• 제목/요약/키워드: Game program

검색결과 474건 처리시간 0.029초

생체센서를 이용한 치매진단용 어플리케이션 프로그램과 산소챔버의 융합 (Integration of Application Program for Dementia Diagnosis using Biometric Sensor and Oxygen Chamber)

  • 조면균;최효선;김형준
    • 한국산학기술학회논문지
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    • 제14권11호
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    • pp.5847-5855
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    • 2013
  • 본 연구의 목적은 생체센서와 자체진단 프로그램의 연동을 통하여 치매를 조기에 진단할 수 있는 스마트폰용 어플리케이션을 개발하는 것이다. 생체센서로부터 산소포화도와 혈압 데이터를 블루투스를 통해 수신 받고 스마트폰에 내장된 치매진단 설문지와 기억력 테스트 게임 등의 점수를 합산하여 스마트폰은 최종 치매지수를 도출해낸다. 간단한 임상실험 통해 치매 판단용 임계값을 결정하고 치매지수와 비교하여 치매를 진단하였다. 60세 이상의 노인에게 제안 어플리케이션을 적용한 결과, 초기 치매를 쉽고 빠르게 진단 가능함을 알 수 있었다. 추가적으로 산소챔버와 제안하는 치매진단용 어플리케이션을 융합함으로써 초기 치매를 치료하는 의료기기로서의 가능성을 제시하였다.

흙 놀이를 통한 유아자폐증치료과정 연구 (Research of Education Program for Autistic Children the Clay)

  • 김성민
    • 한국콘텐츠학회논문지
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    • 제9권3호
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    • pp.91-98
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    • 2009
  • 복잡하고 빠르게 돌아가는 현대사회의 사회적 대상관계의 특징은 개인주의 팽배와 획일적 인간 관계속의 주체성 상실 등을 들 수 있다. 이러한 구조상의 무관심속에 아동들은 혼자서 텔레비전을 보거나 컴퓨터에 빠져 지내는 경우가 늘어나고 있다. 또한 어머니들의 과보호, 불규칙적인 양육태도, 정서적 외상 및 유전적 영향으로 인해 아동기 정신 발달 장애 빈도가 높아지고 있는 추세이다. 이러한 추세에 발맞추어서 미술치료에 대한 연구와 사례들이 많이 발표되고 있으며 미술치료의 중요성이 대두되고 있다. 이에 본 연구에서는 가장 인간과 밀접한 관계가 있는 자연 매체인 점토를 통한 치료가 발달 장애(자폐아)를 가지고 있는 아동에게 미치는 영향과 효과에 대하여 고찰해보고 또한 점토치료가 이러한 장애를 가진 아동들의 사회적 대상관계와 정화작용의 발전에 미치는 영향에 대해 제시하며 이를 바탕으로 생기는 시너지 (Synergy Effect) 효과와 이러한 효과를 극대화 시킬 수 있는 교육 프로그램 개발 연구에 대해서 제시하려한다.

Effect of Post-Activation Potentiation according to Sequence of Velocity Using Isokinetic Device on Short-Term Performance of Lower Extremity: Taekwondo Athletes and Healthy Adults

  • Sang-Woo Pyun;Seong-Eun Kim;Jong-Wan Kim;Dongyeop Lee;Ji-Heon Hong;Jae-Ho Yu;Jin-Seop Kim;Hyun Suk Yang;Seong-gil Kim
    • The Journal of Korean Physical Therapy
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    • 제34권6호
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    • pp.298-303
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    • 2022
  • Purpose: The purpose of this study was to figure out how PAP (Post-Activation Potentiation) phenomenon affects short-term performance efficiently. Methods: This study was conducted with 18 Taekwondo athletes and 16 healthy adults. By using isokinetic dynamometer, two different intervention, TDP (Top-down program) and BUP (Bottom-up program), were performed to measure isokinetic parameter; (peak torque: PT, total work: TW, average power: AP, and average torque: AT) of knee extensor for intragroup, intergroup comparison and two-way ANOVA. Results: The Taekwondo athletes group showed statistically significant differences in all isokinetic parameters PT, TW, AP, and AT after TDP (p<0.05). However, in the healthy adult group, the difference in isokinetic parameters according to the exercise sequence was not statistically significant. (p>0.05). PT and TW at TDP were statistically significant (p<0.05) when the rate of change in TDP and BUP was compared and analyzed considering the difference in physical ability between the Taekwondo athlete group and the healthy adult group. However, AP and AT were not statistically significant. Finally, when examining the interaction between the two groups and two exercise sequence according to isokinetic parameters, only TW (p<0.05) showed a statistically significant interaction, while PT (P=0.099), AP (P=0.103), and AT (P=0.096) did not. This study suggests that short-term performance can be improved through the PAP phenomenon when TDP is applied to the Taekwondo group. Conclusion: According to our result, for Taekwondo athletes, if the goal is to improve short-term performance just before the main game, we suggest a training program through TDP.

