• Title/Summary/Keyword: Interactive Exercise

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The Effects of Karvonen Exercise Prescription in Acute Coronary Artery Disease Patients Reaching Age-Predicted Maximal Heart Rates with Exercise Stress Test

  • Kim, Chul;Kim, Young-Joo
    • Biomedical Science Letters
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    • v.19 no.3
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    • pp.254-260
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    • 2013
  • The purpose of this study was to survey the effects of Karvonen exercise prescription in coronary artery disease patients reaching age-predicted maximal heart rates with the exercise stress test on hemodynamic responses and cardiorespiratory fitness. The subject group was comprised of acute coronary syndrome (ACS) patients, who were divided into the maximal heart rate (MHR) group that included those who completed the test with their heart rates reaching the number of 220-age and the maximal dyspnea (MD) group that included those who could not continue the test due to respiratory difficulty and were asked to stop the test. Both groups had the exercise stress test before and after the experiment. In the exercise stress test before the experiment, the exercise prescription intensity of Karvonen was set at the target heart rates of 50~85% with a six-week exercise monitoring arrangement. As a result, there were no interactive effects in rest heart rate (RHR) according to time and group, but interactive effects were observed in maximal heart rate (MHR) (P=0.000). Both rest systolic blood pressure (RSBP) and rest diastolic blood pressure (RDBP) had no interactive effects according to time and group. Maximal systolic blood pressure (MSBP) showed significant interactive effects according to time and group (P=0.017). Maximal diastolic blood pressure (MDBP) showed no interactive effects according to time and group, while maximal rate pressure product (MRPP) showed significant interactive effects according to time and group (P=0.003). Maximal time (MT) had no interactive effects according to time and group. $VO_{2max}$ and maximal metabolic equivalent (MMET) showed significant interactive effects according to time and group (P=0.000, P=0.002, respectively), whereas maximal respiratory exchange ratio (MRER) and maximal rating of perceived exertion (MRPE) showed no interactive effects according to time and group. The exercise test that was discontinued as the subjects reached the predicted maximal heart rates considering age did not reach the maximal exercise intensity and accordingly showed low exercise effects when applied to Karvonen exercise prescription intensity. That is, the test should keep going by monitoring cardiac events, MRER and MRPE until the heart rates exceed the predicted MHR by up to 10~12 even after the subject reaches the predicted MHR considering age in the exercise stress test.

Effects of an Interactive Computer Exercise Programs on Balance Performance in People with Chronic Stroke (컴퓨터 상호작용 운동 프로그램이 만성 뇌졸중 환자의 균형에 미치는 영향)

  • Song, Min-Young;Lee, Tae-Sik;Baek, Il-Hun
    • Journal of the Korean Society of Physical Medicine
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    • v.7 no.1
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    • pp.87-94
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    • 2012
  • Purpose : The purpose of this study was to examine the feasibility and efficiency of balance training program through an interactive video game regimen in people with chronic stroke. Methods : Thirty patients with chronic hemiparetic stroke were recruited. Participants were randomly assigned to either a control group (n=15) or an experimental group (n=15). The control group received the general physical therapy including of strengthening and balance exercise five times a week whereas the experimental group received a program of balance exercise with video game play based on virtual reality as well as the same typical physical therapy. The experimental group received 6 sessions for four weeks. Each session was given 5 minutes. An interactive computer game exercise regimen lasted 30 minutes without rest periods. Outcome measures for weight transfer to paretic side, non-paretic side and sit-squat-speed, sit-squat-length, sit-to-standspeed and sit-to-stand-area for the control group (n=15) and experimental group (n=15) before and after treatment were obtained by using the biorescure. Results: Outcomes demonstrated significant improvement in the experimental group compared with the control group in weight transfer to paretic side, non-paretic side and sit-squat-speed, sit-squat-length, sit-to-stand-speed. No significant training effect was showed in sit-to-stand-area between pretraining and post-training. Conclusion : An interactive computer game exercise based on task oriented approach for balance in chronic stroke were feasible. In other words, This regimen resulted in a greater improvement in dynamic balance for people with chronic stroke.

