• 제목/요약/키워드: Interactive Physical Education

검색결과 46건 처리시간 0.021초

대사질환자의 해풍 걷기 프로그램이 호흡건강에 미치는 영향 (Effects of a Sea Breeze Walking Program on Respiratory Health in Patients with Metabolic Diseases)

  • 신재숙;김충곤;강성미;김현준
    • 대한통합의학회지
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    • 제11권4호
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    • pp.247-258
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    • 2023
  • Purpose : This study aims to evaluate the effectiveness of a sea breeze walking program by analyzing the metabolic disease-related, immune-inflammation-related, and respiratory health-related variables of the test subjects associated with improved respiratory health. Methods : In the experiment, 30 patients with metabolic diseases were divided into an experimental group (n=15) and a control group (n=15). The experimental group walked on the Namparang-gil, Geoje trail, while the control group walked on the Hoeya-cheon, Yangsan trail. Both groups participated in the same walking program for two hours, twice a week for four weeks. Thereafter, the metabolic disease-related, immune inflammation-related, and respiratory health-related variables were measured and compared between the two groups. Results : After the four-week sea breeze walking program, in terms of changes in the metabolic disease-related variable, a statistically significant interactive effect was found in waist circumference (p<.001). The experimental group showed a significant decrease in waist circumference after the program. After the four-week sea breeze walking program, the control group showed a statistically higher increase in lactic acid (p.<05), whereas the experimental group exhibited a decrease in lactic acid. For the respiratory health-related variables, no statistically significant differences were found after the sea breeze walking program. However, the experimental group showed an increase in FEV1,while the control group showed a decrease in FEV1. For the maximum oxygen intake, no statistically significant interactive differences were found but there was a statistically significant effect in time (p<.05). The two groups exhibited an increase in maximum oxygen intake. Conclusion : After the sea breeze walking program, positive physical changes were observed in the metabolic disease-related and immune inflammation-related variables.

교육 및 체험 기반으로 한 어린이 장난감 디자인에 관한 연구 (Research on toy design based on children's education and experience)

  • 왕정;홍동식
    • 한국융합학회논문지
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    • 제13권5호
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    • pp.119-127
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    • 2022
  • 본 연구는 어린이 장난감 디자인에서 인터랙티브 체험이론을 기반으로 한 어린이 교육 장난감의 인터랙티브 체험을 연구하고자 한다. 그러므로 한국의 인기 어린이 교육 장난감에 대한 사례를 제품디자인 제작 기반에 의거하여 분석하였다. 또한, 사용자 체험모델을 근거로 한국의 인기 어린이 교육 장난감에 대한 설문조사를 실시하였다. 그 결과, 장난감 순위에 따른 1~3위 어린이 교육 장난감은 스마트 기술을 접목한 장난감으로 나타났다. 감각, 감성, 사고, 행동, 관련 그리고 경험을 중심으로 연구한 바, 인터랙티브 체험에 대한 만족도가 가장 높게 나타났다. 본 연구를 통해, 향후 어린이 스마트 장난감의 인터랙티브 체험 디자인을 위한 이론적 기초를 제공하고자 한다. 또한, 어린이의 건강한 심신과 심리발달에 더 알맞은 제품을 디자인하기 위한 기반이 되기를 희망한다.

Analysis of Intermediary Roles and Technical Components for Smartglass-Assisted Interactive Remote Collaboration

  • Yoon, Hyoseok;Kim, Siyeon;Oh, Haneol;Lim, Hong Ji
    • Journal of Multimedia Information System
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    • 제8권4호
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    • pp.295-300
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    • 2021
  • Recent advances in Internet-of-Things and wearable computing have established computationally sufficient infrastructure to remove the barriers of physical locations. The recent COVID-19 pandemic has accelerated the use of remote collaboration, work-from-home, teleconferencing, online education, digital twin, and metaverse enriched with various configurations of augmented reality, virtual reality, mixed reality, and extended reality. Beyond specialized niche wearable applications in the medical and entertainment domains, we aim to identify the underlying characteristics of smartglass-enabled killer applications for everyday use. In this paper, we analyze intermediary roles in remote collaboration consisting of authoritative supervisors, synergetic collaborators, and speculative explorers. We also propose technical components for smartglass-assisted interactive remote collaboration composed of personal tracking, teleconference, and interaction components. More specifically, the application tasks of each intermediary role and objectives of three functional components are defined and elaborated.