가상현실기반 인지재활훈련과 컴퓨터기반 인지재활훈련이 회복기 뇌졸중 환자의 기능과 전전두엽 피질에 미치는 영향에 대한 사전연구 (Preliminary Study on the Effects of Virtual Reality-based Cognitive Rehabilitation and Computer-based Cognitive Rehabilitation on Function and Prefrontal Cortex in Convalescent Stroke Patients)

  • 이현민;김수산
    • 대한물리의학회지
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    • 제18권2호
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    • pp.103-114
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    • 2023
  • PURPOSE: This study compared the effects of computer-based and virtual reality-based cognitive rehabilitation programs on the cognitive function, upper limb function, activities of daily living, and their impact on the prefrontal cortex in convalescent stroke patients. METHODS: Ten recovering stroke patients were assessed for their cognitive function, upper limb function, and daily living activities using the Neurobehavioral Cognitive Status Examination, the Korean version of the Fugl-Meyer Assessment, and the Korean version of the Modified Barthel Index. The prefrontal cortex activity was measured with functional Near Infrared Spectroscopy. The virtual reality-based cognitive rehabilitation group utilized a program of daily living activities delivered via a laptop and Oculus Rift. The computer-based cognitive rehabilitation group performed various cognitive tasks on an all-in-one PC. Both groups underwent cognitive rehabilitation training for 30 minutes per day, three times a week, for six weeks, with identical conventional rehabilitation therapies in the hospital. RESULTS: Both programs positively impacted the cognitive and physical functions. On the other hand, the virtual reality-based cognitive rehabilitation program had a larger influence on improving the cognitive and physical functions of convalescing stroke patients. CONCLUSION: The virtual reality program suggests its potential to enhance cognitive and physical functions in convalescent stroke patients through increased engagement, focus, real-time feedback, and game elements, making it a promising rehabilitation approach.

중학교 "환경" 교과의 교수.학습 및 평가 방법 연구 (A Study on Teaching-Learning and Evaluation Methods of Environmental Studies in the Middle School)

