• Title/Summary/Keyword: Visual Attention Improvement Game

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Study on Measurement Variables for Visual Attention Improvement in a Serious Game (기능성 게임에서 시각주의력 측정을 위한 효과적인 변인의 설정)

  • Roh, Chang Hyun;Lee, Wan Bok
    • Journal of Digital Convergence
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    • v.11 no.10
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    • pp.731-736
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    • 2013
  • Recently attention deficit of children has caused various social problems. Those children who has symptoms like ADHD (Attention Deficit/Hyperactivity Disorder) has to be provided with methods which can enhance their attention level in a child-friendly way such as 3D games. This paper shows a research on how to measure the level of attention for attention deficit children using their favorite 3D games. Firstly, we speculated on the methods about attention measurement used in the medical area. And then we searched measurement variables which can effectively evaluate the level of attention during a game play time. Secondly, we have conducted experiment whether there exists difference about the value of the measurement variables between the two groups, normal children group and attention deficit children group. Those variables are omission error, commission error, average response time, and standard deviation of response time. Though our experiment has only been limited to visual attention level, four measurement variables revealed mutual differences.

Effects of Beat-Keeping Game Through Smartphone Applications on Executive Functions of Children With Developmental Delays (스마트폰 어플리케이션을 이용한 박자 맞추기 게임이 발달 지연 아동의 실행기능에 미치는 효과)

  • Sul, Ye-Rim;Kim, Jin-Kyung;Park, So-Yeon;Kang, Dae-Hyuk
    • Therapeutic Science for Rehabilitation
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    • v.11 no.3
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    • pp.81-92
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    • 2022
  • Objectives : This study aimed to investigate the effect of beat-keeping games in smartphone applications on improving executive functions in children with developmental delays. Methods : Three children diagnosed with developmental delay were included in this study. The ABA design used a single-subject experimental research design. The independent variable was the beat-keeping game. The game was held three times a week for a total of seven times for 20 minutes, including breaks. The dependent variable, "Visual-motor speed," was measured every session to assess if the beat-keeping game was effective in improving the participant's executive function. Further, before and after the intervention, "Children's Color Trails Test (CCTT)", "Block design," and "Finding hidden picture" were measured. Results : All three participants showed improvement in the performance of the beat-keeping game and the executive functions of "Visual-motor speed" and visual attention. Conclusions : Based on the results of this study, various effective applications for learning and intervention can be developed and applied to children with developmental delays who have difficulty in motivating themselves and lack attention.

Analysis of Character Types for FPS Game -based on Team Fortress2- (FPS 게임에서의 캐릭터 성격 분석 연구 -FPS 게임 팀 포트리스2를 중심으로-)

  • Park, Myoung-Hoon;Noh, Seung-Seok;Park, Jin-Wan
    • The Journal of the Korea Contents Association
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    • v.11 no.2
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    • pp.152-161
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    • 2011
  • The FPS, featured with high quality graphic of superior visual reality, is steadily growing because of the improvement of computer performance and technological advancement of game production. But most of the FPS games provide monotonous freedom with which players can only change the weapons in one character and this will make users lose their interests when playing games for long hours. Valve has introduced 'Team Fortress Classic' in 1999, in order to change the monotonous game methods. This game has attracted great attention because of the composition of various and unique characters through the introduction of military specialty system: that is the first trial in the history of FPS game. I, by analyzing this using MBTI, intend to analyze how much of immersion and interest the characters of various military specialties can provide to players when FPS games are developed.

Development of Measurement Method and Contents for Unilateral Neglect using Eye-tracking Technique (시선추적기법을 적용한 편측무시 측정 방법 및 개선 콘텐츠 개발)

  • Choi, Junghee;Shin, Sung-Wook;Moon, Ho-Sang;Goo, Sejin;Chung, Sung-Taek
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.18 no.5
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    • pp.187-195
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    • 2018
  • In this study, using real-time gaze tracking and head tracking method, we intended to quantitatively evaluate the deviation between the patient's head and gaze direction while minimizing inspection errors due to apraxia of conventional paper-based examination respectively. As a result, we developed a software that can quantitatively measure gaze and head movement information, and computerized the line bisection and star cancelation test, which are generally used as conventional paper test. In addition, for the rehabilitation training, contents corresponding to the visual technology of Warren's visual hierarchical model lower level are implemented and can be performed repetitively and independently. This allows the patient to actively participate in rehabilitation and quantitatively compare the degree of improvement.