• Title/Summary/Keyword: Health Games

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Comparison of QEEG between EEG asymmetry and Coherehnce with elderly people according to smart_phone game Addiction Tendency (노인의 스마트 폰 게임 중독 경향에 따른 뇌파 비대칭(asymmetry)와 연결성(Coherehnce)의 정량화뇌파(QEEG) 비교 분석)

  • Weon, Hee Wook
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.11
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    • pp.644-652
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    • 2017
  • The purpose of this study was to analyze the EEG according to the elderly's tendency to be addicted to smartphone games. We compared the effects of smartphone addiction on mental health such as brain waves, sleep problems and depression through comparative analysis of asymmetry and connectivity in quantitative EEG results. The study participants were two elderly people who were addicted to smartphone game and one elderly person who did not use smartphone (Ed- to confirm: only 3 participants?!). The participant's addiction tendency of smartphone was measured by using the smartphone addiction scale and EEG (QEEG) was used for EEG analysis. The results are as follows. First, the brain waves of elderly people and smartphone non-user elderly who showed symptoms of immersion and smartphone game showed a difference in asymmetry in both opening and closing anisles. Second, there were significant differences in the openness and the anxiety of the elderly who were immersed in the mobile phone and the elderly who did not use the smartphone. Through this, it is also meaningful to explore the relationship between senile cognitive impairment and smartphone use by exploring the effect of smartphone game use on brain cognitive function through comparison of EEG analysis.

Exploring the possibility of using early childhood education contents in the elderly dementia prevention program (노인 치매예방프로그램에서 유아교육 콘텐츠의 활용가능성 탐구)

  • Yang, Su-Kyung;Park, Jung-Hwan
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.8
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    • pp.495-500
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    • 2020
  • As the prevention of dementia is more important than the treatment after the onset, attention has focused on the prevention of dementia in the elderly. For this study based on 11 integrated programs, we analyzed the domestic research trends of dementia prevention programs for the elderly from 2000 to 2018 in the study of Yang Su-gyeong, Ko Bo-sook, and Park Jeong-hwan (2019) We reviewed the literature research on the elderly's dementia prevention program centered on play. By activity type, music, language, and physical activity were 4 (40.0%), respectively, and games, art, and work were 3 (30.0%), respectively. Dance, literature, traditional play, and recreation were 2 (20.0%), and yoga and life were 1 (10.0%), respectively. In this study, for the purpose of exploring the possibility of using the contents of early childhood education in the elderly dementia prevention program, play shows very positive aspects such as physical exercise ability, positive emotions, and emotional characteristics for the elderly. It is considered that if dementia prevention programs are developed using the contents of early childhood education for the elderly, they will be able to utilize leisure time positively while providing continuous services and maintaining group experiences and mental health.

The 1985 Survey on Horse Diseases of Veterinary Importance in Korea (주요 말 전염성 질병에 대한 국내 보유마필의 감염현황조사)

  • Rhee, Young-ok;An, Soo-hwan;Jeon, Young;Yoon, Yong-dhuk;Park, Bong-kyun;Heo, Young;Kim, Jong-man;Jang, Hwan;Kim, Yong-hee;Sul, Dong-sup;Song, Ji-bong;Jung, Jong-kee;Lee, Keun-hee;Kim, Hee-pa
    • Korean Journal of Veterinary Research
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    • v.26 no.1
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    • pp.87-92
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    • 1986
  • The present surveys were conducted in attempts to investigate the health situation of horses in Korea through mass-screening the samples serologically, bacteriologically and clinically. A total of 575 horses were sampled randomly, comprising 126 from the Korean Horse Affairs Association, 288 from the Korean Equestrian Federation and 161 from the Jeju ponies. Each of the samples taken was tested for diagnoses of 18 horse diseases including African horse sickness. Summarised below are the results obtained from this surveys. 1. From results of the serological survey it is evident that Korea is currently free from African horse sickness, dourine, glanders, vesicular stomatits, equine piroplasmosis, equine viral arteritis, Venezuelan encephalomyelitis and contagious equine metritis. Constant vigilence with strengthened quarantine measures is thus vital for maintaining freedom of any those diseases in Korea. 2. No clinical case was observed with any of signs or symptoms of infectious lymphangitis, anthrax and infestations with ringworm, mange or scab. However, continuous follow-up is required for establishing the evidence of no occurrence of the diseases in Korea. 3. One case of seropositive to equine infectious anemia may fully justify systematic and regular testings for the whole population of horse in Korea. 4. It is manifested that equine rhinopneumonitis, Japanese encephalitis and Getah virus infection are well established in Korea, together with the presence of equine infectious abortion(Salmonella abortus equi). This strongly entails preventive precautions before entry into Korea for the horses participating in the 1986 Asian Games and the 1988 Seoul Olympics.