유아의 정서조절능력 향상을 위한 인터랙티브 음악연주 콘텐츠 제안 (Interactive Music Performance Content for Infants' emotional regulation Improvement)

  • 박민경;최예지;박영미;장세진;박수이
    • 한국정보통신학회:학술대회논문집
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    • 한국정보통신학회 2018년도 추계학술대회
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    • pp.141-144
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    • 2018
  • 인간의 발달 시기 중 유아기에는 급격한 정서발달이 진행되는데, 정서 조절은 긍정적인 정서발달에 영향을 미친다. 따라서 유아기에는 유아가 자신의 정서를 조절하는 방식을 학습하는 것이 중요하다. 본 연구에서는 유아의 정서조절능력의 향상시킬 수 있는 음악 기반의 미디어 콘텐츠를 제안하고자 한다. 본 연구는 유리드믹스 음악 교육을 바탕으로 음악에 맞추어 신체의 움직임을 통해 여러 가지 악기를 연주하는 프로젝션 기반 인터랙티브 콘텐츠를 제안한다. 즉 유아들이 손, 팔, 다리를 활용한 신체 동작으로 베이스, 드럼, 탬버린, 캐스터네츠, 마라카스의 5가지 악기를 연주하도록 하여, 신체활동이 유아의 정서조절에 긍정적 영향을 미치도록 하였다. 이러한 음악 기반의 인터랙티브 콘텐츠는 유아들의 이목을 집중시켜 보다 재미있게 정서조절의 향상에 도움을 줄 수 있는 환경을 제공할 것으로 기대된다.

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인터랙티브 제품 디자인을 위한 프로토타이핑 도구: MIDAS의 활용 사례 및 유용성 연구 (Investigation into a Prototyping Tool for Interactive Product Design: Development, Application and Feasibility Study of MIDAS (Media Interaction Design Authoring System))

  • 임지동;남택진
    • 디자인학연구
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    • 제19권5호
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    • pp.213-222
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    • 2006
  • 본 논문은 인터랙션 디자인 관련 디자이너들이 기능적 프로토타입(Working Prototype)을 제작할 때 쉽게 활용할 수 있는 저작 도구 MIDAS(Media Interaction Design Authoring System)를 제안하며, 그에 관련된 조사 연구와 사례 연구를 통해 검증된 유용성에 관해 기술한다. MIDAS는 기술적 구현 경험이 부족한 디자이너들이 디지털 아날로그 입 출력 제어, 소프트웨어-하드웨어 통합, 혼합 현실 기술 등을 디자이너들이 사용하는 기존 멀티미디어 제작 환경 내에서 간편히 응용할 수 있게 한다. 디자이너들에게 필요한 인터랙티브 제품 프로토타이핑 도구의 요구 사항을 도출하기 위해 인터랙션 디자인 과정 고찰, 관련 연구 분석, 실무 디자이너 인터뷰를 수행 하였다. 이를 바탕으로 널리 활용되고 있는 멀티미디어 저작 도구인 디렉터와 플래시를 기반으로 프로토타이핑 도구를 개발하였다. 이 도구를 활용하여 다양한 인터랙션 디자인 프로젝트 사례 연구를 진행하였다. 사례연구를 통하여 디자이너들이 기존 디자인 구현 과정에서 겪던 기술적인 어려움들이 MIDAS를 통해 효과적으로 해소함을 알 수 있었다. 본 연구에서 제안하는 프로토타이핑 도구 및 방법은 인터랙티브 제품 디자인 영역 이외에도 인터랙티브 미디어아트, 탠저블 인터페이스와 연관된 인간 컴퓨터 상호작용 (Human Computer Interaction)분야의 교육 및 연구에도 기여 할 수 있을 것으로 기대된다.

