• Title/Summary/Keyword: Game for Elderly

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Correlates of Body Mass Index, Perceived Health Status, and the Needs of Functional Games for the Elderly in Korea (한국노인의 체질량지수, 주관적 건강상태와 기능성게임 요구도의 상관성 조사)

  • Lim, Kyung-Choon
    • Journal of Korean Biological Nursing Science
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    • v.17 no.1
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    • pp.60-70
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    • 2015
  • Purpose: The purpose of this study was to explore the correlates of body mass index (BMI), perceived health status (PHS), and the needs of functional games for the elderly in Korea. Methods: This is a descriptive study with convenience sampling. The data were collected from 363 older adults in S city who completed questionnaires asking about their BMI, PHS, needs for functional games, and general characteristics. Using the SPSS 20.0 program, data were analyzed. Results: The mean age was 65.4(${\pm}4.75$), ranging between 60-83 years old. Among the 363 subjects, 75.2% who were male, 55.9% chose "functional games are necessary," and 25.3% selected "functional games are absolutely necessary" for the elderly. There were statistically significant correlations between current PHS and comparing health to others (r=.827, p<.001), depression (r=-.330, p<.001), age (r=-.113, p=.032), respectively. In addition, there was a statistically significant correlation between comparing health to others and depression (r=-.292, p<.001). Conclusion: The study findings show that older adults have distinct needs and interests for functional games. Thus, we need to develop senior functional games to help make older adults more active with greater enjoyment to gain more health benefits. Interdisciplinary team approaches would work well for developing functional games in Korean considering the preferences of older people are similar.

Drone Tech Industry Education for Elderly Workers Linking with Jobs (고령층 일자리연계를 위한 드론테크산업 교육에 관한 연구)

  • Kim, Ki-hyuk;Ahn, Gwi-Im;Lim, Hwan-Seob;Jung, Deok-Gil
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.11
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    • pp.2181-2186
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    • 2016
  • Recently, the drone industry rapidly rises to the surface as the new market leading the future, and it seems that the hot UAV drone market shows the similar trend to that of the smartphone. It is expected that the individual application of the drone is quickly diffused as the smartphone roles of camera and game player with the communication medium. For example, the drone is developed mainly as war weapons, but now it is getting close to our real life as the toy or tool for the aerial photography. In this paper, we studied the education for how to bring the aging population to the drone industry. Previously, the controlling skill and taking aerial photography seemed to have nothing to do with citizen seniors. However, we develop the education for try to show any positive relationship between those, in this paper, thus creating more job opportunities for them.

A Study on Physical, Cognitive, and Social Functioning Levels in Institutionalized elderly (요양원 노인의 신체적, 인지적, 사회적 기능상태에 관한 연구)

  • Kim, Jung-Soon;Kwon, Ja-Youn
    • Research in Community and Public Health Nursing
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    • v.7 no.2
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    • pp.216-228
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    • 1996
  • The purposes of this study were to investigate levels of physical, cognitive, and social functioning in institutionalized elderly. The subjects were 78 residents of a nursing home for the elderly in Pusan. The data were collected from June 24th to July 8th, 1996 using interview and observational method. The structured questionnaires developed by Kim, by Kwon & Park, and by researcher were adopted to measure physical, cognitive, and social function, respectively. The data were analyzed using percentages, means, t test, ANOVA, Pearson correlation coefficient, Cronbach's alpha with the SPSS PC programs. The results were summarized as follows: 1. 34.2% of the subjects had a paralysis, strokes 26.3%, hearing impairment 15.9%, vision impairment 11.8%, mental disturbance 11.8%, cognitive disturbance 10.5%. 2. The mean score on the physical function for the subjects was 73.14, and the items with low functioning levels were 'ascending the stairs', 'bathing' in that order. There was no significant difference in physical function according to the following demographic characteristics: sex, age, and education level. 3. 50.0% of subjects was categorized 'definite dementia', 'questionable dementia' 11.5%, 'definite non-dementia' 38.5%. There was a significant difference in cognitive function according to sex, but were no significant differences according to following demographic characteristics: age and education level. 4. The mean score on the social function for the subjects was 17.60. The items with comparatively high score were in simple activities such as 'enjoying talking with his friends', 'watching TV or listening to the radio', and the items with low score were in complex activities such as 'enjoying a hobby',. 'enjoying a game', 'reading the newspaper or book'. There were no significant differences in social function according to sex and age, but was a significant difference according to education level. 5. Social function was positively correlated with both physical function and cognitive function.

