• Title/Summary/Keyword: Game for exercise

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Comparison of the Effects of Wii Balance Games and Mirror Self-Balancing Exercises on Knee Joint Proprioception and Balance in Chronic Stroke Patients (Wii 균형 게임과 자가 거울 균형 운동이 만성 뇌졸중 환자의 균형 및 무릎관절 고유수용성 감각에 미치는 효과 비교)

  • Sim, Gyeong-seop;Jeon, Hye-seon
    • Physical Therapy Korea
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    • v.24 no.1
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    • pp.30-40
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    • 2017
  • Background: Many studies have reported positive results of the various mirror training and virtual reality games in improving dynamic standing balance and posture adjustment in chronic stroke patients. However, no systematic study has been conducted to compare the effects of virtual reality games and the mirror balance training. Objects: The purpose of this study was to compare the effectiveness of Wii balance games and Mirror Self-Balancing Exercises in improving proprioception of knee joint and standing balance of people with chronic stroke. Methods: Twenty patients with chronic stroke volunteered for this study. The subjects were randomly divided into a Wii balance games group and a Mirror Self-Balancing Exercises group with 10 patients in each group. Each training was performed for 30 mins a day for 4 days. In addition to the balance training, 30 mins neuro-developmental-treatment based routine physical therapy was given to both groups. Proprioception was measured using two continuous passive motion devices, and static balance was measured using a Wii balance board. Dynamic balance assessment tools included the Berg Balance Scale, Dynamic Gait Index, and Timed Up-and-Go test. Results: All measured variables before and after the experimental results showed a significant improvement in both groups (p<.05). Only the improvement of the affected knee proprioception appeared to be significantly greater in the Wii balance game group (p<.05). However, other variables did not differ between the groups (p>.05). Conclusion: The findings suggest that both Wii balance games and Mirror Self-Balancing Exercises may be helpful for improving the proprioception of knee joint and the balance of patients with chronic stroke.

A Study on the Search for Equestrian Aesthetics from the Below

  • Han, Do Ryung
    • Journal of the Korea Society of Computer and Information
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    • v.22 no.6
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    • pp.101-107
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    • 2017
  • In this paper, We propose the aesthetic exploration of horseback riding is considered to be the process of pursuing physical, mental, emotional, and social beauty. Despite the search effect of aesthetics in various aspects, the study of equestrian aesthetics in the field of physical education in Korea is very insufficient. Equestrian aesthetics is being studied in the field of special physical education and is being studied in the fields of rehabilitation and therapeutic horseback riding. Horse riding is a type of exercise. However, studies that track and observe various changes are inadequate. The purpose of this study is to explore the theory of equestrian aesthetics and to explore the possibility of approaching aesthetic theory from the top of horseback riding and to extend the area of equestrian game aesthetically. Until now, horse riding has been thought to be an aristocratic sport. Today, however, everyone can participate. Horseback riding is a sport for raising livelihoods, and it is a special sport that animals and humans enjoy in harmony. Equestrianism is a method of aesthetics from below, a philosophical method of aesthetics from the top, and a scientific method of empirical or positivistic direction. This study examines equestrian aesthetics from aesthetic point of view through the whole process of horse riding. The purpose of this study is to explore the aesthetics of horse riding through an aesthetic approach from the top, and to study the nature of aesthetics, a philosophical debate on beauty, Art can be divided into two categories: empiricism and positivism. For the sake of simplicity, the former is called the philosophical method, the latter is called the scientific method, and the latter is called the aesthetic from the bottom. Generally, in art, artistic, artistic works, perfumers, if you are grasped in the triangular shape, equestrian aesthetics can be described as triplets such as horse riding, passengers, and spectators. It was not easy to give satisfactory results in suggesting a new theory or a clear discussion due to lack of precedent research.

Development of a Self Instrument Learning Tool Using an Electronic Keyboard and PC Software (전자건반악기를 이용한 악기 자율학습기 개발)

  • Lim, Gi-Jeong;Lee, Jung-Chul
    • Journal of Korea Multimedia Society
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    • v.15 no.1
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    • pp.51-62
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    • 2012
  • In this paper, we propose a self instrument learning tool using a PC-based software and an external electronic keyboard instrument with USB interface to help primary school students to learn playing piano more easily and effectively. The PC-based learning software and the external electronic keyboard instrument interact through the USB interface. This tool has a help window to provide information how to play and support interesting game mode for exercise. The external electronic keyboard instrument receives a selective information through the USB interface and display it on LEDs and 7-segment for novices to easily know the relation between the notes and the positions in the keyboard. The external keyboard instrument can detect false inputs, display them on LEDs and on the information window. We implemented a self instrument learning system and our feasibility tests showed its validity of the self learning tool to improve the learning efficiency.

