• Title/Summary/Keyword: Game Assessment

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Development and Clinical Evaluation of the Upper Extremity Rehabilitation Game Program for Patients with Upper Extremity Hemiplegia After Stroke Using Smartphone: Preliminary Study (스마트폰을 이용한 뇌졸중 후 상지 편마비 환자의 상지 게임재활훈련 프로그램 개발 및 임상적 유용성 평가에 대한 예비연구)

  • Lim, Hyunmi;Choi, Yoon-Hee;Paik, Nam-Jong;Ku, Jeonghun
    • Journal of Biomedical Engineering Research
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    • v.36 no.5
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    • pp.155-161
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    • 2015
  • In the paper, we developed the mobile based rehabilitation system for patients with upper extremity hemiplegia after stroke and evaluated clinical usefulness and effectiveness of the system. The sensors built in the smartphone were used to track patients' upper limb motion and the movements was transferred to the tablet PC through bluetooth connection so that the game contents could be interact with the movements. The rehabilitation game contents was based on Brunnstrom stage(B-stage), and was designed to lead accurate movement of upper limb. For the clinical evaluation of the effectiveness, 11 patients were recruited and make them perform an exercise of their wrist, shoulder, and forearm using the system for two weeks. The change of upper limb motor function was measured using fugl-meyer assessment(FMA), Brunnstrom stage(B-stage). And the change of quality of life was measured using EuroQoL-5 Dimension(EQ-5D), Beck Depression Inventory(BDI). The results showed significant improvement in upper limb function but not in quality of life. We verified mobile based rehabilitation program could be useful and effective for the clinical use.

Development of a Knee Exoskeleton for Rehabilitation Based EMG and IMU Sensor Feedback (단계별 무릎 재활을 위한 근전도 및 관성센서 피드백 기반 외골격 시스템 개발)

  • Kim, Jong Un;Kim, Ga Eul;Ji, Yeong Beom;Lee, A Ram;Lee, Hyun Ju;Tae, Ki Sik
    • Journal of Biomedical Engineering Research
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    • v.40 no.6
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    • pp.223-229
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    • 2019
  • The number of knee-related disease patients and knee joint surgeries is steadily increasing every year, and for knee rehabilitation training for these knee joint patients, it is necessary to strengthen the muscle of vastus medialis and quadriceps femoris. However, because of the cost and time-consuming difficulties of receiving regular hospital treatment in the course of knee rehabilitation, we developed knee exoskeleton using rapid prototype for knee rehabilitation with feedback from the electromyogram (EMG) and inertia motion unit (IMU) sensor. The modules was built on the basis of EMG and an IMU sensor applied complementary filter, measuring muscle activity in the vastus medialis and the range of joint operation of the knee, and then performing the game based on this measurement. The IMU sensor performed up to 97.2% accuracy in experiments with ten subjects. The functional game contents consisted of an exergaming platform based on EMG and IMU for the real-time monitoring and performance assessment of personalized isometric and isotonic exercises. This study combined EMG and IMU-based functional game with knee rehabilitation training to enable voluntary rehabilitation training by providing immediate feedback to patients through biometric information, thereby enhancing muscle strength efficiency of rehabilitation.

A Development Study on New Hand Rehabilitation Training Tool Using Cat's Cradle Game (실뜨기 놀이를 활용한 새로운 수부재활훈련도구 개발 연구)

  • Lee, Yu Sol;Chung, Do Sung
    • Design Convergence Study
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    • v.17 no.3
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    • pp.1-19
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    • 2018
  • Hand rehabilitation training tools are used in hospitals and at home for patients and users who require recovery of disabled hands and improvement in overall hand function. However, existing training tools are not organized into a progressive system, and they lead to repeatability operations over a period of time. As a result, patients feel free and cannot be motivated by rehabilitation, and continuous rehabilitation training is difficult. Based on this argument, the study combines one of the elements of the game called the "Cat's cradle" to enable the user to feel achievement through play and to achieve natural rehabilitation through unconsciousness. After examining the characteristics of the tool, the user's environment, the relevance of the Cat's cradle game to the training tool and to the patient's continued rehabilitation was established. And design elements were derived through professional interviews. Later, design guidelines and prototypes have been created to complement the problems associated with guidelines and prototypes by conducting usability testing and design element assessment.