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A Study Model of Content Convergence Education for Social Problem Solving through the Analysis of Fishbone (피쉬본분석을 통한 사회문제 해결형 콘텐츠 융합 교육 연구모델 도출)

  • Lee, Jung Mann;Park, Sung Won
    • Journal of Information Technology Applications and Management
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    • v.27 no.4
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    • pp.49-62
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    • 2020
  • In this study, the research model of VR·AR contents convergence education for solving social problems was presented after benchmarking the domestic and foreign realistic educational contents industry and policy trends and Fishbone diagram analysis. The goal was to create VR·AR content convergence talent for co-prosperity in the era of the fourth industrial revolution, and the target of education was students, researchers, and business personnel who are interested in VR AR technology education and contents business such as game animation, etc. The education model is based on understanding about storytelling of the socially disadvantaged, such as children and the elderly, and is technology education for content production including the application of virtual and augmented reality SW, and is a convergence education for content planning and business model strategy development.

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%.

A Study on the Design Preference Survey for Development of Auxiliary Therapy Products Utilizing Music of Mild Cognitive Impairment (경도인지장애인의 음악을 활용한 보조 치료기기 제품개발을 위한 디자인 선호도 조사에 관한 연구)

  • Lee, Hae Goo
    • Korea Science and Art Forum
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    • v.31
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    • pp.355-365
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    • 2017
  • The future population of Korea is expected to reach the second highest level in the world by 2060 for the elderly. It is because of the rapid development of low fertility and medical technology. The burden of society for the elderly is expected to increase steadily. The elderly person firstly appears functional disorder. They have low ability in memory and in cognitive will be. Their activities are therefore limited. And economic production capacity is sharply reduced. Self-sufficiency is a difficult situation. They need help in economic and social aspects. Products for them need research and development. The elderly have a Mild Cognitive Impairment(MCI) stage with poor cognitive abilities. It is effective to combine pharmacological and non-pharmacological treatment methods for people with mild cognitive impairment. The effects of non-pharmacological treatments on music have been proven. This paper is a study on the appearance from the viewpoint of design in the development of ancillary instruments using music therapy techniques with Digital Convergence. For this study, we investigated the preference for external appearance of mild cognitive impairment. Two times surveys were conducted. As a result, the design of home care product for the hard cognitive impaired was different from that of a conventional game machine or set top box. It should be designed according to the user's special circumstances. They are memory and cognitive abilities. Products that meet physical and mental changes must be developed.

A study on the types of attitude toward senile dementia (노인성 치매에 대한 태도 유형 연구)

  • Kim, Jee-Yeon;Jung, Jae-Bum;Park, Moon-Ho;Park, Kun-Woo;Choi, Moon-Gee
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.11 no.10
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    • pp.3700-3706
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    • 2010
  • As the number of the elderly increases, concerns about senile dementia and serious game for dementia are growing. The purpose of this study is to explore the types of attitude toward senile dementia. To identify public attitudes toward senile dementia, we conducted Q methodology. A Q set of potential public attitudes toward senile dementia was identified through literature review. From this, 52 potential public attitudes toward senile dementia were identified. Twenty subjects ranked these explanations as possible public attitudes. The attitudes toward senile dementia were classified as 4 types : 'type1 : idealistic & expectant', 'type 2 : aversive & defensive', 'type 3 : active & realistic', and 'type 4 : responsible & compensatory'. This study revealed that people have different explanatory frameworks for the attitude toward senile dementia.

