• Title/Summary/Keyword: Medical games

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A Review of Research Trends on Brain Computer Interface(BCI) Games using Brain Wave (뇌파를 이용한 BCI 게임 동향 고찰)

  • Kim, Gui-Jung;Han, Jung-Soo
    • Journal of Digital Convergence
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    • v.13 no.6
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    • pp.177-184
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    • 2015
  • Brain-computer interface is (BCI) is a communication device that the brain activity is directly input to the computer without input devices, such as a mouse or keyboard. As the brain wave interface hardware technology evolves, expensive and large EEG equipment has been downsized cheaply. So it will be applied to various multimedia applications. Among BCI studies, we suggest the domestic and foreign research trend about how the BCI is applied about the game almost people use. Next, look at the problems of the game with the BCI, we would like to propose the future direction of domestic BMI research and development.

Typological Approach of the Theme Park-Style Museum to the Application of Attraction Elements - Focused on Specialized Museums Inside and Outside of Korea - (어트랙션의 요소를 적용한 테마파크형 뮤지엄의 유형분석 - 국내.외의 테마박물관을 중심으로 -)

  • Kwon, Soon-Kwan
    • Korean Institute of Interior Design Journal
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    • v.16 no.2 s.61
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    • pp.172-180
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    • 2007
  • Today, games, movies and amusements are the occupation of museums. This study will investigate the current trend of the theme park-style museum, the alternative space of the 21th centuty. Theme parks have moved beyond the concept of park, and they have application in commercial space, medical space, educational space and other areas, even exhibition space in an advanced country. This study researches into the characteristics of the theme park and museum, and how the style of the theme park-style museum is created. Its aim is to analyze the character of theme Park-style museum through case study with a focus on style. The theme park-style museum is an exhibition space with an emphasis on the characteristics of a theme park. The style of a theme park-style museum can be divided into ride-type, food-type, character-type and landscape-type attractions. Attractions are an important element of theme park-style museum. We recognize the new paradigm of museum in the theme park-style museum, but need to propose a method that will apply attraction elements to an exhibition space. The theme park-style museum will continually evolve with new attractions, and it is recommended that museums plan today for these changes.

Prevention strategies for obesity in children and adolescents (소아.청소년 비만의 예방대책)

  • Moon, Kyung Rye
    • Clinical and Experimental Pediatrics
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    • v.52 no.12
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    • pp.1321-1326
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    • 2009
  • Prevalence of obesity in Korean children and adolescents has dramatically increased since the last 10-20 years. It is important to initiate prevention efforts early in childhood because prevalence of obesity in adolescence is the strongest predictor of its prevalence in adulthood. Intrauterine life, infancy, and preschool years may comprise the critical periods that are essential for the long-term regulation of energy balance therefore, obesity-prevention strategies should be initiated in utero and continued throughout childhood and adolescence. Families with high-risk children should be provided early education about maintaining normal weight. Encouraging physical activity and, especially, avoiding inactivity, are key challenges in the prevention of future obesity. Schools should be primarily involved in educating parents to discourage their children from excessively watching TV or playing computer games and eating unhealthy snacks and food. The involvement of medical practitioners is also important, especially, in the case of obese parents, obesity prevention strategies should be promoted from the first visit of pregnant women to the physicians. Health professionals can also be involved in obesity prevention because they are ideally equipped to identify young children at risk of obesity. Community and nation-wide efforts to increase awareness and promote environments that encourage physical activity and healthy nutrition are required.

The Study about Undergraduate Physical Therapy Student's Participation in General Sports (물리치료학과 대학생의 생활체육 참여실태에 관한 연구)

  • Kim, Tae-Woo;Lee, Jin;In, Tae-Seung
    • Journal of Korean Physical Therapy Science
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    • v.25 no.2
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    • pp.62-72
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    • 2018
  • Background: The purpose of this study was to investigate a study about undergraduate students' participation in general sports. Method: A questionnaire survey was conducted on 200 students attending physical therapy at Gimcheon university students. four items of general characteristics, 2 conditions of sports for all, 2 activities of current sports for all, and 1 thing of sports for all, were extracted from the questionnaires of total 40 items. Result: In the present study, it was found that through the cross-sectional analysis of various variables related to life sports activities according to grade, sex, age and living cost level, students participated in less sports activities than other college students. And they participated in non-living sports activities such as appreciation and movie appreciation. In addition, it was found that factors such as watching sports games mainly affect the lives of women, especially with less sports activities, and men are more active at 20 to 28 years of age than those aged 20. Conclusion: These findings suggest that it is necessary to provide various opportunities to encourage the physical activities of female students and young students of the university and actively participate in sports for all.

Role of Team Doctor in Sports: Taeneung Korea National Training Center (태릉선수촌 국가대표 스포츠 팀 닥터의 역할)

  • Kim, Li-Na;Ko, Jeong-Ah;Kim, Jong-Duk;Lee, Je-Hoon
    • Journal of Korean Orthopaedic Sports Medicine
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    • v.8 no.2
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    • pp.65-69
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    • 2009
  • To be the national players, athletes undergoes repetitive hard training and then they have many kinds of sports injuries. The medical department in the Taeneung National Training Center has roles of management of injured athletes, supporting of international games and cooperation of doping control. The review article wants to introduce the role of doctor in the Taeneung National Training Center.

