• Title/Summary/Keyword: Health Games

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

  • Kim, Eun-Seok;Lee, Hyun-Cheol;Joo, Jea-Hong;Hur, Gi-Taek
    • The Journal of the Korea Contents Association
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    • v.9 no.9
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    • pp.151-162
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    • 2009
  • As the aging population has increased, the silver generation is getting to account for the considerable percent of economic activities and becomes the main body of production and consumption. Although the economic activity of silver generation is increased, the development of silver contents for the leisure activities is still not revitalized. The serious silver contents and the easy-to-use interface are very important because the silver generation is relatively weaker than young people in perception, studying, and exercise, and is fragile in mobility and vitality. This paper suggests methods to develop sensory bicycle, gate ball, and mole game contents haying lower body exercise effects for the silver generation to utilize leisure and maintain health. Along with fun as games, functional design factors suitable to the cognitive ability and bodily activity ability of the silver generation were considered and through sensory intefaces that are easy for the silver generation to use and customized progressing methods complying with individual characteristics, it was attempted to induce continued interests and lower body exercise effects.

Investigation of the body distribution of load pressure and virtual wear design of short pants harnesses in flying condition (플라잉 상태에서 바지형태의 하네스에 대한 하중압력 분포 측정 및 가상착의 적용)

  • Kwon, MiYeon
    • Journal of the Korea Fashion and Costume Design Association
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    • v.23 no.3
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    • pp.11-21
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    • 2021
  • Virtual reality is currently mainly used in games, but is starting to be applied as a variety of media fields, such as broadcasting and film. Virtual reality provides more fun than reality, and can provide new experiences in areas that cannot be experienced in reality due to the constraints of time, space, and environment. In particular, as the social non-contact arena has increased due to COVID-19, it is being applied to education, health, and medical industries. The contents are further expanding into design and military fields. Therefore, the purpose of this study was to observe the change in distribution of load and pressure felt by the body in the flying state while wearing a short pants harness, which are mainly used in the game and entertainment industry. In the experiment, the average pressure in the flying state was measured by attaching a pressure sensor to the back and front of a human mannequin. As a result, it was confirmed that the load concentrated on the waist in the flying state was 44 N, with a pressure of 1353 kPa. The pressure distribution was concentrated in front of the center of gravity, and was measured was at 98% by the pressure sensors, with an average pressure value of approximately 15 kPa, and a pressure value of approximately 12 kPa at the back, which was measured at 67% by the pressure sensor. The results of the load and pressure distribution measurement are presented as fundamental data to improve the wearability and comfort of harnesses in the future, and are compared to actual measured pressure values by analyzing the clothing pressure in flight through virtual wear of harnesses through the CLO 3D program.

Advanced development of the core competency diagnosis tool for college students for future-oriented competency education: Focusing on the case of Y University (미래지향적 역량교육을 위한 전문대학생 핵심역량 진단 도구 고도화 개발: Y대학 사례를 중심으로)

  • Hyo-Jung Gil;Boc-Nam Park;Jong-Il Ahn
    • Journal of the Health Care and Life Science
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    • v.10 no.1
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    • pp.69-80
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    • 2022
  • The purpose of this study is to advanced and develop a core competency diagnosis tool that junior college students must have in order to implement competency-oriented education to nurture talents required by the future society, and to verify its validity and reliability. To this end, the existing diagnostic tools were analyzed and preliminary questions were derived through analysis of prior research, collecting opinions of members, FGI, and expert advice. A total of 46 items were derived, which were verified as content validity. Afterwards, a preliminary survey was conducted targeting 380 applicants among current students. To verify the validity of the construct, an exploratory factor analysis was performed using AMOS 18.0. As a result, 30 final questions composed of 6 core competencies were derived. The core competency diagnosis tool is expected to be actively used as a future-oriented competency education execution, evaluation, and quality management tool by diagnosing the competencies of current students.