The Factors Influencing Perceived Health: A Comparison of Life Styles in Korean, Chinese and Japanese Adolescents (한.중.일 중학생의 생활양식 비교 및 생활양식이 주관적 건강에 미치는 영향)

  • Choe, Eun-Hee;Nam, Eun-Woo;Lee, Kyu-Sik;Jin, Gi-Nam;Houri, Daisuke;Min, Liu Zhong;Matsumoto, Kenji
    • The Journal of Korean Society for School & Community Health Education
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    • v.11 no.2
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    • pp.1-12
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    • 2010
  • Objectives: This study examined the life style differences of middle school students among in Korea, China and Japan and analyzed the factors influencing on the perceived health. Methods: The data of 1,390 students aged between 14 years and 16 from three countries collected between in November, 2008 and January, 2009 and analyzed the data using $x^2$-test, ANOVA-test and logistic regression analysis in SPSS Win 12.0. Results: Korean students spent more time on study and mobile phone use than Japanese, and more time on TV computer game than Chinese students. In addition, Korean students had a higher percentage in skipping breakfast and in not exercising than the other two countries. Overall, students who went to bed before midnight, having breakfast or doing exercise had better perceived health. Conclusions: The policies on health education should be conducted at a national level in order to improve their unhealthy life styles of Korean middle school students.

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Clinical Study of Rhabdomyolysis After Exercise (운동 후 발생한 횡문근 융해증의 임상적 고찰)

  • Ahn, Young-Joon;Yi, Seung-Rim;Yoo, Jae-Ho;Zoo, Min-Hong;Kim, Seong-Wan;Park, Ji-Man;Yang, Bo-Kyu
    • Journal of Korean Orthopaedic Sports Medicine
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    • v.6 no.2
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    • pp.110-114
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    • 2007
  • Purpose: This study evaluate clinical findings & management of rhabdomyolysis after strenuous activities in military police recruit. Materials and Methods: This study was carried out from June $1^{st}$, 2004 and May $23^{nd}$, 2005. The study subjects were 13 military police recruit patients who were admitted to our hospital with intractable muscle pain and swelling, and had suspicions of Rhabdomyolysis. The patients were given various blood tests (CPK, CK-MB, AST, BUN/Cr, and Electrolyte) and clinically observed. The patients were all males, and their average age was 20 $(19\sim21)$ years. Seven cases were due to push-up exercises, 5 was due to a soccer game, and 1 was due to riot control activities. The patients complained of swelling and tenderness in various parts of the extremities. Four complained of swelling and tenderness in forearm, 3 in upper arm, 1 in shoulder, and 5 in lower extremity. The diagnosis of rhabdomyolysis was made if the patient complained clinical symptom and had a blood CPK level of above 1,000 IU/L at the time of admission. Patients who took medication or had medical problem were excluded from this study. Bone scans were taken of all patients 4 hours after giving 99mTc-MDP 20mCi intravenously. Treatment was bed rest and fluid therapy. Patients who complained of excessive pain were given splint immobilization. Results: The average hospitalization day for the 13 patients was 20 days ($14\sim42$ days). Excluding one patient who exhibited ARF at time of admission, all patients showed a decrease of blood CPK below 1000 IU/L at an average hospitalization time of 8 days ($2\sim11$ days). The patient with ARF recovered after hemodialysis and fluid therapy. Conclusion: Patients complaining of swelling and severe muscle pain after excessive exercise or training should be suspicious of exercise induced rhabdomyolysis, and should be given blood tests and fluid therapy immediately.

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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.

