• Title/Summary/Keyword: Interactive Exercise

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Effect of Core Strengthening Exercise Programs on Symmetric Double Limb Support and Balance Ability for the Elderly

  • Kang, Kwon-Young;Choi, Jung-Hyun;Lee, Sang-Bin
    • Journal of International Academy of Physical Therapy Research
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    • v.3 no.1
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    • pp.378-382
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    • 2012
  • The purpose of this study effectiveness of core strengthening exercise programs on symmetric double limb support and balance ability for elderly. The subjects that 30 persons between the ages of 65~80 elderly participated were divided into two groups randomly for 8 weeks. Tetrax interactive balance system and Berg's balance scale were used to assess support and stability. Paired t-tests were used to evaluate the changes before and after intervention. The difference between the groups was compared using an independent t-test. The experimental group showed significantly increase weight support, stability, balance(p<.05). However, the control group not showed significantly increase weight support, stability, balance(p>.05). In a variation, experimental and control groups showed significantly increased rate of weight support, stability, balance(p<.05). Consequently, core strengthening exercise program should be considered as a therapeutic method for the elderly to improve the balance ability and effectiveness on falls.

A Study on Effectiveness and Preference of Tangible Fitness Game (체감형 운동게임의 효과와 선호도에 대한 연구)

  • Kim, Eui-Young;Park, Chang-Hoon;Kim, Dae-Geun
    • Journal of Korea Game Society
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    • v.12 no.1
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    • pp.67-77
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    • 2012
  • With the development of tangible interface in recent years, the interest in interactive exercise games to improve health-related physical fitness has been increased. We believe that this kind of serious game should provide not only motion sensing of the action required to play sports but also a specific effectiveness of exercise. This paper will show how a serious exercise game affects theirs heart rate and preference. For the experiments, we used an exercise game named GalaxyBike for aerobics exercise which is developed by the Interaction Media Research Center of Hoseo University. In the experiments, players' heart rate was measured during the warming-up, exercise and cooling-down periods by a wireless heart-rate measuring instrument. After they played the exercise game, a survey was conducted to see how they like this serious exercise game. The findings of the study suggest that the serious exercise game providing both video game and exercise would make a contribution to the improvement of health-related physical fitness since it serves to increase the heart rate and motivation.

Effect of different underwater recovery methods on heart rate after circuit weight training

  • Park, Jun Sik;Kim, Ki Hong
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.4
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    • pp.222-227
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    • 2022
  • The purpose of this study was to investigate changes in heart rate according to recovery methods after circuit weight training exercise. Fourteen men in their twenties were selected as subjects, and three sets of circuit weight training were performed by cycling six sports, and two recovery conditions (dynamic and static) were performed immediately after exercise. Changes in heart rate did not have an interactive effect according to recovery method and time, and both conditions showed significant changes between sets 1 and 2, and between sets 3 and after recovery. In this study, the high heart rate of 2 sets and 3 sets was seen as a result of exercise stimulation, and the low heart rate of 1 set was thought to be due to the decrease in vagus nerve activity rather than the role of catecholamines. On the other hand, the heart rate after 20 minutes of exercise did not show any difference according to the recovery method, which could mean that the recovery process due to the aquatic environment can act more strongly than the process of dynamic recovery and static recovery. It is thought that the characteristics affected the sensory and circulation of the body, and thus the change of the afferent signal and the level of metabolic products generated in the active muscle.

An Explorative Study on Development Direction of a Mobile Fitness App Game Associated with Smart Fitness Wear (스마트 피트니스 웨어 연동형 모바일 피트니스 앱 게임의 개발 방향 탐색)

  • Park, Su Youn;Lee, Joo Hyeon
    • Journal of Digital Contents Society
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    • v.19 no.7
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    • pp.1225-1235
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    • 2018
  • In this study, as a part of practical and customized smart contents development planning research related to smart fitness contents associated with smart wear that can monitor physical activity, we investigated the potential needs for smart fitness contents through research. As a result, the potential needs for smart fitness contents is 'accessibility to use', 'inducement of interest', 'diverse story line' were derived at the stage of 'before exercise', 'Real - time voice coaching', 'accurate exercise posture monitoring', and 'personalized exercise prescription' were derived at the stage of 'during exercise'. At the stage of 'after exercise', 'substantial reward system', 'grading system', 'body figure change monitoring' and 'everyday life monitoring' were derived. At the stage of 'connection to the next exercise', 'triggering exercise motivation', 'high sustainability' wear derived.

The Development Process and the Contents of the Self-management Education Program Integrated with Exercise Training (HAHA program) for Older Adults with Chronic Diseases (만성질환 노인을 위한 운동교실 통합 자기관리교육 프로그램(하하프로그램)의 개발과정과 내용)

  • Kim, Seon-Ho;Song, Mi-Soon;Park, Yeon-Hwan;Song, Wook;Cho, Be-Long;Lim, Jae-Young;So, Wi-Young
    • Journal of muscle and joint health
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    • v.18 no.2
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    • pp.169-181
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    • 2011
  • Purpose: This paper presents the development process and the final contents of the sellf- management education program integrated with exercise training (Healthy Aging Happy Aging, HAHA program) for community residing older adults with chronic diseases. Methods: The program evaluation methodology was applied which is an interactive program development process based on needs assessment, formative evaluation, process evaluation and outcome evaluation. The program was developed and revised while the program was implementing to 22 hypertension (HT) and 32 diabetic (DM) participants. Results: The final program has two sub-programs for HT and DM participants utilizing self-efficacy resources. They share four common components; 1) health screening of exercise risks, 2) weekly 1-hour group self-management education classes, 3) biweekly 1-hour group exercise training and 4) a mid-term individual counseling. Both sub-programs were 12-weeks long but have different education and exercise contents. Participants-rated mean satisfaction scores were 3.47/4 and 3.61/4 for HT and DM program respectively. Attendance rate were 83.1% ~ 92.3% for the classes. Conclusion: The HAHA program developed by multidisciplinary team which reflected participants needs was accepted well by participants evidenced by high attendance rate and perceived satisfaction level.

