• 제목/요약/키워드: Health Games

검색결과 187건 처리시간 0.023초

국가대표 카바디 선수들의 스포츠 손상 역학조사 (Injuries in Elite Korean Kabaddi Athletes: A Epidemiological Study)

  • 박기준;김찬우
    • 대한물리의학회지
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    • 제15권2호
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    • pp.57-63
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    • 2020
  • PURPOSE: This study examined the incidence, location, and characteristics of sports injuries according to the position in Korean national Kabaddi athletes. METHODS: Twenty-four national Kabaddi athletes (12 males and 12 females) who trained at the national training center between January 2019 and December 2019 were enrolled in this study. The event, position, and location of injury were recorded on an IOC daily injury report form. The incidence of sports injury was examined with the 95% confidence interval (CI), and the difference in the incidence of injury by position was presented as the rate ratio (RR). Moreover, the differences in the location of sports injury according to position were examined using χ2 tests. RESULTS: One hundred and nine sports injuries occurred among Kabaddi players, with an incidence of 20.28 cases of injuries per 1,000 exposures (95% CI 16.47 - 24.08), and the incidence of injury was the highest among the competition, followed by training and weights. The most common location of sports injury was the lower extremity, followed by the upper extremity, trunk, head, and neck. In addition, no significant differences in the locations of the sports injuries were noted according to gender (p = .689). Furthermore, knee, ankle, lumbar spine/lower back, shoulder/clavicle were common sites of sports injury among Kabaddi players. CONCLUSION: These results provide a baseline for predicting sports injuries occurring in athletes during games, and would provide useful information for developing performance enhancement as well as injury prevention programs.

엘리트 여자 핸드볼 선수들의 스포츠 손상 역학조사 (Injuries in Female Elite Korean Handball Athletes: An Epidemiological Study)

  • 김찬우;박기준
    • 대한물리의학회지
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    • 제15권2호
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    • pp.93-100
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    • 2020
  • PURPOSE: This study examined the incidence, location, and characteristics of sports injuries according to the position in Korean female elite handball athletes. METHODS: Thirty handball athletes, who trained at between January 2019 and December 2019 were enrolled. The event, position, and location of injury were recorded according to the IOC's Daily injury reports form. The incidence of sports injury was examined with the 95% confidence interval (CI), and the difference in the incidence of injury by position was presented as the rate ratio (RR). Moreover, differences in the location of the sports injury according to the position were examined using χ2 tests. RESULTS: A total of 148 sports injuries occurred in the handball players, with an incidence of 22.71 cases of injury per 1,000 exposures (95% CI 19.05 - 26.37) The incidence of injury was highest in the Competition group, followed by the Weights and Training groups. The most common location of sports injury was the lower extremity, followed by the upper extremity, trunk. No significant differences in the location of sports injuries were observed according to the position (p = .384). In addition, the knee, ankle, lumbar spine/lower back, shoulder/clavicle were common sites of sports injury among handball players. CONCLUSION: These results provide a baseline for predicting sports injuries occurring in athletes during games, and would provide useful information for developing performance enhancement as well as injury prevention programs.

노인용 기능성 게임(젊어지는 마을)이 인지기능, 도구적 일상생활동작, 우울, 삶의 만족도에 미치는 효과 (The Effects of a Functional Game (Rejuvenescent Village) for Older Koreans' Cognitive Function, Instrumental Activities of Daily Living, Depression, and Life Satisfaction)

  • 임경춘;전민호
    • Journal of Korean Biological Nursing Science
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    • 제18권4호
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    • pp.296-304
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    • 2016
  • Objective: The purpose of this study was to explore the effects of a senior functional game (Rejuvenescent village) on cognitive function, instrumental activities of daily living (IADL), depression, and life satisfaction in Korea. Methods: An one-group pretest-posttest design was used in this study. Data were collected twice (at the beginning and the end) from 100 elderly adults in S city who played "Rejuvenescent village" 8 times (twice per week, one hour per session) for a month. Also they completed questionnaires on their cognitive function, IADL, depression, life satisfaction, and general characteristics. The data were analyzed using SPSS 20.0 programs. Results: The mean age was 70.06(${\pm}3.77$) years, with a range of 65-80 years old. Among 100 subjects, 21% were male and 85% were young old. There were statistically significant differences in cognitive function (t=-3.32, p=.001), IADL (t=1.98, p=.049), and life satisfaction (t=-2.15, p=.034). Although there was no statistically significant difference in mean depression score (t=1.06, p=.292), categorized depression was statistically significant (${\chi}^2=62.97$, p<.001). Conclusion: The findings in this study show that the serious game (Rejuvenescent village) was effective for older Koreans' cognitive function, IADL, depression, and life satisfaction. Thus, we need to consider senior functional games to get health benefits by making elderly adults active with enjoyment.