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A Study on Projective Calibration for Arbitrary Display Surface using Digital Moire Method. (Digital Moire를 이용한 임의의 영사면에 대한 투영보정에 관한 연구)

  • 유원재;김도훈;강영준;백성훈
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 2003.06a
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    • pp.292-295
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    • 2003
  • Moire topography method is a well-known non-contacting 3-D measurement method. the automatic 3-D measurement by moire topography has been required since the method was frequently applied to the engineering and medical fields. 3-D measurement using digital projection moire topography is very attractive because of its high measuring speed and high sensitivity. In this study, digital two-wavelength phase shilling moire is applied to the entertainment fields. recently. as promoting the growth of the VR-Game, display devices which attract public attention such as HMD or Projector are being appeared in order to deliver effectively the absorption sense. this study realized the Auto-calibrating system for arbitrary display surface using digital moire method which satisfied the shape measurement of display surface and the request of FOV(Field of View) output. also when large screen wasn't prepared, this auto-calibrating system was applied to enjoy games or movies at home with a projector and walls

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A Study for 3D Game Process Production Using Virtools (Virtools을 바탕으로한 3D게임 제작방법에 관한 연구)

  • Kim, Sung-Yeon
    • Journal of the Korea Computer Industry Society
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    • v.8 no.2
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    • pp.131-140
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    • 2007
  • The rapidly expanding field of animation is constantly looking for skilled animators in both 2D and 3D applications. The animation industry, as little as 10 years ago, was limited to the occasional blockbuster release. Today, we find animation everywhere, from medical applications to architecture to feature films and gaming, Especially, 3D games have become a way of life, but it still requires a lot of effort, on the programming side, to get it looking respectable. Programmers take a much more charge of part than designersin the real life game production. In this paper, I would analyze how to easily create 3D game animation using Virtools even if you are a non-programmer.

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Research on The Educational Courseware Based on VR Content

  • Lu, Kai;Cho, Dong Min
    • Journal of Korea Multimedia Society
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    • v.25 no.3
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    • pp.502-509
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    • 2022
  • With the development of media technology, virtual reality (VR) technology is widely used in education, medical care, aerospace, entertainment and other fields. Among them, application in teaching courseware is a relatively new topic. Compared with traditional coursewares, virtual games visualized and extruded abstract teaching contents. Thus it strengthened teaching effects and expanded dimensions of learning. We hypothesized that virtual coursewares could increase users'sense of presence and enhance their focus. In this study, virtual courseswares were compared with traditional coursewares. At the same time, its feasibility and advantages of application were analyzed through literature researching, practical researching and statistical analysis from questionnaires. Furthermore, we designed a teaching system for VR coursewares and explored its performance in multidimensional and contextual teaching situations. It was found that Virtual coursewares have changed the boring traditional teaching methods. The teaching content was displayed in the form of three-dimensional images, videos and sounds through VR equipment, which effectively improved teaching efficiency. In addition, the feasibility of virtual courseware was demonstrated through factor analysis in questionnaires. Compared with traditional teaching courseware, VR coursewares can attract students' attention and improve learning efficiency. It provides a good example and is valuable for the research of virtual realities in education.

Planning of Various Storytelling Virtual Reality Game Contents for Brain Enhancement (두뇌증진을 위한 다양한 스토리텔링 가상현실 게임 콘텐츠 기획)

  • Jin, Hwa-su;Song, Eun-jee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.05a
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    • pp.323-325
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    • 2021
  • With the recent revitalization of virtual reality and game industries, digital therapeutics for medical purposes are emerging. Digital therapeutics refer to sports-based therapeutics such as virtual reality contents and games that are effective in preventing, managing, and treating diseases, not drugs. Through this study, we plan and develop contents for healing and brain enhancement using virtual reality technology as a therapeutic digital therapy. Through this, it can help to improve the brain of children who are dependent on electronic devices in the digital age and rarely use their brains.

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A Study on Sports Injuries in Korean National Sitting Volleyball Players (국가대표 좌식배구 선수들의 운동상해 조사연구)

  • Chang-Ryeol Lee
    • Journal of the Korean Society of Physical Medicine
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    • v.19 no.2
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    • pp.107-122
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    • 2024
  • PURPOSE: This study examined sports injuries among national sitting volleyball players and to provide baseline data for the development of programs to prevent injuries and enhance performance. METHODS: The study surveyed 21 national team athletes (12 males and nine females) participating in the 4th Hangzhou Asian Para Games. The questionnaire consisted of 17 items, including general information, type of disability, sites and types of sports injuries and their causes, the current state of sports injuries and the treatment and management of injuries. RESULTS: The survey results suggested that the most common injury sites were the finger, shoulder, and waist. The most frequent types of injuries were sprain, muscle cramp, and LBP. The causes were insufficient warm-up, playing unhealed and carelessness. Injuries were most prevalent during morning training and in the winter. Most injuries occurred in practice, and the actions most likely to cause injuries were blocking, spike and sitting movements. Ice and spray were the most common treatments, usually administered by the athletes themselves. Physical therapy was the most common post-injury management, and the most common sequelae involved continuing to use despite pain. CONCLUSION: Based on these results, systematic and individualized training and therapeutic support tailored to the characteristics of sitting volleyball and the types of disabilities are necessary to prevent and manage sports injuries among national players. Continuous injury management by medical staff, particularly physical therapists, is essential to maintain the health of disabled athletes.