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Kinematic Comparisons of the Tsukahara Vault between a Top-level Athlete and Sublevel Collegiate Athletes

  • Park, Cheol-Hee;Kim, Young-Kwan;Back, Chang-Yei
    • 한국운동역학회지
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    • 제26권1호
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    • pp.71-82
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    • 2016
  • Objective: The purpose of this study was to investigate kinematic comparisons of Tsukahara vault in gymnastics between a top-level athlete and sublevel collegiate athletes in order to obtain information on key biomechanical points for successful Tsukahara vaults. Methods: An Olympic gold medalist (height, 160 cm; weight, 52 kg; age, 25 years) and five sublevel collegiate gymnasts (height, $168.2{\pm}3.4cm$; weight, $59.6{\pm}3.1kg$; age, $23.2{\pm}1.6years$) participated in this study. They repeatedly performed Tsukahara vaults including one somersault. Fourteen motion-capturing cameras were used to collect the trajectories of 26 body markers during Tsukahara vaults. Event time, displacement and velocity of the center of mass, joint angles, the distance between the two hands on the horse, and averaged horizontal and vertical impact forces were calculated and compared. Results: The top-level athlete showed a larger range of motion (ROM) of the hip and knee joints compared to sublevel collegiate athletes during board contact. During horse contact, the top-level athlete had a narrow distance between the two hands with extended elbows and shoulders in order to produce a strong blocking force from the horse with a shorter contact time. At the moment of horse take-off, reactive hip extension of the top-level athlete enhanced propulsive take-off velocity and hip posture during post-flight phase. Conclusion: Even though a high velocity of the center of mass is important, the posture and interactive action during horse contact is crucial to post-flight performance and the advanced performance of Tsukahara vaults.

Research and development of haptic simulator for Dental education using Virtual reality and User motion

  • Lee, Sang-Hyun
    • International journal of advanced smart convergence
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    • 제7권4호
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    • pp.114-120
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    • 2018
  • The purpose of this paper is to develop simulations that can be used for virtual education in dentistry. This development goal is to allow dental students to learn the necessary surgical techniques at the point of their choice, not going into the operating room, away from time, space, and physical limits. In this paper configuration, the optimization method is applied convergent, and when the operation of the VR contents is performed, the content data is extracted from the interaction analysis formed in the VR engine, and the data is processed by the content algorithm. It also computes events and dental operations generated within the 3D engine programming and generates corresponding events through data processing according to the input signal. The visualization information is output to the HMD using the rendering information. In addition, the operating room environment was constructed by studying lighting and material for actual operating room environment. We applied the ratio of actual space to virtual space and the ratio between character and actual person to create a spatial composition at a similar rate to actual space.

초소형 PC의 교육적 활용에 관한 연구 (A Study on the Educational Use of Tiny PC in an Elementary School)

  • 김철
    • 정보교육학회논문지
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    • 제18권1호
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    • pp.101-110
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    • 2014
  • 지식정보화시대를 넘어 다가올 '창조사회'에서는 '지식 소비자'가 아닌 자신의 생각을 창의적으로 표현할 수 있는 '지식 생산자'를 필요로 한다. 최근에 컴퓨팅 환경도 컴퓨터를 단순히 조작하는 것을 넘어 학습자의 생산적 활동을 지원하는 초소형 PC들이 출현하고 있다. 그중 대표적인 라즈베리 파이는 $35의 경제적인 PC이면서 아날로그 세계를 감지하고 반응할 수 있는 하드웨어와 프로그래밍 제어를 통한 인터렉티브한 물리적 시스템 구현을 지원하고 있다. 본 연구는 초등학교에서 라즈베리 파이의 교육적 활용에 관한 기초 연구로서 라즈베리 파이의 특징, 장단점, 활용 사례를 살펴보았다. 또한 현장교사를 대상으로 '정보기기의 이해' 영역의 도구적 적합성 검토 및 라즈베리 파이에 대한 인식조사를 병행하였다. 검토결과 교육내용의 약 74%를 지원하는 학습도구로 분석되었으며 인식조사에서는 거의 모든 항목에서 교사들이 긍정적 반응을 나타내었다.