  • 남상준
    • 한국환경교육학회지:환경교육
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    • 제7권1호
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    • pp.1-17
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    • 1994
  • This study was performed to determine appropriate teaching-learning and evaluation methods for Environmental Studies. To promote the relevance of our study to the needs of the schools and concerned educational communities of environmental education, we reviewed related literature, conducted questionnaire surveys, interviewed related teachers and administrator, held meetings with experts, and field-tested our findings. For selecting and developing teaching-learning methods of Environmental Studies, findings of educational research in general are considered. moreover, principles of environmental education, general aim of environmental education, orientations of environmental education, and developmental stages of middle school students in educational psychology were attended. In addition, relevance to the purpose of the Environmental Studies curriculum, appropriateness for value inquiry as well as knowledge inquiry, small group centered class organization, social interaction centered teaching-learning process, regional environmental situation, significance of personal environment, evaluation methods of Environmental Studies, multi- and inter-disciplinary contents of the Environmental Studies textbook, suitability to the evaluation methods of Environmental Studies, and emphasis on the social interaction in teaching-learning process were regarded. It was learned the Environmental Studies can be taught most effectively in via of holding discussion sessions, conducting actual investigation, doing experiment-practice, doing games and plate, role-playing and carrying out simulation activities, and doing inquiry. These teaching-learning methods were field-tested and proved appropriate methods for the subject. For selecting and developing evaluation method of Environmental Studies, such principles and characteristics of Environmental Studies as objective domains stated in the Environmental Studies curriculum, diversity of teaching-learning organization, were appreciated. We categorized nine evaluation methods: the teacher may conduct questionnaire surveys, testings, interviews, non-participatory observations; they may evaluate student's experiment-practice performances, reports preparation ability, ability to establish a research project, the teacher may ask the students to conduct a self-evaluation, or reciprocal evaluation. To maximize the effect of these methods, we further developed an application system. It considered three variables, that is, evaluates, evaluation objectives domains, and evaluation agent, and showed how to choose the most appropriate methods and, when necessary, how to combine uses of different methods depending on these variables. A sample evaluation instrument made on the basis of this application system was developed and tested in the classes. The system proved effective. Pilot applications of the teaching-learning methods and evaluation method were made simultaneously; and the results and their implications are as follows. Discussion program was applied in a lesson dealing with the problems of waste disposal, in which students showed active participation and creative thinking. The evaluation method used in this lesson was a multiple-choice written test for knowledge and skills. It was shown that this evaluation method and device are effective in helping students' revision of the lesson and in stimulating their creative interpretations and responces. Pupils showed great interests in the actual investigation program, and this programme was proved to be effective in enhancing students' participation. However, it was also turned out that there must be pre-arranged plans for the objects, contents and procedures of survey if this program is to effective. In this lesson, non-participatory observation methods were used with a focus on the attitudes of students. A scaled reported in general description rather than in grade. Experiment-practice programme was adopted in a lesson for purifying contaminated water and in this lesson, instruction objectives were properly established, the teaching-learning process was clearly specified and students were highly motivated. On the other hand, however, it was difficult to control the class when some groups of students require more times to complete their experiment, and sometimes different results. As regards to evaluation, performance observation test were used for assessing skills and attitudes. If teachers use well-prepared Likert scale, evaluation of all groups within a reasonablely short period of time will be possible. The most effective and successful programme in therms of students' participation and enjoyment, was the 'ah-nah-bah-dah-market' program, which is kind of game of the flea market. For better organized program of this kind, however, are essential, In this program, students appraise their own attitudes and behavior by responding to a written questionnaire. In addition, students were asked to record any anecdotes relating to self-appraisal of changes on one's own attitudes and behaviours. Even after the lesson, students keep recording those changes on letters to herself. Role-playing and simulation game programme was applied to a case of 'NIMBY', in which students should decide where to located a refuse dumping ground. For this kind of programme to e successful, concepts and words used in the script should be appropriate for students' intellectual levels, and students should by adequately introduced into the objective and the procedures of the lessons. Written questionnaire was used to assess individual students' attitudes after the lesson, but in order to acquire information on the changes of students' attitudes and skills, pre-test may have to be made. Doing inquiry programme, in which advantages in which students actually investigated the environmental influence of the areas where school os located, had advantages in developing students' ability to study the environmental problems and to present the results of their studies. For this programme to be more efficient, areas of investigation should be clearly divided and alloted to each group so that repetition or overlap in areas of study and presentation be avoided, and complementary wok between groups bee enhanced. In this programme, teacher assessed students' knowledge and attitudes on the basis of reports prepared by each group. However, there were found some difficults in assessing students' attitudes and behaviours solely on the grounds of written report. Perhaps, using a scaled checklist assessing students' attitudes while their presentation could help to relieve the difficulties.

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노인 당뇨환자 교육용 기능성 게임 콘텐츠 개발을 위한 예비연구 (A Pilot Study for Development of the Serious Game Contents for Education in the Elderly Diabetes)

  • 김유정
    • 한국산학기술학회논문지
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    • 제18권7호
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    • pp.184-192
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    • 2017
  • 본 연구는 노인 당뇨환자를 위한 교육용 기능성 게임 콘텐츠(롤리폴리 160)를 개발하고 적용가능성을 평가하기 위한 예비연구이다. 롤리폴리 160은 문헌고찰, 요구도 조사 및 자문의뢰, 게임을 활용한 기능성 콘텐츠 추출, 롤리폴리 160 개발, 사용자 사전 만족도 조사, 보건교육자 대상 워크샵, 롤리폴리 160 수정, 롤리폴리 160 사용자 만족도 조사와 같은 8단계 연구절차를 걸쳐서 개발되었다. 롤리폴리 160은 노인 당뇨환자가 자가관리를 할 수 있는 3가지 모듈(식사자가관리, 카드게임, 퀴즈게임)로 직관적으로 구성되었으며, 6가지 원칙에 입각하여 설계되었다. 첫째, 사용자의 연령을 고려한 직관적인 인터페이스를 구축하였다. 둘째, 음식은 한국인이 주로 섭취하는 음식위주로 배열하고 음식선택시 칼로리 학습이 동시에 이루어지도록 하였다. 셋째, 사용자 선택한 음식의 칼로리와 영양소(탄수화물, 지방, 단백질, 칼슘, 나트륨)가 분석되고, 문진표에 기록한 모든 검사자료는 년, 월, 주 별로 그래프로 도식화하여 변화추이가 한눈에 파악되도록 설계하였다. 넷째, 필요한 자료는 저장하여 출력하여 교육 자료로 활용 가능하도록 하였다. 다섯째, 사용자의 자료는 호환 및 합산이 가능하며 1억 명까지 회원가입이 가능하도록 하였다. 여섯째, 필요 시 모바일 App으로 개발이 가능하도록 설계하였다. 롤리폴리 160을 활용하여 119명의 노인 당뇨환자에게 당뇨교육을 실시한 후 만족도 점수는 5점 만점 중 4.26점으로 나타났다. 이는 롤리폴리 160이 당뇨환자 자가간호 도구로 적절하며, 향후 보건소나 병 의원에서 당뇨환자를 교육하는 프로그램으로 활용가능성이 있음을 시사해준다.

