• Title/Summary/Keyword: Medical games

Search Result 86, Processing Time 0.024 seconds

Evaluation of Flow Experience by using Psychophysiological Visual Feedbacks

  • Kim, Jung Yong;Min, Seung Nam;Park, Yong Duck
    • Journal of the Ergonomics Society of Korea
    • /
    • v.32 no.6
    • /
    • pp.481-487
    • /
    • 2013
  • Objective: The present study aims to evaluate the visual reactions of users when they are playing games of different flow levels, and to explore the visual variables that can sensitively reflect the different flow levels. Background: The flow is defined as a psychological state where interface users feel their actions in a virtual setting identical to those in real environment. To measure the flow states of users, the questionnaire-based FSS(Flow State Scale) has mostly been used. However, this method is a qualitative test that has limits in terms of the accuracy of users' flow experiences. Therefore, more accurate methods to measure users' flow experiences are required. Method: Ten subjects participated in the experiment, where the independent variables were three games with different flow levels(puzzle games, dot drawing and coloring) and the time frame(the first and last 10 seconds in game playing), whereas the dependent variables included the pupil size and the frequency and duration of eye blinking. This study was a within-subject design. Each participant performed three types of games with different flow levels 3 times for each for 10 minutes, and their visual reactions to each game were measured. Results: The higher the flow cause the bigger pupil size(p<0.01) and the lower eye blinking frequency(p<0.1), indicating that different types of games lead to different flow levels. The pupil size during the last 10 seconds when the flow level was higher was bigger by 2.1% compared with that during the first 10 seconds in game playing(p<0.1), and the eye blinking frequency decreased by 12%(p<0.01). Conclusion: It was found out that the pupil size and the frequency and duration of eye blinking were psychophysiological indices for evaluating users' flow experiences, which could quantify the flow states users go through. The psychophysiological variables capable of measuring diverse aspects of the flow need diversifying to be applicable to precise measurement of the flow. Application: These studies are warranted for both quantitative analysis of flow levels and qualitative improvement of cyber leisure in line with development of healthy games.

A Proposal on the Development of Bioterrorism education for Public health personnel (보건관련학과의 생물테러교육 필요성에 대한 조사 및 교육현황)

  • Kim, Jee-Hee
    • 한국방재학회:학술대회논문집
    • /
    • 2008.02a
    • /
    • pp.393-394
    • /
    • 2008
  • Recently keeping pace with globalization, many international conferences and athletic games are being held in Korea. After 911 terror in New York in 2001, Korean government dispatched Zaytun Division in Iraq and this fact has also led to voice concerns that Korea should be prepared to protect from biological terrors as soon as possible. It is important to develop the bioterrorism emergency medical training for public health students including paramedic in Korea. So I propose the development of bioterrorism education curriculum.

  • PDF

A Study on the Design Method of Physical Convergence Game for Leisure use of Silver Generation (실버세대의 여가활용을 위한 체감형 융복합 게임의 설계 방법 연구)

  • Kim, Tae-Gyu;Kim, Kyoung-Bae;Kang, Shin-Young
    • Journal of Digital Convergence
    • /
    • v.18 no.6
    • /
    • pp.419-424
    • /
    • 2020
  • Advances in medical technology and living standards have led to an age of aging. In addition, the development of technology and the popularization of computers have led to the development of the contents business and the release of several functional games. Among these functional games, silver functional games are being played to solve problems such as dementia, a major problem in the aging era. In this study, prior research was analyzed to suggest factors that help design based on the kinetic elements of the design method of the motion-based convergence game for the leisure use of the silver generation. Based on the analysis, the model of exercise factors for preventing dementia is presented. This research design a silver motion-based functional game using the anti-dementia exercise model presented in this study in the future, we expect to see an effective and efficient silver game in the long term.