On the Web Based Interactive Teaching and Learning Material with Cinderella (Cinderella를 이용한 웹 기반 탐구형 교수-학습자료 연구)

  • 전명진;홍경희
    • Journal of the Korean School Mathematics Society
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    • v.5 no.2
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    • pp.101-109
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    • 2002
  • Among interactive dynamic geometry softwares, Cinderella has some merits on the accuracy of algorithms and compatibility with internet. In this paper we compare dynamic geometry softwares such as GSP, Cabri II, Cinderella briefly and we design a web based interactive learning materials using the exercise editor of Cinderella and some Java applets, and we propose a web based interactive teaching and learning model in which achievement test can be given by the clickings on the help icon.

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The long-term effect of Interactive Video Game on Cognitive Information Processing the elderly: P300 (장기간의 상호작용적 비디오 게임이 노인의 인지정보처리에 미치는 영향: P300)

  • Kim, Sung-Woon;Kim, Han-Cheol
    • Journal of Digital Convergence
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    • v.18 no.8
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    • pp.493-504
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    • 2020
  • The objectives of this study was to examine the effect of Interactive Video Game on cognitive information processing the elderly. Sixty elderly were attended in this study. Their ages ranged from 65 to 70, with a mean age of 67.60 years. The subjects were randomly assigned to one of three experimental conditions: (1) interactive video game group (n=20), (2) aerobic exercise group (n=20), (3) control group (n=20). The experimental design of this study was analyzed using two-way ANOVAs with repeated measures of groups and time. Cognitive function was assessed by neuroelectrical response, and ERP analysis. The results of the study showed that the interactive video game group and aerobic exercise group showed no significant statistical differences in the response time, response accuracy, amplitude and potential of the performance of the exercise in cognitive function and ERP analysis, but improved the interaction video game group and aerobic exercise (walking) group over the control group. It was concluded that long-term aerobic exercise like interactive video game is associated with attenuation of cognitive decline in the elderly.

Proposal for the use of interactive multimedia art for rehabilitation exercise in early dementia patients : focusing on the program Isadora® (초기 치매 환자의 재활 운동을 위한 인터랙티브 멀티미디어 아트의 활용 제안 : 프로그램 Isadora®를 중심으로)

  • Kang, Hyun-Sook
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.4
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    • pp.559-565
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    • 2020
  • The study intends to use interactive multimedia art performances for rehabilitation exercises for patients with early dementia. The interactive performance is completed by communication and participation of the performer on the stage and the dementia patient, who is the audience, and through this process, the dementia patient performs efficient rehabilitation exercises with interest and immersion. For the study, the characteristics of early dementia patients and effective exercise methods are examined, and a program map is constructed so that the patient's performance viewing leads to participation and leads to rehabilitation exercises. Movements and sounds generated by the audience's participation are converted into MIDI signals of Sound Level, Pitch, and Velocity to become a performance that controls music and video in real time. Through this, the patient will be immersed in the rehabilitation exercise with interest and will be able to have a sense of accomplishment as a participant in the performance. In addition, this study has the significance of expanding the area through various uses and applications of interactive multimedia art.

A Study of the design method for Interactive squat exercise Instrument (인터렉티브 스쿼트운동기구의 설계방법에 관한 연구)

  • Jeong, Byeong-Ho;Park, Ju-Hoon;Kim, Ji-won
    • Journal of the Korea Convergence Society
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    • v.9 no.2
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    • pp.303-311
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    • 2018
  • Squat exercise is one of the free weight exercises that are recognized as important from a bio-mechanical point of view. It is an important exercise to train lower extremity muscles in daily activities or sports activities and to strengthen trunk and lower body strength. It is effective and accurate to use a variety of assistive devices to calibrate athletic posture with squat exercise supported interactive device. The issues of the structural analysis for design a foot plate for squat exercise is to model the behavior by simplifying the dynamic behavior. In this paper, the authors proposed a exercise system design method for the vertical load distribution and bio-mechanical signal process used for the squat exercise mechanism analysis, and based on these results, designed device can make the more safe and reliable free weight exercise. It is applied to system design through design method with kinematic dynamic, VR device and estimation model of exercise.