초등학교 고학년의 인터넷 게임 및 스마트폰 이용실태에 관한 연구 (A Study on the Internet Game and Smartphone Usage of the Senior Elementary School Students)

  • 이인숙;이미형;김희경;박정숙;손지혜
    • 한국산학기술학회논문지
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    • 제21권10호
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    • pp.421-432
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    • 2020
  • 본 연구의 목적은 초등학교 고학년 학생의 인터넷 게임 및 스마트폰 이용실태를 파악하고자 하였다. 2018년 10월 6일부터 2019년 9월 30일까지 K 지역 소재 16개 초등학교에 재학 중인 4~6학년 1,618명을 대상으로 자료를 수집하였고, 기술통계와 빈도분석, Chi-square를 이용하여 분석하였다. 연구결과, 인터넷 게임중독 자가진단척도(I-GUESS)는 고위험군이 6.1%로 나타났고, 스마트폰 과의존 척도(S-scale)는 잠재적 위험군 10.1%, 고위험군 0.8%로 나타났다. 인터넷 게임 및 스마트폰 사용과 관련된 신체적 문제는 36.0%가 경험했다고 응답했고, 눈의 피로가 20.4%로 가장 높았다. 정서적 문제는 18.5%에서 경험했다고 응답했으며, 분노가 6.8%로 가장 높았다. 사회적 문제는 21.8%가 경험한 것으로 파악되었고, 부모와의 갈등이 10.3%로 가장 높게 보고되었다. S-scale 점수와 I-GUESS 점수에 따른 주 사용 콘텐츠를 조사한 결과, S-scale 점수와 I-GUESS 점수가 높을수록 중계방송콘텐츠를 가장 많이 사용하는 것으로 나타났다. I-GUESS와 S-Scale 간의 상관관계에서는 I-GUESS와 S-Scale 간의 상관관계에서는 I-GUESS 점수가 고위험군 일수록, S-scale의 고위험군 비율도 높게 나타났으며, S-scale 점수가 고위험군 일수록 I-GUESS 점수의 고위험군 비율도 높은 것으로 나타났다. 향후, 이러한 변수를 고려하여 예방의 관점에서 초등학생을 위한 중재 프로그램 및 부모 교육 컨텐츠 개발이 시급함을 제언코자 한다.

A Research Program for Modeling Strategic Aspects of International Container Port Competition

  • Anderson, Christopher M.;Luo, Meifeng;Chang, Young-Tae;Lee, Tae-Woo;Grigalunas, Thomas A.
    • 한국항만경제학회:학술대회논문집
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    • 한국항만경제학회 2006년도 국제학술대회
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    • pp.1-12
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    • 2006
  • As national economies globalize, demand for intercontinental container shipping services is growing rapidly, providing a potential economic boon for the countries and communities that provide port services. On the promise of profits, many governments are investing heavily in port infrastructure, leading to a possible glut in port capacity, driving down prices for port services and eliminating profits as ports compete for business. Further, existing ports are making strategic investments to protect their market share, increasing the chance new ports will be overcapitalized and unprofitable. Governments and port researchers need a tool for understanding how local competition in their region will affect demand for port services at their location, and thus better assess the profitability of a prospective port. We propose to develop such a tool by extending our existing simulation model of global container traffic to incorporate demand-side shipper preferences and supply-side strategic responses by incumbent ports to changes in the global port network, including building new ports, scaling up existing ports, and unexpected port closures. We will estimate shipper preferences over routes, port attributes and port services based on US and international shipping data, and redesign the simulation model to maximize the shipper's revealed preference functions rather than simply minimize costs. As demand shifts, competing ports will adjust their pricing (short term) and infrastructure (long term) to remain competitive or defend market share, a reaction we will capture with a game theoretic model of local monopoly that will predict changes in port characteristics. The model's hypotheses will be tested in a controlled laboratory experiment tailored to local port competition in Asia, which will also serve to demonstrate the subtle game theoretic concepts of imperfect competition to a policy and industry audience. We will apply the simulation model to analyze changes in global container traffic in three scenarios: addition of a new large port in the US, extended closure of an existing large port in the US, and cooperative and competitive port infrastructure development among Korean partner countries in Asia.