The Relationship Between Addiction to Online Games and Carpal Tunnel Syndrome in College Students (대학생의 온라인게임 중독과 수근관증후군과의 상관성)

  • Park, So-Yeon;Lim, Woo-Teak;Kim, Yu-Jung;Lee, Sung-Woong;Yi, Chung-Hwi
    • Physical Therapy Korea
    • /
    • v.16 no.1
    • /
    • pp.61-69
    • /
    • 2009
  • The objective of this study was to investigate the relationship between addiction to online games and carpal tunnel syndrome (CTS) in college students. A total of 377 (205 male and 172 female) college students completed an online game addiction scale, a Symptom Severity Scale (SSS), and a Function Status Scale (FSS) for CTS. It was found that five (1.3%) students were diagnosed with an online game addiction, 74 (19.6%) students were diagnosed with a pre-addiction to online games, and 298 (79.0%) students were diagnosed as being average users. The pre-addiction group had significantly higher scores on the SSS than did the average user group (p<.05). The average user group scored significantly lower than did the online game addiction group (p<.05). Symptoms of wrist pain and hand numbness in the daytime were common in the addiction group. There were statistically significant but poor positive relationships between the online game addiction scale and the SSS (r=.312, p<.01), and between the online game addiction scale and the FSS (r=.149, p<.01). The information about online game addiction and CTS identified in this study could contribute to the prevention of online game addiction and CTS in college students.

  • PDF

Service model strategy for the Promoting of game industry (게임 산업 육성을 위한 서비스모델 전략)

  • Kwon, Hyeog-In;Park, Jeoung-Eun;Joo, Hi-Yeob;Choi, Yong-Seok
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.12 no.4
    • /
    • pp.1589-1596
    • /
    • 2011
  • Through the convergence of the games industry value creation is possible regions. It typically appears as a Serious Game. Education, medical, defense such as industry and convergence are creating greater added value. The government also identified the importance of the games industry, and the budget set, game development, support business, human resources development policy, along with business and industry to industry to solve the social problems of regulatory policy and operations are being announced. However, by accessing it from a different perspective on the continued growth of the industry's problems is thought to act as. Thus, policymakers in government positions and in fact industry to conduct business in the private sector to reflect both the position of the design of a new development approach is needed. In this study examines the current game industry development policies, as well as activities at corporate level and industry level, the activities of national at the same time that the service should consider using a model with an integrated perspective of the games industry development policy is proposed.

A Study on Convergence Development Direction of Gesture Recognition Game (동작 인식 게임의 융합 발전 방향)

  • Lee, MyounJae
    • Journal of the Korea Convergence Society
    • /
    • v.5 no.4
    • /
    • pp.1-7
    • /
    • 2014
  • Gesture recognition provides the ease and immediacy to users in the processing technique for recognizing the gesture. Because of these benefits, gesture recognition technology has been applied and fused in many areas, such as the military, health care, education. In particular, the gesture recognition in game field since it can provide users to play games similar to the actual gesture, it being fused with many areas such as medical, military, and education. This paper is to discuss the future convergence direction of motion recognition games based on this background. In this paper, it looks at technology status and the game of gesture recognition, describe the problem and improvement of gesture recognition game. This paper can help improving the competitiveness of domestic convergence on gesture recognition game.

Interprofessional Education Collaboration between Chung Ang Medical School and Sungshin Nursing School (전문직 간 교육을 위한 학교 간 협동 사례: 중앙대학교 의과대학과 성신여자대학교 간호대학)

  • Young Ju Kim
    • Korean Medical Education Review
    • /
    • v.26 no.2
    • /
    • pp.108-117
    • /
    • 2024
  • Interprofessional collaboration is crucial for patient-centered care and safety. Since healthcare students will be part of interprofessional teams in the future, they need to understand the unique contributions of various healthcare professions to patient care and develop skills in collaboration, communication, leadership, and mutual respect. In response to this need, healthcare faculties have adopted interprofessional education as an innovative teaching method. However, traditional health education has typically taken place within individual schools, resulting in a limited understanding of other professional roles and identities. In our study, we introduced an interprofessional education model involving two different colleges. A total of 152 undergraduate students, comprising 101 medical students from Chung Ang University and 51 nursing students from Sungshin Women's University, participated in the program. A one-day interprofessional education program was conducted to promote collaboration between medical and nursing students. The program included team building and communication games, scenario-based simulations, such as a "room of errors," and tabletop exercises. Key factors for successful interprofessional education include carefully planned scheduling, leadership, and commitment from participating colleges, faculty support and training, the use of diverse teaching methods and technology, and alignment regarding educational directions among the faculty. We believe that this model may provide valuable insights for healthcare institutions aiming to develop and implement interprofessional curricula.