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A Study of the status of Dental technicians' leisure activities (치과기공사의 여가활동 실태에 관한 연구)

  • Kwon, Soon-Suk;Kim, Yoon-Shin
    • Journal of Technologic Dentistry
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    • v.30 no.1
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    • pp.83-96
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    • 2008
  • This study aims to analyze the major factors in their working conditions affecting the enlargement of leisure activities of dental technicians. We also present a need for dental technicians to assign more time many different kinds of leisure activities for their quality life. To this end, we examined the status and the characteristics of dental technicians' leisure activities among the randomly selected subjects who are working in the area of Seoul, Gyonggido, and Gangwon-do through the analysis of the 311 sheets of self-administered questionnaires. The conclusions from this analysis are as follows; 1. On weekdays, non participants in leisure activities were found to be 64.0%, and in the case of weekends, the participants were reached to 70.7%. Those who enjoy any leisure activities in either of weekdays and weekends were 34.1%, 27.3% of the dental technicians did not have any leisure activities. Therefore, statistical significance was shown in the participations of leisure activities between weekdays and weekends. 2. Of the types of leisure activities in both weekdays and weekends, sports activities were ranked at the top 33.4%, 29.6% respectively, which is followed by going to the cinema/theatre/exhibitions, etc 21.9%, 26.0%, games/entertainment 14.5%, 14.8%, hobbies/cultural activities 14.1%, 12.5%, sightseeing/picnic 6.4%, 7.4%. 3. Of the differences in the characteristics of leisure activities, the types of leisure activities between weekdays and weekends showed difference in gender, company and information regarding leisure activities in age, company and the place of leisure activities, and leisure information in the marital status, career and monthly income in company, company and leisure information in the job position, which is statistically significant (p<.001). However, no statistical significance was found among the other general items of the characteristics of leisure activities. Considering only works on weekdays policy is currently permeating into almost every business sector, dental business owners or managers are advised to consider more effective time management or human resources management, such as keeping reasonable manufacturing time through cooperations with the dentists, regularity of working hours, incentive system, introduction of credible over time payment. Which will provide their staff with more times and opportunities to enjoy their leisure activities. Additionally, the concrete and feasible ways of motivating and activating the leisure activities of dental technicians are in need of further researches and studies.

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A Survey for Needs and Preference of Food and Nutrition information on Mass Media for Korean Female Adults (대중매체 식품영양정보에 대한 성인 여성의 요구도 조사)

  • Kwak, Jeong-Eun;Lee, Seo-Yeon;Lee, Sang-Hoon;Ko, Kwang Suk
    • Korean Journal of Community Nutrition
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    • v.19 no.6
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    • pp.550-557
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    • 2014
  • Objectives: This study was conducted to examine the preferences and needs of typical Korean females adults for food and nutrition information provided by the mass media. Methods: A total of 343 females (77 in their 20s, 85 in their 30s, 88 in their 40s and 93 in their 50s) residing in the Seoul/Gyeonggido area was surveyed on general characteristics, main sources of food and nutrition information and needs for sources and contents of nutrition information. Results: The survey showed that typical Korean females obtained knowledge of food and nutrition mainly through the Internet (30.4%) and broadcasting (29.0%). Typical Korean females were interested in 'dietary management for weight control' (21.9%), 'the prevention and treatment of disease' (20.0%), 'food safety' (16.8%), 'proper dietary habits' (14.6%), 'cookery' (11.8%), 'functional foods' (9.6%), 'restaurant details' (3.5%) and 'life-cycle-specific dietary guideline' (1.6%). Needs for food and nutrition program forms on TV were 'educational programs' (34.3%), 'documentaries' (20.8), 'expert lecture-style' (13.0%), 'entertainment programs' (11.9%), 'expert conversation' (11.4%), 'news-style' (4.6%) and 'public campaign advertisements' (4.0%). On the Internet, 38.6% of the respondents preferred to get information provided by food and nutrition-related institutions (38.6%) while 26.1% preferred webtoons for nutritional information. The favored forms in mobile applications were 'monitoring their diets' (29.5%), 'data-based texts information' (21.4%), 'experts feedback' (20.6%), 'communities' (15.1%) and 'games' (13.1%). The rates of the preference to obtain information from experts such as nutritionists and dietitians and doctorsor dietitian turned reporters increased markedly with older ages. Conclusions: Since the mass media is a main source of food and nutrition information for the general public, the effectiveness and accuracy of the information provided should be enhanced by taking the needs of the public into account. The quality of information should be improved by involving more nutrition experts.