Combined Study of Individual Board Game Program on Cognitive Function and Depression in Elderly People with Mild Cognitive Impairment (경도인지장애 고령자의 인지기능 및 우울 수준에 대한 가정방문 개별 보드게임 프로그램의 융복합 연구)

  • Kim, Han-na;Song, Bo-Kyoung
    • Journal of the Korea Convergence Society
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    • v.10 no.9
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    • pp.85-90
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    • 2019
  • The purpose of this study was to investigate the effects of individual board game program (IBGP) on cognitive function and depression level in 7 elderly people with mild cognitive impairment(MCI). We used the mini-mental state examination korean version (MMSE-K), montreal cognitive assessment korean version (MoCA-K), and korean form of geriatric depression scale(KGDS). The results showed significant differences in MMSE-K before, after, and follow-up(p<0.05), and there were differences of orientation for time, place, and object and attention in before, after, and follow-up(p<0.05). MoCA-K showed differences in before, after, and follow-up assessments(p<0.01), and showed differences in visual construction skill, orientation, and short-term memory(p<0.05). Finally, there was a difference in depression level before, after, and follow-up of KGDS(p<0.01). Therefore, IBGP for the elderly can help improve the cognitive function, and based on this, it is expected that an advanced IBGP will be applied to improve orientation for time and place in the elderly.

A Qualitative Study on the Process of the Mental Health Assessment and Intervention after the Sewol Ferry Disaster: Focusing on Survivors among Danwon High School Students

  • Lee, Mi-Sun;Hwang, Jun-Won;Bhang, Soo-Young
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
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    • v.29 no.4
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    • pp.161-171
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    • 2018
  • Objectives: This study aimed to identify the process of psychosocial assessment, the experience of intervention, and the improvement after the disaster that Danwon high school students survived from the sinking of the Motor Vessel (MV) Sewol in South Korea on April 16, 2014. Methods: We conducted in-depth qualitative research using individual interviews from January to February 2017. Twenty-one of 75 Danwon high school students survived by the MV Sewol disaster were studied. Two interviewers participated in the in-depth interview. Interviews were transcribed verbatim, coded, and analyzed through content analysis based on psychosocial assessment and intervention after the disaster. Results: Twenty-one participants were 20 years old, where 10 were male (47.62%), and 11 were female (52.38%). More than 75% of the interviewed students felt that mental health services were needed, and more than 85% required mental health assessments. Regarding psychiatric symptoms, the students reported that they suffered depression and insomnia (19.05%), anxiety (14.29%), nightmares and phobias (9.52%), and difficulties regarding concentration, aggression, and game addiction (4.76%). Conclusion: Despite survivors experiencing the same disaster, there were differences in their responses to mental health assessments and interventions experienced during the three years, and conflicting opinions were reported. In planning future evaluations and interventions, it is necessary for strategies to cope with flexibly to consider the characteristics and symptoms of the survivors while maintaining principles.

A comparative study of digital contents industries (디지털 콘텐츠 산업의 유망분야 비교분석 연구)

  • Kim, Eun-Sun;Park, Dong-Un;Park, Young-Seo
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.737-740
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    • 2006
  • With the development of internet diffusion, digital contents industries has been growing with various forms such as game, animation, e-learning etc.. Considering that digital contents industry is the part of national growth engine, it is very important to make decision over technology development direction based on commercialization premises. This paper tries to give practical help over industries and academia through details industry analysis and assessment. The part of assessment tools which was originated from Standford Research Institute has been applied to compare and analyze the details industries.