Weekday Internet Game Times and Domestic Factors of Middle & High School Students (중고등학생의 평일 인터넷 게임시간과 가정환경 요인)

  • Kim, Eun Yeob;Lee, Jee Young
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.11
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    • pp.5326-5336
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    • 2012
  • Most middle and high school students in Korea use internet for gaming and recreation. This study aimed to classify middle and high school students according to amount of time they spend playing games and analyze relationship domestic factors. Weekday game times and environmental factors of the adolescents in Korea. The group with average game time of 30 min, 0:30-1:30 hours, 1:30-3:00 hours, over 4:00 hours. Subjects in this study were 6,487 middle and high school students. For the category "thoughts about game characters", the group with average game time of 1:30~3:00 hours replied "not at all" but the group with average game time of over 4:00 hours replied "sometimes", which was significantly different from the previous group. Similarly, for the category "lack of time for homework", the group with average game time of 1:30~3:00 hours replied "not at all", which significantly differed from the "sometimes" response from the group with average game time. For satisfaction with interest, "average" was the most frequent response from all the groups. Analyzing correlation of factors influencing game addiction in subjects with game time showed that factors related to game addiction diagnosis and academic performance were especially different in the group with average game time of over 4:00 hours compared to other groups. Nowadays internet has taken a large and significant part of our life such that a life without internet is hard to imagine, and our dependency on internet has risen at the same time. Accordingly, education on appropriate utilization and correct usage of internet to youths who lack self-control and judgment is very needed.

Designing Smart Sportswear to Support the Prevention of Sports Injuries in Badminton Club Activities (배드민턴 동호회의 스포츠 상해 예방을 지원하는 스마트의류 디자인 제안)

  • Kim, Shin-Hye;Lee, Joo-Hyeon
    • Science of Emotion and Sensibility
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    • v.23 no.3
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    • pp.37-46
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    • 2020
  • This study was aimed at investigating the activities of a badminton club and designing smart wear to prevent sports injuries during badminton club activities. Everyone is familiar with sports in an aging society and clubs are gradually developing. Popular badminton club activities lead to frequent sports injuries, especially ankle injuries, which are a serious problem that hampers members' participation in sports. Therefore, this study aims to propose a prototype design for smart wear to prevent sports injuries, including ankle injuries. First, we identified the characteristics and considerations of members of badminton clubs, and the components of smart wear to prevent sports injuries. Second, members of the badminton clubs and an elite badminton player participated in a survey on the issues and requirements associated with wearing smart wear. Third, usage scenarios for smart wear were created based on literature reviews and the user assessment lists. Fourth, a prototype of the smart wear to prevent sports injuries including ankle injuries was created based on the scenarios. With the proposed smart wear, members of badminton clubs who may require assistance with sports injuries will be able to monitor said injuries, as well as their health condition, as avatars in visual games through a smart terminal. The visual game system will provide easier access to information about sports injuries and health. This smart sportswear will allow members of badminton clubs to prevent sports injuries and review their performance. This study can be utilized to design smart wear to prevent sports injuries and monitor sporting activities or bio-signals.

Effects of Computer/Internet Game Play on Depression and Life Satisfaction among the Elderly: Mediating Effects of Perceived Self-Control (컴퓨터/인터넷 게임 활동이 노인의 우울과 생활만족도에 미치는 영향: 자아통제감의 매개효과를 중심으로)

  • Ahn, Joon-Hee;Lim, Kyung-Choon;Lee, Yoon-Jung;Kim, Kyung-Sik
    • The Journal of the Korea Contents Association
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    • v.11 no.7
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    • pp.406-417
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    • 2011
  • The purpose of this paper is to examine the effects of computer/internet game play on depression and life satisfaction via perceived self-control among older adults in Korea. Data were collected from a survey of 237 community-dwelling older adults (age${\geq}$65) who reported internet users. A path analysis was used to examine the causal relationship among the main constructs. Results showed that the computer/internet game play had positive effects on perceived self-control. Perceived self-control was found to decrease depression and improve life satisfaction among older adults. Additional analysis indicated that the computer/internet game play in older adults did not directly affect mental health (depression and life satisfaction) but indirectly affected it via perceived self-control. Furthermore, perceived self-control had greater effects on depression than on life satisfaction. These findings have crucial implications in that perceived sense of self-control needs to be seriously considered when we develop mental health games for older adults.