대사질환자의 모려 온열요법이 대사질환 관련 변인과 면역 및 호흡건강 관련 변인에 미치는 영향 (Effect of Oyster Shell Thermal Therapy on Metabolic Disease Risk Factors, Respiratory Health and Immune-Related Variables in Patients with Metabolic Diseases)

  • 신재숙;김충곤;박장준;배원식;최희정;김원경;손원준;김준혁;이화경;김현준
    • 대한통합의학회지
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    • 제10권4호
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    • pp.229-240
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    • 2022
  • Purpose : In this study, using Oyster Shell Thermal Therapy for metabolic diseases, we analyzed the effect of immune and inflammation-related variables and respiratory health-related variables of test subjects to verify the effect of improving respiratory health. Methods : In this study, 26 patients with metabolic diseases were divided into an experimental group (N=13) and a control group (N=13). After Oyster Shell Thermal Therapy (four weeks/three times a week/1 hour per time), metabolic disease-related variables and immune and respiratory health-related variables were measured and compared between the two groups. The conclusion of this study is as follows: Results : After the four-week Oyster Shell Thermal Therapy, in terms of changes in the metabolic disease-related variables, the control group exhibited a higher increase in TC and LDL-C levels than the experimental group. In the case of glucose, the experimental group showed a decrease after the experiment (p<.05). After the four-week thermotherapy, a statistically significant interactive effect occurred in natural killer (NK) cells among the immune-related variables. According to the results of a post-experimental analysis, the control group showed a higher decrease in NK cells than the experimental group (p<.05). After the 4-weeks thermotherapy, the experimental group showed a greater increase in maximum oxygen intake of the respiratory health-related variables than the control group. Conclusion : Based on a comprehensive review of the study results, the subjects who underwent the four-week Oyster Shell Thermal Therapy exhibited positive physical changes in metabolic disease-related variables as well as immune and respiratory health-related variables, which demonstrates the effectiveness of Oyster Shell Thermal Therapy on immune and respiratory health. Accordingly, it is recommended to conduct long-term Oyster Shell Thermal Therapy with various models in terms of the size and shape.

Research and development of haptic simulator for Dental education using Virtual reality and User motion

  • Lee, Sang-Hyun
    • International Journal of Advanced Culture Technology
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    • 제6권4호
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    • pp.52-57
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    • 2018
  • The purpose of this paper is to develop simulations that can be used for virtual education in dentistry. The virtual education to be developed will be developed with clinical training and actual case data of tooth extraction. This development goal is to allow dental students to learn the necessary surgical techniques at the point of their choice, not going into the operating room, away from time, space, and physical limits. I want to develop content using VR. Oculus Rift HMD, Optical Based Outside-in Tracking System, Oculus Touch Motion Controller, and Headset as Input / Output Device. In this configuration, the optimization method is applied convergent, and when the operation of the VR contents is performed, the content data is extracted from the interaction analysis formed in the VR engine, and the data is processed by the content algorithm. It also computes events and dental operations generated within the 3D engine programming and generates corresponding events through data processing according to the input signal. The visualization information is output to the HMD using the rendering information. In addition, the operating room environment was constructed by studying lighting and material for actual operating room environment. We applied the ratio of actual space to virtual space and the ratio between character and actual person to create a spatial composition at a similar rate to actual space.