Trend-Casting in the Interactive Digital Media Industry: Some Results and Guidelines

  • Sharma, Ravi S.;Yi, Yang
    • Asian Journal of Innovation and Policy
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    • v.2 no.1
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    • pp.20-36
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    • 2013
  • In this practice article, we present the results of a scenario planning approach that is a hybrid of the three main schools of thought. Our research objective was to study the future of Interactive Digital Media applications such as online music, on-demand television and massively multi-player online role-playing games. Our approach, while essentially qualitative in nature, nevertheless draws from the rigors of the quantitative school in identifying and then tracking the significant dimensions of analysis that emerge over time as strands of events leading to plausible scenarios. Our empirical analysis revealed mapping strands to three themes - ownership, distribution and innovation - which we used in an expert validation exercise to formulate scenarios. We present and discuss the major findings and implications of this empirical investigation. In a nutshell, we conjecture that an open, competitive IDM marketplace with performance safeguards may serve both and lead to a win-win scenario. While there are differences among IDM sectors, a unified approach to regulation and policy would be effective.

Body Food: Touch Mat for Emotional and Physical Development of Children

  • Jo, HanGyeol;Kang, EunJeong;Yoon, Youngjun;Choi, Yongsoon
    • International Journal of Advanced Culture Technology
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    • v.7 no.1
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    • pp.162-173
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    • 2019
  • This study proposed 'Body Food,' an interactive tactile mat that provides interactive visual responses and induces physical activity in young children at the time of developing tactile and five senses, along with the touch of various stimuli. The product combines fiber materials and digital content to achieve a variety of visual and auditory responses in real time when children touch the fabric. User tests were conducted for 4-year-olds and the result was positive in terms of physical exercise and artistic experience, but quantitative testing is required to generalize it. In the future, we will complement physical and digital contents to realize more complete product.

Design and Implementation of Online Algorithm Bank for Algorithm E-learning (컴퓨터 알고리즘 교육을 위한 온라인 알고리즘 뱅크 구현)

  • Park, Uchang
    • The Journal of Korean Association of Computer Education
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    • v.7 no.4
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    • pp.1-6
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    • 2004
  • For an e-learning class, many voice and video technics for enhancing student teacher interaction. But for programming exercise courses, it's very difficult to add interactive components via web browser. In this paper, we make an online algorithm bank to manage and search algorithms, build an programming exercise interface on web. Students can edit, compile and execute programs included in online algorithm bank. Online program compile and execution enhance e-learning effectiveness for programming courses, and make students feel ease for computer algorithms.

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Design and Implementation of Interactive e-Learning Contents for OpenCourseWare (오픈코스웨어를 위한 인터렉티브 이러닝 콘텐츠 설계 및 구현)

  • Kang, Hwan-Soo;Jung, Suk-Yong
    • Journal of Digital Convergence
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    • v.10 no.11
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    • pp.627-633
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    • 2012
  • This paper deals with the design and implementation of interactive e-learning contents for OpenCourseWare. OpenCourseWare, also known as OCW began at MIT in October 2002. OCW is a free and open digital contents of high quality college and university level educational materials. In this paper, we have designed and implemented interactive e-learning contents for a regular course of introduction to java programing language and OCW of D University. We have developed a variety of multimedia elements, such as screen videos of practical exercise and animations in order to improve the effectiveness of learning. These e-learning contents are consist of interactive learning components that users can interact directly with. The e-learning contents developed in this study has been effectively applied to OCW and a regular course opened in the first semester of 2012.

Causality Analysis of Muscle Activation, Physical Strength and Daily Living Abilities Change among the Elderly due to a Health Promotion Exercise Program (건강운동에 의한 노인의 근활성, 체력 및 일상생활능력 변화의 인과관계)

  • Kim, Hee-Ra
    • The Journal of Korean Physical Therapy
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    • v.22 no.4
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    • pp.73-81
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    • 2010
  • Purpose: The purpose of this study was (1) to examine the effects of a Health Promotion Exercise Program (HPEP) on functional improvement, physical strength (PS) and muscle activation (MA), and the interactive influence with activities of daily living (ADL) and instrumental activities of daily living (IDAL) in the elderly, and (2) to develop and provide a HPEP for the elderly in order to prevent declines and impairments in integrated nerve function and physical capacity. Methods: Our study included relatively healthy elderly people aged 65 years or older. The experimental group, which was composed of 30 people, participated in a HPEP 50~60 minutes a day, 3 times a week, for a total of 12 weeks. Results: Confirmatory factor analysis (CFA) validated the measurement models for MA, physical strength, ADL and IADL with a p<0.01. This confirms (i) the beneficial effects of the ADFP on their MA and PS, and (ii) that their improvement in PS, in turn, can improve their IADL. The results of this study indicates that ADFP can help Korean seniors 65 years or older improve their MA, PS, ADL, and IADL, and do so synergistically. Conclusion: An HPEP, when organized in such a way that the elderly can easily do it, and when exercise items and intensity can be programmed and reorganized accordingly to individual physical and physiological characteristics by presenting 5 categorized health domains of physical strength, may be useful, especially because it can be practiced irrespective of time and place.