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A Study on the Prevention of Consumer Problems of Mobile Game In-app Payment (모바일게임 인앱결제 소비자피해 예방을 위한 연구)

  • Koo, Hye-Gyoung;Kim, Min-Ji;Kim, Su-Yeon;Seo, Do-Yeon;Yang, So-Hyeon;Lim, Jeong
    • The Journal of the Korea Contents Association
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    • v.19 no.8
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    • pp.93-105
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    • 2019
  • This study want to identify problems related to mobile in-app payment from the perspective of consumers and suggest ways to solve them. Three scenarios have been developed to achieve the objectives of this study. This suggests the situation of in-app payment problem that consumers often experience. Then 323 consumers in their 20s and 30s read the scenario, identified the problem in each situation and assessed who was responsible. Consumers were aware of in-app payment problems due to problems with in-app payment readability, problems with app market responsibility, problems with responsibility of game companies, and problems of consumer responsibility. And different consumers had different levels of assessment on the problem of in-app payment. According to the research, consumers have high demand for improvement of the lack of readability in related laws, including strengthening the readability of the in-app payment indicator. In addition, the company confirmed the importance of cooperative efforts by consumers, businesses, and the government due to high consumer expectations for the role of the distribution company App Market other than the content developer game company.

PROCEDURE FOR APPLICATION OF SOFTWARE RELIABILITY GROWTH MODELS TO NPP PSA

  • Son, Han-Seong;Kang, Hyun-Gook;Chang, Seung-Cheol
    • Nuclear Engineering and Technology
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    • v.41 no.8
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    • pp.1065-1072
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    • 2009
  • As the use of software increases at nuclear power plants (NPPs), the necessity for including software reliability and/or safety into the NPP Probabilistic Safety Assessment (PSA) rises. This work proposes an application procedure of software reliability growth models (RGMs), which are most widely used to quantify software reliability, to NPP PSA. Through the proposed procedure, it can be determined if a software reliability growth model can be applied to the NPP PSA before its real application. The procedure proposed in this work is expected to be very helpful for incorporating software into NPP PSA.

Bimatrix Game Approach to Power System Market Analysis (전력거래에서의 내쉬균형점 해석을 위한 Bimatrix 게임 기법 연구)

  • Lee, Kwang-Ho
    • Proceedings of the KIEE Conference
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    • 2002.07a
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    • pp.380-382
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    • 2002
  • An important aspect of the study of power system markets involves the assessment of strategic behavior of participants for maximizing their profits. In models of imperfect competition of a deregulated electricity system the key task is to find the Nash equilibrium. In this paper, the bimatrix approach for finding Nash equilibria in electricity markets is investigated. This approach determines pure and mixed equilibria using the complementarity pivot algorithm. The mixed equilibrium in the matrix approach has the equal number of non-zero property. This property makes it difficult to reproduce a smooth continuous distribution for the mixed equilibrium. This paper proposes an algorithm for adjusting the quantization value of discretization to reconstruct a continuous distribution from a discrete one.

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ANN-based Evaluation Model of Combat Situation to predict the Progress of Simulated Combat Training

  • Yoon, Soungwoong;Lee, Sang-Hoon
    • Journal of the Korea Society of Computer and Information
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    • v.22 no.7
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    • pp.31-37
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    • 2017
  • There are lots of combined battlefield elements which complete the war. It looks problematic when collecting and analyzing these elements and then predicting the situation of war. Commander's experience and military power assessment have widely been used to come up with these problems, then simulated combat training program recently supplements the war-game models through recording real-time simulated combat data. Nevertheless, there are challenges to assess winning factors of combat. In this paper, we characterize the combat element (ce) by clustering simulated combat data, and then suggest multi-layered artificial neural network (ANN) model, which can comprehend non-linear, cross-connected effects among ces to assess mission completion degree (MCD). Through our ANN model, we have the chance of analyzing and predicting winning factors. Experimental results show that our ANN model can explain MCDs through networking ces which overperform multiple linear regression model. Moreover, sensitivity analysis of ces will be the basis of predicting combat situation.