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20세기 디자인교육의 기하학적인 형태에 대한 탐구 - 프뢰벨 유치원 교육과의 연관성을 중심으로 - (Research on Geometric Shape in the 20th Century Design Education - Focused on the relation of $Fr{\ddot{o}}bel$ Kindergarten Education -)

  • 방경란
    • 디자인학연구
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    • 제18권2호
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    • pp.325-334
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    • 2005
  • 본 연구는 20세기 디자인교육에 있어서 기하학적인 형태에 나타난 조형원리의 근원을 탐색하는 것이다. 디자인 교육에 등장한 기하학적인 형태는 19세기 독일을 중심으로 일어난 유치원 운동에서 도입된 교육사상에서부터 출발한다. 19세기 독일의 유아교육자 프뢰벨(Friedrich $Fr{\ddot{o}}bel$)에 의하여 탄생된 프뢰벨교구(Spielgaben)의 인기는 학교에서의 미술교과목에서 도구를 사용하게 되는 계기를 마련하게 된다. 과학적이고 수학적인 원리에 의하여 만들어진 프뢰벨교구는 최소한의 색채와 형태를 채택한 어린이를 위한 교육프로그램이었다. 19세기 기하형태의 블록놀이를 중심으로 개발된 '슈필가벤(Spielgaben)'과 '작업($Bech{\ddot{a}}ftigungsmaterial$)'이란 이름으로 진행된 놀이프로그램은 초기모더니스트들에 의해 기하형태에 대한 선택으로 이어지게 된다. 또한 20세기 현대디자인교육의 시작이 되었던 바우하우스의 기초교육프로그램에서도 적용된다. 이러한 사실에서 20세기 디자인교육에서 나타난 점선면의 원리와 기하학적 형태의 선택에 대한 근원적 배경을 찾을 수 있다. 따라서 본 연구는 유치원운동과 근대디자인교육과의 기하학적인 형태라는 동일한 범주 속에서의 연관성에 대한 논의이다. 즉, 이러한 연관성에 대하여 문헌조사를 통하여 탐색하고 서로의 관계에 대하여 분석하고 비교하여 연구하였다.

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평형 감각 증진을 위한 새로운 훈련 장치의 개발 (Development of a New Training System for the Improvement of Equibrilium Sense)

  • 이정옥;박용군;노방환;홍철운;김남균
    • 대한의용생체공학회:의공학회지
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    • 제25권6호
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    • pp.465-469
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    • 2004
  • 본 논문에서는 불안정판(unstable platform)을 이용한 새로운 인체 평형감각 증진용 훈련 시스템을 제안하였다. 본 시스템은 불안정판, 컴퓨터 인터페이스, 다양한 소프트웨어로 구성되어 있다. 불안정판은 기울기 센서와 무선 모듈을 내장한 타원형의 단순한 구조이다. 균형 훈련의 효과를 평가하기 위해 표적으로의 이동시간(moving time to the target)과 표적 내 유지시간(duration time in the target)과 같은 파라미터(parameter)를 측정하였다. 균형 훈련은 2주간 행해졌고, 훈련 프로그램에 따라 피험자를 두 그룹으로 나누었다. 그 결과, sine curve trace (SCT)와 block game의 훈련 프로그램을 이용한 반복적인 훈련을 통해 이동시간은 짧아졌고, 유지시간은 길어졌다 특히, 피험자가 균형을 유지하기 어려웠던 방향에서의 개선이 두드러졌다. 이로써 본 시스템은 훈련 후 피험자의 평형감각을 향상시킬 수 있었고, 효과적인 평형감각 훈련시스템으로써 임상에의 적용 가능성을 확인할 수 있었다.