• Title/Summary/Keyword: Game program

Search Result 474, Processing Time 0.028 seconds

A Study on Developing the 3D Interaction Program for the Customized e-commerce (주문형 전자상거래를 위한 3차원 주문 프로그램 개발에 관한 연구)

  • 이수경;임창영
    • Archives of design research
    • /
    • v.17 no.1
    • /
    • pp.109-118
    • /
    • 2004
  • With the remarkable progression of network and the sophistication of contents, we now see various ways of communication methods in World Wide Web. In such trend, 3D web deserves our attention, which is applied for various areas such as education, game, chatting, e-commerce. Among those, by using 3D contents, e-commerce, especially the customized e-commerce, can give users more rich information about products. However, most of current 3D e-commerce sites are adopting a mere tool-based methods without considering contents and interaction required for the customized e-commerce. So, this paper proposes the direction of developing 3D interaction program for the customized e-commerce, based on a study on the required information elements about products and the interaction of controlling those factors. The evaluation to compare with the existing program is follows by the development of practical program, to give more persuasive reasons on the advantages of 3D e-commerce program.

  • PDF

The Effects of a Group Exercise Program with Competitive Games on Balance in Chronic Stroke Patients (경쟁적 게임을 적용한 집단 운동 프로그램이 만성 뇌졸중 환자의 균형에 미치는 영향)

  • Yong-Ho, Cho;Sun-Wook, Park
    • Journal of the Korean Society of Physical Medicine
    • /
    • v.17 no.4
    • /
    • pp.133-139
    • /
    • 2022
  • PURPOSE: The purpose of this study was to investigate the effects of a group exercise program with competitive games on balance in chronic stroke patients. METHODS: The subjects were chronic stroke patients living at home after their discharge from the hospital. A total of 32 subjects were divided into two groups. The experimental group performed a group exercise program with competitive games, and the control group performed individual exercises. The exercise program duration was one hour, and it comprised 10 minutes of stretching, 40 minutes of the main exercise, and 10 minutes of stretching at the end. The experimental group was divided into two teams of 8 players each and played competitive games (transfer a gym ball to another person, relay 10 m walking and return, transfer an object to the next person using both arms while sitting). The control group performed an arm/trunk exercise for 15 minutes and gait training for 25 minutes. These exercises were conducted twice a week (4 weeks). The Berg Balance Scale (BBS) and timed up-and-go (TUG) tests were performed to confirm the change in balance. RESULTS: In the experimental group, BBS showed a significant increase (p < .05) and TUG showed a significant decrease (p < .05). In the control group, there was no statistically significant change in the BBS. However, the TUG showed a significant decrease (p < .05). The BBS and TUG both showed statistically significant differences (p < .05) in the between-group comparison of the change in pre-post intervention values. CONCLUSION: A group exercise program with competitive games to improve the balance ability for fall prevention in chronic stroke patients could be used as a good intervention method.

A Design Suggestion for Improving Apartment Complex Environment through Resident-participated Workshop (주민참여형 워크샵을 통한 공동주택의 주거환경개선 디자인 제시 - 서울시 수서영구임대 단지 사례 연구 -)

  • Oh, Jun-Sik;Suh, Kuee-Sook;Jeong, Su-Mi
    • Proceeding of Spring/Autumn Annual Conference of KHA
    • /
    • 2009.11a
    • /
    • pp.207-212
    • /
    • 2009
  • This research is focused on the 'Resident-participated Workshop' which targets the improvement of residential environment of apartment complex from the residents' point of view. The purpose of the workshop is to induce the residents interest and encourage them to participate in design process, thus, residents will be satisfied with the result with affection and achievement. This research aims the effectiveness of 'Resident-participated' design plan as a program which enables them to maintain and self manage in the long run. The object of this research was the public space within the apartment complex of Susojugong Rental Apartment Complex in Gangnam-ku, Seoul and followings are the contents; 1. Method of 'Resident-participated Workshop'. 2. Program of 'Resident-participated Workshop'. 3. Design analysis of improved apartment complex through 'Resident-participated Workshop' and selection. As a result, it was noticeable that 'Resident-participated Workshop' was an important factor in decision making of designs from the very first stage through communication. As a part of workshop program, design game used cubic models which was useful to enhance the understanding of the participants. It also induced the cubic conception so that intercommunication with the design specialists was possible. But, the development of various workshop method to increase the residents' interest and participation is necessary, especially, program development is required to change the residents' attitude towards the design plan. It is anticipated that a continuous related research is neccsary in this regard.