Effect of a Mobile Application Incorporating a Serious Game on the Self-care Behavior of Patient with Diabetes (기능성 게임을 접목한 모바일 헬스케어 앱이 당뇨환자의 자가간호수행에 미치는 효과)

  • Kim, Yu-Jeong;Wie, Seoung-Uk
    • Journal of Industrial Convergence
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    • v.20 no.3
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    • pp.63-71
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    • 2022
  • This study attempted to investigate the effect of 'RolyPoly 160' on the self-care of diabetes in the community. The experimental group was 60 diabetes living in estern region, G-Metropolitan City, and 'RolyPoly 160' was used more than 5 times a week within 5-10 minutes for 12 weeks. The control group was a resident in the western region, and once received a group lecture in the beginning of the experiment, The study period was from July 1 to September 20, 2019. Self-care tests were conducted before and after the study. The collected data was analyzed with frequency analysis, descriptive statistics, independent sample t-test and cross-tabulation analysis. In the experimental group, drug therapy, foot care, exercise therapy, and diet self-care were statistically significantly increased than before the experiment. Therefore 'RolyPoly 160' can be used as a nursing intervention program to help diabetic patients perform self-care in the future.

The Interface between Wearable Devices and Metaverse: A Study on Soccer Game Character Ability Mapping using Mi Band (웨어러블 디바이스와 메타버스의 접점: 미밴드를 이용한 축구 게임 캐릭터 능력치 매핑 연구)

  • Hyun-Su Kim;Mi-Kyeong Moon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.18 no.6
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    • pp.1345-1352
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    • 2023
  • With the development of virtual reality (VR) and blockchain technology, Metaverse is being used in various fields such as games, education, and social networking. At the same time, shipments of wearable devices such as smartwatches are growing every year, becoming more and more integrated into people's daily lives. This study presents a new possibility of reflecting the user's body signals measured through the combination of the two phenomena in the metaverse character. Various biometric information such as the user's heart rate and amount of exercise collected through the smartwatch are reflected on the character in the metaverse, allowing the user's physical condition to be reflected in the virtual world. Through this, Metaverse is expected to provide a new experience that can be called 'extended reality' beyond simple virtual reality, improve user's satisfaction with Metaverse, and suggest a direction for the development of smartwatches.

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.

An Inquiry into Dynamics of Global Power Politics in the changing world order after the war in Ukraine

  • Jae-kwan Kim
    • Analyses & Alternatives
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    • v.7 no.3
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    • pp.1-26
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    • 2023
  • This article will analyze and forecast important variables and dynamics in global power politics after the war in Ukraine. It tries to use several perspectives to analyze international relations, particularly liberal internationalism and structural realism. In short, core variables are as follows; First, how is the US-led liberal international order and globalization being adjusted? Second, how will the U.S.-China strategic competition, which is the biggest and structural variable, cause changes in the international order in the future? The third variable, how stable are Sino-Russia relations in the context of a structuring U.S.-China-Russia strategic new triangle? Fourth, to what extent will third middle hedging states outside the U.S. and China be able to exercise strategic autonomy in the face of multipolarization? To summarize, the first of these four variables is the largest basic variable at the global political and economic level in terms of its impact on the international community, and it has been led by the United States. The second variable, in terms of actors, seems to be the most influential structural variable in global competition, and the US-China strategic competition is likely to be a long game. Thus the world will not be able to escape the influence of the competition between the two global powers. For South Korea, this second variable is probably the biggest external variable and dilemma. The third variable, the stability of Sino-Russia relations, determines balance of global power in the 21st century. The U.S.-China-Russia strategic new triangle, as seen in the current war in Ukraine, will operate as the greatest power variable in not only global power competition but also changes in the international order. Just as the U.S. is eager for a Sino-Russia fragmentation strategy, such as a Tito-style wedge policy to manage balance of power in the early years of the Cold War, it needs a reverse Kissinger strategy to reset the U.S.-Russia relationship, in order to push for a Sino-Russia splitting in the 21st century. But with the war in Ukraine, it seems that this fragmentation strategy has already been broken. In the context of Northeast Asia, whether or not the stability of Sino-Russia relations depends not only on the United States, but also on the Korean Peninsula. Finally, the fourth variable is a dependent variable that emerged as a result of the interaction of the above three variables, but simultaneously it remains to be seen that this variable is likely to act as the most dynamic and independent variable that can promote multilateralism, multipolarization, and pan-regionalism of the global international community in the future. Taking into account these four variables together, we can make an outlook on the change in the international order.