A Proposal on the Development of Chemical-Biological-Radiological-Nuclear-Explosive (CBRNE) Emergency Medical Training Program for Fire Officers (소방공무원의 화생방테러 응급의료훈련 교육과목 개설에 대한 제언)

  • Kim, Jee-Hee
    • Fire Science and Engineering
    • /
    • v.21 no.4
    • /
    • pp.99-104
    • /
    • 2007
  • Recently keeping pace with globalization, many international conferences and athletic games are being held in Korea. After 911 terror in New York in 2001, Korean government dispatched Zaytun Division in Iraq and this fact has also led to voice concerns that Korea should be prepared to protect from terrors of chemical, biological, radiological, nuclear, and explosive(CBRNE) emergency as soon as possible. It is important to develop the CBRNE emergency medical training for fire officers in Korea. So I propose the curriculum.

Reflections on Application of VR Technology in Field of News Media

  • Chen Xi;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
    • /
    • v.15 no.2
    • /
    • pp.196-201
    • /
    • 2023
  • In recent years, virtual reality (VR) technology has been widely used in many industrial fields, especially in the fields of medical treatment, games, film and television, to improve the interaction between medical teaching and practical treatment. On the gaming side, the production of virtual reality gaming screens and scenes became increasingly popular, greatly expanding the form of the visual experience. But VR is no longer confined to the health care, education and entertainment industries. During this time, the news media industry has also begun to integrate virtual reality into interviews and user interactions. This study aims to analyze the development of VR technology from the perspectives of immersive VR news experience, real reporting, and prospects, and analyze and think about the interactive participation of media users, the transformation of traditional media, and the upgrading of practitioners' roles.

Medical Students' Perceived Changes in Life, Mental Health Problems, and Strategies for Coping with Stress during the COVID-19 Pandemic (코로나19 팬데믹 상황에서 국내 의과대학생이 경험한 일상생활 변화, 정신건강 문제 및 스트레스 대처)

  • Kim, Hae Won;Yeo, Sanghee;An, Shinki
    • Korean Medical Education Review
    • /
    • v.24 no.3
    • /
    • pp.231-239
    • /
    • 2022
  • This study aimed to examine the influence of the coronavirus disease 2019 (COVID-19) pandemic on areas of Korean medical students' lives, assess concerns, and investigate the strategies they used to cope with stress due to the pandemic. An online survey with a total of 53 items on the impact of COVID-19, concerns, and coping strategies was sent to medical students, and responses were collected from April 27, 2021 to May 30, 2021. In total, 1,329 students were included in the study. Analysis was performed using the chi-square test, independent-sample t-test, and one-way analysis of variance, and the post-hoc Scheffé test or Games-Howell test was performed for multiple comparisons. The main negative impacts of the pandemic were on hobbies/leisure activities and mental health, and medical students expressed the highest levels of concern regarding restriction of movement, returning to everyday life, and risk of infection for family and friends. Female students more strongly agreed that COVID-19 had increased their depressed mood and anxiety (p<0.001 and p=0.003, respectively). Furthermore, the negative impacts of the pandemic on different areas of life significantly affected current levels of depressed mood and anxiety. To cope with pandemic-related stress, students used several strategies such as talking with family or friends (91.5%), sleeping (83.1%), exercising (72.8%), using social networking services (60.8%), drinking alcohol (37.8%), and practicing meditation/mindfulness (24.4%); the effectiveness of these strategies ranged from 3.45 to 4.19 on a 5-point Likert-type scale (1-5). The study findings suggest that COVID-19 has influenced the mental health of medical students and raised concerns in many areas of their lives. Students used various strategies to cope with the pandemic-related stress; since the effectiveness of frequently used approaches varied, it is essential to guide medical students to develop effective coping strategies.