PC방(게임방)에서 헤드셋을 착용한 중•고등학생의 소음 노출수준 (Noise Exposure Levels for the Middle and the High School Students using Headsets in the PC Rooms)

  • 신재우;김현욱
    • 한국산업보건학회지
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    • 제15권2호
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    • pp.135-143
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    • 2005
  • This study was conducted to measure the exposure levels to noise for the middle and the high school students who worn headsets in the PC rooms. The noise levels from the headsets were measured with noise dosimeters, and the statistical relationships between the utilization pattern, user's views on the PC rooms and it's environment were analyzed for the selected PC rooms in the Ahnshan area. The results were as follows; 1. No significant difference was found in the number of uses and average time spent per day by education level and by sex of the users(p>0.05). 2. No statistical significant difference was found between the contents selected by education level of the users (p>0.05). The male participants overwhelmingly enjoyed the PC games (98.3 %) while females selected for listening music (75.0 %) with significant difference(P<0.05), followed by browsing internet and PC communications (70.0 %), PC game (66.7 %) and chatting (33.3 %). 3. The actual noise measurements of the headsets worn by the users of different sexes and educational backgrounds produced no differences(p>0.05), while a significant difference was found between genders (p<0.05). 4. For sound pressure level measurements, the weighted average(Lavg) of 84.5 dB(A) on the left headsets exceeded that of 79.8 dB(A) on the right headsets significantly(p<0.01) and the maximum value of 96.9 dB(A) on the left headsets exceeded the maximum value of 93.5 dB(A) on the right headsets(p<0.01). 5. The actual noise measurements of the headsets worn by the users of different sexes and educational backgrounds produced no differences(p>0.05), however, the contents selected by the users with different educational backgrounds were noted with significant difference(p<0.05) while no difference was found by gender(p>0.05).

국가대표 선수 훈련원 마스터플랜 설계경기 조경계획 (Landscape Design for the National Athlete Training Camp)

  • 김아연;유선근;오형석
    • 한국조경학회지
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    • 제33권6호
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    • pp.109-126
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    • 2006
  • As the national interest in sports has been increased over time, sports facilities and sports complex are considered more than just physical environments for training athletes or watching games. Sports facilities now become symbolic spatial devices to represent the national and cultural pride of any countries. The existing national training camp located in Taenung, Seoul is gotting outdated and degraded. The polluted air in the city risks athletes' health condition. The government planned to construct the second training camp at Jincheon, Chungbuk at the area of $2,171,910m^2$. The Korea Sports Council called for proposals to envision the future training camp, and they held a design competition from August to November, 2005. The first phase was to present the masterplan for the entire site including training buildings, outdoor training facilities, dormitories, a visitor center, a research center, education and administration buildings. Considering the size of the site, the planning process required a strong relationship between landscape and architecture. This study tries to provide general explanations on the winning proposal focused on the landscape-related issues. It also attempts to have reference points for contemporary planning and design issues to situate the project in the stream of continuing design effort to avoid the dichotomy between nature and culture. The landscape proposal for the new national taming camp suggests four main strategies; 1) The camp has two intersecting and interweaving parks which represent the natural and urban order. 2) The entire site is organized and networked by the flow of landscape called landscape ribbon in terms of topography, vegetation, and water flow. 3) The landscape is choreographed through the time and process. 4) The ecological process and the digital contents are juxtaposed in the landscape. This winning proposal is the first step to portray the national vision for the sustainable environment coexisting with sports industry. Landscape in this proposal is an active agent to network various parts of the site which enables landscape to be infrastructure. Landscape design in this proposal should be considered open-ended strategies rather than determined concrete forms and its engaging further development will be tested in following Design-Build phase.