The effect of music therapy for 119 emergency medical technicians with high post-traumatic stress

  • Ahn, Hee-Jeong;Shim, Gyu-Sik
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.12
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    • pp.221-226
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    • 2021
  • This study was examined the effect and the continuity of music therapy for reduce on post-traumatic stress (PTS) in 119 emergency medical technicians (EMTs). The subjects of the study were 42 EMTs in the C area, and the study was conducted from November 25, 2019 to March 1, 2020. The experimental group conducted a total of ten music therapy programs twice a day for five days. The session-specific program was conducted by two music therapists, including the early, mid, late, and closed stages. Each step applied intervention techniques necessary for goals such as improvisation, rhythm making, Nanta, and couple physical activities. The control group was required to take a free break (TV viewing, cell phone games, sleep, exercise, etc.) at the same time as the experimental group's program. The study found that the control group had no difference in PTS before and after the application of music therapy, but the experimental group had a significant decrease in PTS immediately after the application of music therapy and a gradual increase in PTS after 4 and 12 weeks (p<.05). Repetitive music therapy is judged to be an effective way to mitigate the PTS leve for EMTs.

Use of Multimedia Technologies in the Training of Physical Culture and Sports Specialists

  • Shevchenko, Olha;Bahinska, Olha;Markova, Olena;Broiakovskyi, Oleksandr;Bielkova, Tetyana;Honcharenko, Ivan;Bida, Olena
    • International Journal of Computer Science & Network Security
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    • v.22 no.7
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    • pp.245-251
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    • 2022
  • Educational reform in Ukraine encourages the use of multimedia technologies in the training of specialists in Physical Education and Sports, which is one of the promising directions of education development. Therefore, the article specifies the content of the terms "innovation" and "technology". For modern society, the introduction of multimedia technologies in education is not so much theoretical as pragmatic, since under condition of globalization it concerns its historical development and prospects associated with the so-called "high technologies".Our goal is to improve the training of Physical Education and Sports specialists by means of multimedia technologies. All of innovative technologies can be divided into four groups, depending on the appropriate form of educational activity for their use. The development of multimedia technologies in the training of specialists in Physical Education and Sport at the present stage of education development should be carried out in accordance with the criteria of manufacturability, which are presented in the article: scientism, to rely on the theoretical provisions of pedagogical science and methods of teaching the discipline, socially recognized educational goals, prospects for modernization of Education; consistency, which provides for the interaction of parts and the whole in the organization of the study environment, as a result of which the physical development of the young generation is an integral entity; guarantee, that is, the error between the planned and obtained results should be minimal; manageability, that is, full management of the stages of work of the teacher and students, which make up the completed cycle of actions; mass participation, for the purpose of applying the technology does not depend on the physical training of students, the pedagogical skill of the teacher and the type of educational institutions. The article presents the theory and method of organizing sports events and circuses in the training of specialists in Physical Education and Sports by means of multimedia technologies. In order to increase the level of physical development of a person, physical fitness and the state of health of students, which has a clear trend to constant deterioration, it is necessary to instill love for sports, carry out high-quality training and organize sports events using multimedia technologies. In the process of sports activities, the participants' mental education is carried out. There are two types of communication here: direct and indirect, which are described in the article.In games and sports competitions, there are many opportunities for forming rules of collective behavior. The main issues of the organization of sports activities by means of multimedia technologies have been clarified. During sports competitions, the tasks presented in Physical Education and sports classes are improved, which ensure the improvement of physical and theoretical training of the individual. The pleasure of sports, bright, emotional spectacles, confirmed by multimedia technologies, arises from the participation of the viewer in them.

Analysis of Horticultural Activities in the Teacher's Guidebooks of Nuri Curriculum for 5-Year-Olds