A Grip Type Korean Text Entry Interface for the Elderly (노인용 그립형 한글입력 인터페이스)

  • Chang, Hee-Dong
    • Journal of Korea Game Society
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    • v.9 no.3
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    • pp.15-22
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    • 2009
  • Our society is the information-oriented knowledge society which demands the ability how to use computers to all members of the society and is the aging society which the old people 60 or older exist plentifully. But in our society, there are rarely the computers for the old people which are considered their body limit. In this research, we proposed a grip type Hangul(Korean alphabet)interface which are designed under the consideration for the body limit of the old people. The comparison analysis of the proposed Hangul interface is accomplished with the keyboard(ME TOO SV01) for old persons and the key buttons of the old person cellular phone(LG KV-3900) as existing products. The comparison analysis consists of quantitative evaluation as measurements and qualitative evaluation as a survey of the satisfaction levels of 10 older persons. The results of the quantitative evaluation show that the proposed Hangul interface is the best one in the human-technology-design, the number of input buttons which requires moving of user's fingers, the maximum range of moving of user's fingers, and the number of the fingers to use text inputs. The survey results of the satisfaction levels show that interface shape, and input button's positions have best levels and they show that input button's gaps and ease of use have the second levels but their points are almost same with the best points of the keyboard.

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Factors Influencing Leisure Satisfaction Among Elderly with Economic Burden and Health Problems: Focusing on Leisure Activities (경제적 부담과 건강 문제를 겪는 노인들의 여가만족 요인에 관한 연구: 여가활동을 중심으로)

  • Hong, Seokho
    • 한국노년학
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    • v.40 no.1
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    • pp.197-216
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    • 2020
  • This study aimed to suggest leisure activities and policy-level support in the light of the characteristics and needs among the elderly by examining constraint factors of leisure activities among the elderly. Data of 3887 elderly with the age of 65 and above with economic burden and health problems from the 6th Korean Retirement and Income study were used for the statistical analyses. Hierarchical linear models were tested by entering factors stepswise; demographic factors(age, gender, marriage status, single household, region, living expenses, health status) in the first step, leisure factors(leisure time, leisure motivation) in the second step, and lastly leisure activity factors(desired leisure activities, undesired leisure activities) in the third step. The results were as follows: First, major factors that constrict leisure activities of the elderly were financial burden and health problems. Second, there were significant differences among three(financial constraint, health constraint, and financial and health constraint) groups. Financial constraint group was the highest in the level of leisure satisfaction but leisure time was the shortest. The major reason to do leisure activities of the financial constraint group was to keep relationships with families and friends. In terms of desired leisure activities, health constraint group wanted resting, financial constraint group wanted hobbies and entertainment, and the financial-and-health constraint group wanted social activities. Third, financial constraint group demonstrated higher levels of leisure activity satisfaction when they wanted to take care of pets or gardens; however, they showed lower levels of leisure activity satisfaction when they wanted to domestic trips for desired leisure activities. In case of health constraint group, they demonstrated lower levels of leisure activity satisfaction whether or not they wanted resting like watching TV or listening to the radio. And, the showed higher levels of leisure activity satisfaction when they wanted social activities such as participation in religion or social gathering organizations. For the financial-and-health constraint group, whereas they showed lower levels of leisure activity satisfaction when they wanted walking around or watching TV, and domestic trips for desired leisure activities, they demonstrated higher levels of leisure activity satisfaction when they wanted entertainment doing the game of go, or chess, and hobbies like hiking and social activities. Practice and policy level suggestions to offer leisure activities that meet the needs of the elderly were made based on the study results.

A VR-based pseudo weight algorithm using machine learning

  • Park, Sung-Jun
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.10
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    • pp.53-59
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    • 2021
  • In this paper, we propose a system that can perform dumbbell exercise by recognizing the weight of dumbbells without wearing and device. With the development of virtual reality technnology, many studies are being conducted to simulate the pysical feedback of the real world in the virtual world. Accurate motion recognition is important to the elderly for rehabilitation exercises. They cannot lift heavy dumbbells. For rehabilitation exercise, correct body movement according to an appropriate weight must be performed. We use a machine learning algorithm for the accuracy of motion data input in real time. As an experiment, we was test three types of bicep, double, shoulder exercise and verified accuracy of exercise. In addition, we made a virtual gym game to actually apply these exercise in virtual reality.