Interface Design for Motion-Based Physical Interactive Games (체감형 게임을 위한 운동 동작 기반 인터페이스 설계)

  • Jang, Won-Jun;Gil, Young-Ik;Seo, Hye-Ran;Sung, Bokyung;Kim, Da-In;Ko, Il-Ju
    • Journal of Korea Game Society
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    • v.19 no.4
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    • pp.15-26
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    • 2019
  • In this paper, an interface for the physical interactive game based on the exercise movement was designed. The interface which uses exercise motion detects was designed and applied to the physical interactive game. As a result, this application to the contents was made possible by combining the physical movements that involve motility through the training method. Furthermore, accurate exercise motions that correspond to each situation were induced using the game objects. The developed interface is expected to be used in a physical interactive game that incorporates other types of exercises.

Comparison of Usability and Prefrontal Cortex Activity of Cognitive-Motor Training Programs using Sensor-Based Interactive Systems

  • Jihye Jung;Seungwon Lee
    • Physical Therapy Rehabilitation Science
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    • v.11 no.4
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    • pp.571-578
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    • 2022
  • Objective: Cognitive-motor trainings had a positive impact on cognitive function and dual-task trainings led to improvements of global cognitive function. The brain activity of the prefrontal cortex (PFC) is another indicator that can infer cognitive function. This study aims to confirm the usability of the interactive system cognitive-motor training program and the changes in the prefrontal cortex through training. Design: Cross-sectional study Methods: In this study, two cognitive tasks were randomly applied to 20 adults as cognitive-motor training using an interactive system, and the same task was performed using the original method. During all tasks, the brain activity of the prefrontal cortex was measured by the change in oxyhemoglobin (HbO) in real-time using Functional Near-Infrastructure. After performing the tasks, the usability of the developed interactive system was evaluated by a usability questionnaire which consists of five items, and each item consists of a 7-point Likert scale that responds from 1 point to 7 points. Results: The HbO levels were increased during cognitive task performance than at the resting phase. And evaluating the usefulness of the interactive system, a questionnaire result showed that it would be useful for cognitive-motor programs. Conclusions: The cognitive-motor training using the interactive system increased the activity of the prefrontal cortex, and the developed wearable sensor-based interactive system confirmed its usefulness.

Sport Functional Movement for Physically Interactive Spinning Game Implementation (체감형 스피닝 게임 구현을 위한 스포츠 기능적 움직임)

  • Gil, Young-Ik;Lee, Hyeon-Ju;Ko, Il-Ju
    • Journal of Korea Game Society
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    • v.20 no.2
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    • pp.139-152
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    • 2020
  • Physically interactive sports games are expanding to be training forms to replace real sports. Previous Physically interactive sports games are mostly technical studies for reality and immersion, and there is a few research related to sports movements for exercise. In this paper, we implement the physically interactive spinning game by applying the functional movement of spinning so that it can't only replace the real spinning but also an individual can play. Sports functional movement is expected to be an appropriate way to create physically interactive sports games.

Design and Development of the Multiple Kinect Sensor-based Exercise Pose Estimation System (다중 키넥트 센서 기반의 운동 자세 추정 시스템 설계 및 구현)

  • Cho, Yongjoo;Park, Kyoung Shin
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.21 no.3
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    • pp.558-567
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    • 2017
  • In this research, we developed an efficient real-time human exercise pose estimation system using multiple Kinects. The main objective of this system is to measure and recognize the user's posture (such as knee curl or lunge) more accurately by employing Kinects on the front and the sides. Especially it is designed as an extensible and modular method which enables to support various additional postures in the future. This system is configured as multiple clients and the Unity3D server. The client processes Kinect skeleton data and send to the server. The server performs the multiple-Kinect calibration process and then applies the pose estimation algorithm based on the Kinect-based posture recognition model using feature extractions and the weighted averaging of feature values for different Kinects. This paper presents the design and implementation of the human exercise pose estimation system using multiple Kinects and also describes how to build and execute an interactive Unity3D exergame.