  • PDF

A study on the Premarital Sexual Education Program(PSEP) (결혼준비자를 위한 성교육 프로그램 연구)

  • Jeoung, Min-Ja
    • Korean Journal of Human Ecology
    • /
    • v.5 no.2
    • /
    • pp.17-35
    • /
    • 1996
  • The purpose of this study was to develope Premarial Sexual Education Program. This program was based on survey(466 data used) for the need of PSEP. The result were as followings: 1. The need of sex education was higher(92.9%) and the participation of this PSEP was 80.4%, so this program was systemic structure. 2. Their premarital sexual values were more permissive(52.2%) than the past. But women thought tha female would be vergin(27.1%) their inter course experience rate was 33.4% and Age of experience was under 23 year olds. 3. The unmarried persns wanted that PSEP was consisted of 10 sub themes : (1) pregnancy and child-birth(mean=4.4/5) (2) contraception and family planning(m=4.3) (3) sexual morality and sexual value(m=4.2) (4) sexual healthy family (m=4.1) (5) sexual open communication(m=4.1) (6) venereal disease and coping stratiges(m=4.0) (7) sex role learning(m=3.9) (8) sexual physiology(m=3.8) (9) premarital sex and unwed mother(m=3.7) (10) adultery and society(m=3.6) 4. They want that group meeting would be every Wensday or Friday evening and the required time is two hours. The instruction methods are expected lecture, discussion or seminar and viewing video tapes. 5. So PSEP was consist of 10 sub-themes: (1) orientation and self-disclosure(test, lecture, game) (2) sexual physiology(video tape, lecture) (3) pregnancy and child birth(lecture, video tape) (4) contraceptive methods and family planning(lecture, video tape, test, discussion) (5) sex role learning(test, lecture, role-play) (6) venereal disease and coping stratiges(lecture, video tape) (7) premarital sex and incest(cause study, lecture) (8) sex morality and sex value(seminars, lecture) (9) sexual open communication(seminars) (10) sexual healthy family(lecture, seminars)

  • PDF

Using Augmented Reality Programs For Children Proposed Research Model (증강현실을 이용한 아동교육프로그램 모델제안)

  • Kwon, Mi-Ran;Kim, Jung-Ihl
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.13 no.2
    • /
    • pp.866-871
    • /
    • 2012
  • Most of the computer to implement a Augmented reality 3-D, or a graphic or visual means through the virtual space. The participants in the Augmented reality immersive virtual reality and virtual reality, the process proceeds to change the world. In particular, the field of children's games and Augmented reality fits well with the technical characteristics of the children that may lead to more interesting and creative sector is pointing to. In this study, children's games in order to maximize learning effectiveness of board games and Augmented reality technology, take a look at the characteristics of the children's educational program is to propose a new model proposal.

Effect of Virtual Reality-Based Exercise on Scoliometer and Muscle Activity (가상현실 기반 운동이 측만 각도 및 근활성도에 미치는 영향)

  • Lee, Hyun-Ju;Tae, Ki-Sik
    • Journal of Biomedical Engineering Research
    • /
    • v.38 no.6
    • /
    • pp.336-341
    • /
    • 2017
  • The aim of this study is to determine the effect of virtual reality(VR) exercise using XBOX $Kinect^{TM}$ on the scoliometer angle and muscle activities of the trunk. The subjects of the study were 13 young adults who devided into a virtual reality-based exercise group(VREG, n = 7) and a traditional stabilization exercise group(TSEG, n = 6). The VREG received virtual reality game for 5 days a weeks, 30 minutes a day, for a 2 weeks and the TSEG received general trunk stabilization exercise for the same period and frequency. The subjects were measured and compared for muscle activities of trunk stabilization before and after the program. VREG tend to decrease more than TSEG in scoliometer angle. In addition, VREG showed a significant decrease in muscle activities of multifidus. This study presents the impact of virtual reality-based exercise program on trunk balance and stabilization. The following studies need customized programs for subjects that trunk balance and stabilization is required.

Planning for Taekwondo Park (태권도공원 계획)