A Study on the Recent Labor-Management Dispute Cases at Medical Institutions (의료기관 노사분규 사례분석연구)

  • Shin, Gang-Wook;Yu, Seung-Hum;Kim, Young-Hoon;Kim, Tae-Woong
    • Korea Journal of Hospital Management
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    • v.14 no.1
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    • pp.123-144
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    • 2009
  • Recently, a long strike by hospital labor union emerged as a serious social issue. During the Worldcup Games in June, 2002, labor strikes broke up at 'C', 'K' and other hospitals, and in 2007, 'Y' hospital suffered much from a strike. Such series of extreme labor disputes have awakened people of importance of a more stable labor-management relationship for the medical institutions responsible for people's health than any other business organization. The purpose of this study was to examine the labor-management disputes at 'Y' hospital in 2007 and 'C' and 'K' hospitals in 2002. The results of this study can be summarized as follows; First, requests of the labor union such as pay raise, reemployment of the irregular workers as regular employees and participation of the labor union in personnel affairs are the long-held or core issues suffered by the medical institutions. Such issues are not independent from each other but complicated with each other surrounding the pay raise. Accordingly, it is not easy to determine the genuine bone of issue for labor-management disputes. Second, the model type of disputes between labor and management at medical institutions may be strike. However, it is conceived that the type of disputes would be subject to change as the essential medical service area system began to be operated since 2008. Third, the common characteristic of the labor strike among the 3 sample hospitals was occupation of the hospital lobby for a sit-in strike to maximize the negative effects of strike. Article 42 (Prohibition of Violence) of Labor Union and Labor Relation Coordination Act prohibits occupation of production or other important business facilities. In addition, since Ministry of Labor interprets that the hospital lobby belongs to the important business facilities enumerated by Article 42 of the above act, occupation of the hospital lobby for a sit-in strike may be too controversial to be admitted as a fair act of labor dispute when its legitimacy should be judged. Fourth, the counter-measures taken by the hospitals against the strike were observance of the principle 'no labor no pay,' closure, legal action, accusation, claim for recovery of damage, provisional seizure, disciplinary punishment, etc., but the principle of 'no labor, no pay' was not applied in a fair manner by 'C' and 'K' hospitals. However, 'Y' hospital applied this principle thoroughly to the strike; the hospital conduced to correction of the wrong labor-management relationship by refusing inclusion in the labor collective agreement of a provision about payment of wage during the period of strike or labor union's request to that effect during a strike. In addition, 'Y' hospital took an effective measure to end the strike earlier by notifying the labor union of cancellation of the collective agreement and banning the unionists from entering the hospital.

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Safety Accident Prevention Activities & Actual Conditions According to Physical Education Teacher's Value Orientation (체육교사의 가치정향에 따른 안전사고 예방활동 및 실태)

  • Jeong, Suk-Bum;Park, Young-Soo
    • The Journal of Korean Society for School & Community Health Education
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    • v.4
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    • pp.79-95
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    • 2003
  • This dissertation aims to analyze various safety accidents taking place during physical education class according to physical education teacher's value orientation, to identify teacher's value orientation that can minimize safety accidents, and to provide basic materials for safe and smooth class management. For this purpose, data have been collected from 261 physical education teachers at some middle and high schools in G City in Kyung-Ki Province and Busan Metropolitan City. The materials were treated as follows: The variables on demographic characteristics of physical education teachers are determined by t-test ; The analysis of one-way ANOVA and relationship between value orientation and safety accident prevention activities was conducted through Pearson's linear correlation analysis and multiple regression; The analysis of the relationship between value orientation and actual conditions of safety accidents was conducted through logistic regression. First, there is almost no awareness difference of physical education teachers' value orientation according to demographical variables. The value orientation physical education teachers consider to be the most important is, however, mainly 'mastery of disciplinary lesson.' There is a statistically significant difference in safety accident prevention activities according to demographical variables. Teachers' focuses in class contents showed a significant difference according to teaching experience and working area, while the dependency on facility has a significant difference according to teaching experience and school type. Second, there is no correlation between physical education teacher's value orientation and safety accident prevention activities because there is virtually no statistically significant difference between them. It means that safety accident prevention activities are not related with on which teachers place emphasis among mastery of disciplinary lesson, social reconstruction, self-realization, ecological integration and value orientation on learning process. Third, the analysis of safety accident prevention activities according to physical education teachers' value orientation revealed that the lower value orientation in social reconstruction is, the more safety accidents teachers experience. It is also found that crashes among students, ball games and leg injuries are inter-related with social reconstruction in value orientation, over-motivation and unskilled motor function ; athletic sports with value orientation on learning process and safety prevention training ; unskilled motor functions with value orientation in ecological integration and disobedience to teacher's directions ; winter accidents with mastery of disciplinary lesson in value orientation. In conclusion, the research indicates that physical education teacher's value orientation according to demographical variables didn't show any significant difference, while one according to safety accident prevention activities showed significant difference. Besides, physical education teachers' value orientation is not related to safety accident prevention activities, but the relationship between value orientation and actual conditions of safety accidents showed correlations according to each variable. Especially, teachers with lower value orientation in social reconstruction experienced more safety accidents. Therefore, physical education teachers can manage physical education class more safely with more emphasis on value orientation in social reconstruction.