영양교육과 운동 중재가 일부 비만아동들의 신체활동과 식생활에 미치는 영향 (Effect of Nutrition Education and Exercise Intervention on Physical and Dietary Patterns of Some Obese Children)

  • 김명숙;최미숙;김기남
    • 대한지역사회영양학회지
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    • 제16권4호
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    • pp.426-438
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    • 2011
  • This study set out to investigate the effects of 16-week nutrition education and exercise intervention run by a public health center on the physical activities and dietary patterns of obese children at the before, after, and after one month point. After the program, the obese index of the obese children dropped by 5.9% from 38.4% to 32.5%. One month after the end of the program, their obese index increased by 1.4% to 33.9% (p < 0.001). The obese children's hours of walking of physical activities increased to 2.6 hours from 1.2 hours after the program and remained at the 2.6 hours range one month after the end of the program (p < 0.01). The total scores of their food habits increased to 10.4 points from 9.1 points after the program and 10.3 points one month after the end of the program with significant differences (p < 0.01). The total scores of their eating behavior made a significant increase to 6.5 points from 5.3 points after the program and then dropped to 5.9 points one month after the end of the program (p < 0.05). As for changes to their dietary pattern scores according to the obese index, only the food habits scores showed significant main effects of term (p < 0.05). According to these results, there is still a need to develop proper programs to help them increase regular exercise, improve their physical activities by cutting down time with TV, computer, Internet, and video games, and enhance their nutritional knowledge and to provide them with ongoing management and guidance until the improved food habits and eating behavior become part of their habits.

편마비 환자의 재활을 위한 다채널 근전도 기반의 체감형 무선 게임 장치 개발 (The Development of Interactive Wireless-Game Device based on Multi-Channel Electromyography for Rehabilitation in Patients with Hemiplegia)

  • 김강수;강정훈;문창수;최흥호;문치웅
    • 한국게임학회 논문지
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    • 제11권6호
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    • pp.171-180
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    • 2011
  • 본 논문에서는 편마비 환자들의 재활 훈련을 돕기 위하여 시각적인 피드백과 동기 부여를 줄 수 있는 다채널 근전도 기반의 체감형 무선 게임 장치를 제안하였다. 게임 콘텐츠는 환자의 회복 상태에 따라 적용할 수 있도록 채널 별로 제작하였으며, 속도 및 난이도를 조절할 수 있게 제작되었다. 본 장치의 유효성 검증을 위하여 편마비 환자 7명을 대상으로 적용하여 설문 조사를 하였다. 조사 결과는 치료 효과에 대한 기대감이 가장 높은 점수($4.14{\pm}0.38$)를 보여주었으며, 설문 문항 전체적으로 3점 이상의 결과를 보여주었다. 이 연구의 필요성과 개발된 장치의 만족감을 확인할 수 있었으며, 본 장치는 재활 환자들에게 게임을 통하여 재미있게 재활 운동을 할 기회를 제공할 수 있을 것이다.

가상현실을 이용한 자동 제세동기(AED) 훈련 시뮬레이션 개발 (Development of Automated External defibrillator training simulation using Virtual Reality)