  • Choi, Byung Jin;Jeong, Yeo Jin;Kim, Mi Jin;Yun, Suk Young
    • Journal of People, Plants, and Environment
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    • v.23 no.2
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    • pp.211-220
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    • 2020
  • The purpose of this study was to analyze the frequency and contents of horticultural activities in 696 individual activities listed in 11 teacher's guidebooks of Nuri Curriculum for 5-year-olds, and to find out the perceptions of horticultural activities in the formal curriculum. The target horticultural activities that were selected were those using natural objects like potted plants, water, wind, soil, stones, etc. as the topic or subject of activities, and those with different topics but are mentioning plants or natural objects as an example at least twice. The 150 selected horticultural activities were classified by life-based theme, activity type, activity domain, and medium. As a result of examining horticultural activities by life-based theme, there were 150 horticultural activities (21.55%): 40 in Spring, Summer, Autumn and Winter (5.75%), 34 in Animals, Plants, and Nature (4.89%), 22 in Environment and Life (3.16%), 19 in Our Country (2.73%), and nine in Our Neighborhood (1.29%), nine in Various Countries of the World (1.29%), four in Health and Safety (0.57%), four in Living tools (0.57%), four in Transportation (0.57%), three in Kindergarten and Friends (0.43%), two in Me and My Family (0.29%; χ2=130.427, p < .001). As a result of examining horticultural activities by activity type, there were 61 free choice activities (40.67%), 80 large and small group activities (53.33%), and nine outdoor play activities (6.00%), indicating that outdoor play was the fewest activity type (χ2=54.040, p < .001). The results of analyzing horticultural activities by activity domain showed that there were 25 in conversation (16.67%), 19 in science (12.50%), 14 in art (9.33%), 14 in cooking (9.33%), 10 in fairy tales (6.00%), nine in music (6.00%), eight in language (5.33%), eight in number operation (5.33%), eight in others (5.33%), six in children's plays (4.0%), six in games (4.0%), four in body and movement (2.67%), three in stacking (2.00%), three in roles (2.00%), three in rhythm (2.00%), two in children's poems (1.33%), two in field experience (1.33%) and one in outside play (0.67%; χ2=87.600, p < .001). As a result of examining the mediums used in the horticultural activities, 46 activities (30.67%) directly used plants as the mediums, 11 activities (7.33%) used soil such as stones, gravel, and earth as the mediums instead of plants, four activities (2.67%) used dry plants such as branches and dry leaves as the mediums, and 89 activities (59.33%) used videos, photos of plants, and pictures of plants as the mediums (χ2=121.307, p < .001).

Structural Relationship among User Experience, Flow and Satisfaction of Electronic Hogu System in the Taekwondo Game (태권도 경기에서 전자호구 시스템의 사용자 경험, 몰입 및 만족의 구조적 관계)

  • Kim, Bong-Gyung;Baek, Woo-Yeul
    • 한국체육학회지인문사회과학편
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    • v.54 no.2
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    • pp.299-312
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    • 2015
  • The purpose of this study was to find the effects of user experience on flow and satisfaction of electronic hogu system in the taekwondo game. The subjects were players who had experience using electronic hogu system in the taekwondo game for 2014 year 7month~10month. 652 samples out of 750 samples through convenient sampling method were adopted as a final data. We confirmed the goodness of fit test of the model, utilizing SPSS WIN Ver 18.0, and AMOS 7.0, and after which we tested each hypothesis. The results were as follows; First, sentient, emotional, cognitive, behavioral, relational experience of user experience did not have a significant influence on cognition flow. Second, sentient, emotional, relational experience of user experience did not have a significant influence on behavioral flow. Third, cognitive, behavioral experience of user experience had a significant influence on behavioral flow. Fourth, cognition, behavioral flow had a significant influence on satisfaction. Fifth, factor between native and foreigner taekwondo players had significantly different. This paper is a meaningful to figure out user satisfaction of electronic hogu system in taekwondo games and maximize athletic performance.

Factors Contributing to Winning in Ice Hockey: Analysis of 2017 Ice Hockey World Championship (2017 International Ice Hockey Federation World Championship의 승리 결정요인 분석)

  • Lee, Jusung;Kim, Hyeyoung;Kim, Chaeeun;Pathak, Prabhat;Moon, Jeheon
    • 한국체육학회지인문사회과학편
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    • v.57 no.4
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    • pp.387-394
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    • 2018
  • The purpose of this study is to provide information regarding the strategies by identifying the main variables that determines the winning team based on the records of all games of the 2017 IIHF World Championship Top league. 64 matches were analyzed for the study. 6 variables were analyzed which included ratio of saves, shots on goal, penalties in minutes, time for power play, power play goals, and face off wins. Logistic regression analysis (LRA), multiple regression analysis (MRA), and principal component analysis (PCA) were implemented to examine the relationship between win and loss. In case of LRA, shots on goal (p<.001), face-off wins (p<.001) had significantly positive relation to winning of game whereas, penalties in minutes (p<.01) and time on power play (p<.01) had significantly negative. Using MRA, win percentage was calculated which had significant positive correlation to ratio of saves (p<.01) and face-off wins (p<.001) whereas, a significant negative with penalties in minutes (p<.001). For PCA, the winning team consisted of penalty, attack, and defense factors whereas, losing teams consisted only the attack and defense factors.