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A Qualitative Study on the Experiences of Grandmothers Raising Grandchildren during the COVID-19 Pandemic (코로나19 상황에서 조손가족 조모가 경험하는 손자녀 양육에 대한 질적 연구)

  • Park, Hwa-Ok;Lim, Jung-won;Kim, Min Jung
    • 한국노년학
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    • v.41 no.4
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    • pp.587-609
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    • 2021
  • The purpose of this study was to investigate parenting experiences among grandmothers raising their grandchildren from grandmothers' perspective, and a variety of their physical health, psychological and social challenges they were facing in everyday life. In addition, this study explored new issues, changes, and difficulties grandparents and their grandchildren were going through during the COVID-19 pandemic. Seven grandmothers raising their grandchildren without their cohabiting parents participated in an in-depth interview, and the qualitative date were obtained using semi-structured questionnaires. Analyses identified 5 main categories: 1) my emotion, worries, and coping with parenting grandchildren, 2) difficulties and obstacles facing in real life of the parenting, 3) conflicts and coping with growing grandchildren who showed new characters, 4) relationships and emotions among grandparents, parents, and grandchildren, and 5) needs and desires toward social services and support. Sixteen themes and 60 sub-themes were also derived. The majority of grandmothers expressed diverse difficulties in their dail y lives including ambivalent emotions regarding grandchild-rearing(rewards and burden), economic hardships, physical health limitations, and a lack of communications with their grandchildren. Further, findings indicated profound generation conflicts which had been even deepened during school close period in COVID-19 pandemic and had been associated with increased hours of using internet and playing computer games. The top priority of the social service needs among interviewed grandmothers was learning support for their grandchildren. Emotional support and social support to cover their lack of family interactions, and financial support were the next of their desired social services. Implications to improve social services for grandparent-headed families are discussed.

Computer Game Addiction and Physical Health of Korea Children : Mediating Effects of Anxiety (아동의 컴퓨터 게임 중독과 신체 증상: 불안의 매개효과)

  • Kwon, Sun-Jung;Kim, Kyo-Heon;Lee, Hong-Seock
    • Survey Research
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    • v.6 no.2
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    • pp.33-50
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    • 2005
  • The purpose of this study was to investigate whether Korean children's being addiction to computer game had an effect on physical health(headache, insomnia, indigestion, cardivascular). We considered both direct effects of that addiction and indirect effects which caused an negative emotion(anxiety). For this study, we collected data from 800 students of grades and 6 in Daejeon, Korea. Among them, we analyzed the data of 572 students[408 boys(71.3%) and 164 girls(28.7%) respectively] who had played computer games for a long period of time(two years or more). Reliability of the scale used on this study was a proper level by $.64{\sim}.91$ and we operated an analysis of structural equation pattern to make relationships of variable causes clear. As a result of examining an index of fitness of each model, it was proved for the fitness of every model(all GFI >.931, all CFI >.939, all NNFI >.929, all RMSEA <.046) to be acceptable. Not only the computer game addiction affected(all ps<.001) directly on physical symptoms(headache ${\beta}$=.211, insomnia ${\beta}$=.289, indigestion ${\beta}$ =.214, cardivascular ${\beta}$=.349), but also it affected(${\beta}$=.458, p<.001) on anxiety. In addition, the effect of anxiety on physical symptoms(headache ${\beta}$=.419, insomnia ${\beta}$=.375, indigestion ${\beta}$=.498, cardivascular ${\beta}$=.328) was significant. As a result of yielding the indirect effects of computer game abuse mediated by anxiety, headache was measured up ${\beta}$=.192, insomnia ${\beta}$=.172, indigestion ${\beta}$ =.228 and cardivascular ${\beta}$=.151. The computer game addiction caused 21% of anxiety and this mediate model proved that the computer game addiction caused 30% of headache, 32% of insomnia, 39% of indigestion, and 34% of cardivascular symptom. As a result of this study, the computer game addiction has a negative effect on physical health both directly and indirectly. Especially, cardivascular was influenced most extremely, then insomnia, indigestion, and headache in order. The implications gleaned from this study were discussed with considerations for future study and practical aspect.

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