모바일 게임 연구)

  • Lee, Sooyeon;Kim, Jaewoong
    • Cartoon and Animation Studies
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    • s.35
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    • pp.291-312
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    • 2014
  • This study is based on the theory of R.Caillois about element of play which is motivated to infant for studying Hangul. The ultimate goal of play has to be accompanied by pleasure. And learning means permanent changes from experiences for the individual's. Play and learning, these two elements are united to the genre of serious game since the GBL (game based learning) was lead. Most importantly, in order to achieve their own Hangul learning is the fun. Coupled with fun and learning has an important issue for flow because concentration is low in infants than adults. In this case study is to know about fun factor has been applied effectively to Hangul serious mobile game. 20 Infant Hangul mobile serious games of Google Android mobile game section were selected as a case study based on more than 10,000 downloads and user's review rate by April 22, 2014. After that is currently available on the market can play a variety of cases of infant learning Hangul from previous research of R.Caillois offers four categories of play. R.Caillois of Agon, Mimicry, Alea, Ilinx have unique characteristics in comparison with its functional characteristics Hangul four are present any role in Hangul serious mobile games. As a result of the cases selected and the rules of the game will include a maximum of two of the most common types of Agon. Each attribute of the play, rather than one single factor is applied to four kinds of game play performance when properties are distributed to experience together gave the best flow. As a result of this study will be a based research for infants Hangul serious mobile game reflects the properties of the elements of a fun game that you want to combine learning.

A study on the device management application production of the focal of user interface (사용자 인터페이스 중심의 디바이스 관리 앱 제작에 관한 연구)

  • Choi, Yong-Seok;Ju, Woo-Suk
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2015.05a
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    • pp.170-171
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    • 2015
  • At the present time it continues to be the smart device released has also been commercialization device accessories accordingly. Such accessories are getting great response to consumers in the form of an external device to a character commercialization design. However, these products are not useful in the functional aspects of using the external form of the device is concentrated only. This study documents the management app to give the game character acts on the application category grouping the ability to efficiently manage the smart device. Research method is to study the existing product released to find out how it works come from the smart device management side, The device app management features added to the game play will be produced based on them.

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Review of Cognitive Behavioral Therapy as an Intervention Program for Internet Addicts: A Theoretical Framework and Implications with Physiological Perspectives (인터넷 중독 중재 프로그램으로서의 인지행동요법: 생리적 관점에서의 이론적 기틀 및 활용에 대한 고찰)

  • Kim, Nahyun;Hong, Seung Hee
    • Journal of Korean Biological Nursing Science
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    • v.17 no.3
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    • pp.219-227
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    • 2015
  • Purpose: This study was conducted to review physiological mechanisms of internet addiction and to construct a theoretical framework for cognitive behavioral therapy for internet addicts. Methods: We searched for relevant literature in the PubMed and RISS databases using the terms "internet addiction", "internet game addiction", "internet abuser", and "online game". Only English, full-text articles published from 2000 to 2015 were included in this review of physiological indicators of internet addiction. Finally, 12 articles were selected for review. Results: The theoretical framework developed based on the review proposes that excessive internet use itself may induce physiological stress responses with an increase of stress-related hormones and neurotransmitters. Prolonged abnormal responses of these physiological features produce negative structural and functional changes in the prefrontal cortex, which is mainly involved in cognitive and executive functions. These changes may result in decreased cognitive function. As a stressor, excessive internet use leads to transforming voluntary use into involuntary, habitual use and thus promotes the development of internet addiction. Conclusion: The proposed theoretical framework encompasses cognitive processes that may contribute to the effects of internet use-induced physiological stress on internet addiction. We believe that this framework has important implications for developing cognitive behavioral strategies for internet addicts.