  • 임정수;이영광;송은지
    • 한국정보통신학회:학술대회논문집
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    • 한국정보통신학회 2017년도 춘계학술대회
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    • pp.350-352
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    • 2017
  • 최근 가상현실(VR)이 IT기술의 화두로 떠오르고 있다. 가상현실 기술은 처음엔 게임, 영화, 스포츠, 테마파크와 같이 엔터테인먼트 목적으로 개발되는 경우가 많았으나 점차 교육, e-커머스, 헬스케어 등 다수의 산업으로 확대되어 관련 시장의 확산에 따른 파급효과는 매우 클 것으로 예상된다. 따라서 VR을 접목한 안전교육 콘텐츠도 급부상 하고 있다. 하지만 아직까지도 우리나라의 안전 교육에 대한 프로그램 활성도는 미미한 수준이다. 제세동기를 이용한 급성 심정지 환자 구출은 가장 대표적인 안전 교육중 하나이지만 2014년 기준 국내에서 자동 제세동기를 사용하여 환자의 생명을 구한 공식적인 사례는 단 한건으로 자동 제세동기의 사용 실적이 매우 저조함을 알 수 있다. 자동제세동기 사용성과 접근성 확장을 위한 사용법 및 중요성 숙지 교육이 필요한 현황이지만 이러한 안전 교육을 단순한 이론 교육에서 끝마칠 뿐 체험 교육 마련이 쉬운 일이 아니다. 본 논문에서는 언제든지 자유롭게 효과적으로 훈련을 받을 수 있는 가상현실을 이용한 자동 제세동기 훈련 시뮬레이션을 제안한다.

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미취학 아동의 감성 발달을 위한 연령별 놀이가구 유형에 관한 연구 (A Study on the Type of Playable Furniture for Emotional Development of Preschool Children)

  • 김자경
    • 한국실내디자인학회논문집
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    • 제25권3호
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    • pp.70-81
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    • 2016
  • Nowadays the preschool children spend much of the day playing indoors. Therefore, it needs the indoor environment that helps a variety of fun activities and physical development, and it requires the space configuration and playable furniture considering the emotional development for mental health. However, the furniture for fast growing preschoolers has not various types because the domestic furniture market for children is mostly baby beds and the furniture for the education of children. Therefore, this study presents the concepts and types of the playable furniture reflecting emotional design for preschool children's healthy emotion and suggests the most appropriate type of playable furniture considering play behavior by age. In this study, we investigated the physical, cognitive, social, emotional and linguistic development characteristics and play behavior of preschoolers, and derived the right type of playground equipment and furniture, and examined the types of playable furniture to help the emotional development. We derived the items to be checked for developing the playable furniture by age for emotional development, and classified preschoolers' playable furniture into the use of learning, relaxation and storage, and suggested its basic type focusing on the cases of various playable furniture developed at home and abroad. As a result, the playable furniture was divided into three types. The first is the self-play type making possible self amusement, the second is module built-up-type that consists of furniture and modules or units and creates various patterns and can be modified through the self-assembly and disassembly, and the third is IT game type grafting IT skills and a variety of electronic games to furniture. We sorted these types into three classes (1-3 years old, 4-5, 6-7) according to age and presented the type of play for each age, the play element and representative image that can be introduced to this furniture. In this study, we provided the basic design types of age-specific emotional playable furniture by analyzing these results.

실버세대를 위한 기능성 게임 콘텐츠 개발 (Developing Functional Game Contents for the Silver Generation)

  • 김은석;이현철;주재홍;허기택
    • 한국콘텐츠학회논문지
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    • 제9권9호
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    • pp.151-162
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    • 2009
  • 고령화가 진전되면서 실버세대가 경제적으로 차지하는 비율도 매우 증가하여 생산과 소비의 주체가 되는 시대로 변모하고 있다. 실버세대의 경제적 활동이 증가하는데 반해 여가 활동을 대비하는 실버 콘텐츠개발은 아직 활성화되지 못한 실정이다. 실버세대는 신체적 노화로 지각능력과 학습능력, 운동능력 등이 젊은 사람에 비해 상대적으로 낮으며, 이동성이나 활동성 면에서도 취약하기 때문에 실버세대를 위한 기능성 실버콘텐츠와 사용이 용이한 인터페이스의 개발은 필수적이다. 본 논문에서는 실버세대의 여가 활용과 건강을 유지할 수 있는 하체 운동 효과를 갖는 게이트볼, 체감형 자전거, 두더지 게임 콘텐츠를 개발하기 위한 방법을 제안한다. 게임으로서의 재미와 함께 실버세대의 인지능력, 신체 활동 능력에 맞는 기능적 디자인 요소를 고려하였고, 실버세대들이 사용하기 쉬운 체감형 인터페이스와 개별적인 특성에 따른 맞춤형 진행 방법을 통해 지속적인 흥미와 하체운동 효과를 유도할 수 있도록 하였다.