  • Kim, Hyun;Joun, Hyo-Jae;Kim, Sang-Tae
    • Journal of Korean Society of Rural Planning
    • /
    • v.14 no.1
    • /
    • pp.73-82
    • /
    • 2008
  • Taekwondo, Korean traditional martial art as one of the ten Korean cultural symbols, has acquired a reputation for introducing and globalizing Korean culture together with its standing as official Olympic Game in 2000, Sydney, Australia. Nevertheless the World Taekwondo Headquarters, Kukkiwon, which is an exclusive Taekwondo institution only accommodates for three thousand persons. Considering the worldwide reputation of Taekwondo, the scale of Kukkiwon leaves a big supply problem. This study therefore suggests the plan to design Taekwondo park that playa major role of Taekwondo development in the 21st century and represent the cultural heartland of Taekwondo. The study considers four points. The points are as follows: 1) Necessary programs drawn by analyzing and assessing Muju city as a site for Taekwondo park, then a survey conducted for potential visitors to a Taekwondo park. Under the theme of "A World Cultural Heritage Upon Our Own Lives", the park plan intends to become a shrine of Taekwondo as well as a big tourist attraction. 2) Programs are appropriate for the terms of the investment under the auspices of government, by considering potential visits and the site conditions. 3) The meaning of Taekwondo and its history should be reflected in the space distribution and facilities allotment. Three meaningful zones: symbolic zone, training zone and culture zone are considered in planning program and space distribution. 4) The plan also intends to harmonize with local development by groping Muju city's uplifting, not only designs a Taekwondo park.

The Effects of Preschool Children's Age and Mothers' Modes of Verbal Control on Children's Lying (연령과 어머니의 언어통제유형이 유아의 거짓말에 미치는 영향)

  • Oh, You-Lee;Doh, Hyun-Sim;Choi, Mi-Kyoung
    • Journal of Families and Better Life
    • /
    • v.26 no.3
    • /
    • pp.191-201
    • /
    • 2008
  • This study examined how preschool children's age and mothers' modes of verbal control affect children's lying. A sample of 108 preschool children aged from 3 to 6 participated in a lying experiment. Their mothers answered questionnaires regarding the mothers' modes of verbal control. Preschool children's lying was measured by the Guessing Game Experiment developed by Talwar and Lee(2002). Mothers' modes of verbal control were measured by Jung's(2005) scale for preschool children. To analyze the data, crosstabs and logistic regression analyses were conducted. The results of the experiment showed that three-year-old children are able to lie intentionally. The older preschool children lied more than the younger ones. Mothers' imperative and personal modes of verbal control were positively related to preschool children's lying. The most significant variable on preschool children's lying was mother's imperative modes of verbal control, followed by personal modes of verbal control, which emphasizes the crucial influence of parenting on preschool children's lying.

The effects of environment-friendly activities through nature to attitude of children (자연을 통한 자연친화적 활동 프로그램이 유아의 태도에 미치는 효과)

  • Kim, Yeon-Jin;Kim, Eun-ji
    • Journal of Industrial Convergence
    • /
    • v.13 no.1
    • /
    • pp.41-47
    • /
    • 2015
  • The purpose of this study was to investigate how environment-friendly activities through nature affects attitude of children. 5-6 years old children were targeted for study from March to December, 2014. Rapid changes of modern society made increase of female workers and their participation rates in economic activity which results children to play more time with artificial toys and media. There are 3 stages to investigate effects. $1^{st}$ stage is to know about woods by visiting woods and experience environment-friendly activity. $2^{nd}$ stage is to experience woods with 5 senses not only in real woods but also in classroom. Lastly $3^{rd}$ stage is to make art work with natural object and make woods in classroom. Changes of hildren's attitude and view toward to the nature were recorded and analyzed by anecdotes perpetual inventory and environment-friendly attitude examination. By analysis of infant gives you the opportunity to encounter nature, often in conjunction with ongoing enjoys nature-friendly program in the classroom to play with toys, rather than a complete natural objects gradually formalized when presenting a natural, concentrated than the previous game this time is enhanced and creativity through nature through the promotion doeeojim and attitude to nature is also eco-friendly activities byeonhwadoem program showed that the impact on the attitude of the infant.

  • PDF

Design and Implementation of a friendly maze program for early childhood based on a path searching algorithm

  • Yun, Unil;Yu, Eun Mi
    • Journal of the Korea Society of Computer and Information
    • /
    • v.22 no.6
    • /
    • pp.49-55
    • /
    • 2017
  • Robots, games and life applications have been developed while computer areas are developed. Moreover, various applications have been utilized for various users including the early childhood. Recently, smart phones have been dramatically used by various users including early childhood. Many applications need to find a path from a starting point to destinations. For example, without using real maps, users can find the direct paths for the destinations in realtime. Specifically, path exploration in game programs is so important to have accurate results. Nowadays, with these techniques, diverse applications for educations of early childhood have been developed. To deal with the functions, necessity of efficient path search programs with high accuracy becomes much higher. In this paper, we design and develop a friendly maze program for early childhood based on a path searching algorithm. Basically, the path of lineal distance from a starting location to destination is considered. Moreover, weight values are calculated by considering heuristic weighted h(x). In our approach, A* algorithm searches the path considering weight values. Moreover, we utilize depth first search approach instead of breadth first search in order to reduce the search space. so it is proper to use A* algorithm in finding efficient paths although it is not optimized paths.