• 제목/요약/키워드: Wii

검색결과 124건 처리시간 0.024초

Body Sway as a Possible Indicator of Fatigue in Clerical Workers

  • Volker, Ina;Kirchner, Christine;Bock, Otmar Leo;Wascher, Edmund
    • Safety and Health at Work
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    • 제6권3호
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    • pp.206-210
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    • 2015
  • Background: Fatigue has a strong impact on workers' performance and safety, but expedient methods for assessing fatigue on the job are not yet available. Studies discuss posturography as an indicator of fatigue, but further evidence for its use in the workplace is needed. The purpose of the study is to examine whether posturography is a suitable indicator of fatigue in clerical workers. Methods: Thirty-six employees (${\emptyset}$ 34.8 years, standard deviation = 12.5) participated in postural tasks (eyes open, eyes closed, arm swinging, and dual task) in the morning and afternoon. Position of their center of pressure (COP) was registered using a Nintendo Wii Balance Board and commercial software. From registered COP time series, we calculated the following parameters: path length (mm), velocity (mm/s), anterior-posterior variance (mm), mediolateral variance (mm), and confidence area ($mm^2$). These parameters were reduced to two orthogonal factors in a factor analysis with varimax rotation. Results: Statistical analysis of the first factor (path length and velocity) showed a significant effect of time of day: COP moved along a shorter path at a lower velocity in the afternoon compared with that in the morning. There also was a significant effect of task, but no significant interaction. Conclusion: Data suggest that postural stability of clerical workers was comparable in the morning and afternoon, but COP movement was greater in the morning. Within the framework of dynamic systems theory, this could indicate that the postural system explored the state space in more detail, and thus was more ready to respond to unexpected perturbations in the morning.

압력센서를 이용한 감각피드백 균형 훈련이 노인의 정적 균형에 미치는 효과 (Effect of Sensory Feedback Balance Training using Pressure Sensor on the Static Balance of the Elderly)

  • 권일호;김호;신원섭
    • 대한물리의학회지
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    • 제15권2호
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    • pp.129-136
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    • 2020
  • PURPOSE: This study aimed to determine the most effective feedback condition for static balance in elderly subjects. METHODS: Thirty-eight elderly subjects (12 men and 26 women with a mean age of 77.21 years) participated in this study. They each completed a questionnaire on their general characteristics, excluding personal identification codes. The static balance ability of the participants was evaluated using a Wii Balance Board and the Balancia program (version 2.0). The following three feedback conditions were considered: condition 1 (tactile feedback), condition 2 (visual feedback), and condition 3 (no feedback). One-way repeated-measures analysis of variance was used for the comparisons according to sway length and sway velocity. The statistical significance level was set to α = .05 for all variables. RESULTS: Significant differences in the sway length and sway velocity were observed between the three conditions (p < .05). Significant differences in the sway length were noted in the order of conditions 1, 2, and 3 (p < .05), and significant differences in the sway velocity in the order of conditions 3, 2, and 1 (p < .05). CONCLUSION: Significant differences in static balance ability were observed between the three conditions. In this study, tactile feedback was found to be the most effective feedback for balance training. Owing to aging and impairment of the senses, such as that observed in the tactile receptors, visual receptors, and proprioceptors, it is recommended that elderly subjects participate in balance training.

앉은 자세에서 방석센서를 이용한 요통환자 골반가동성 측정의 신뢰도와 타당도 (Reliability and Validity of the Measurement of Pelvic Movement in Low Back Pain Patients using Cushion Sensor in Sitting Position)

  • 정승화;박대성
    • 대한물리의학회지
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    • 제15권2호
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    • pp.83-91
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    • 2020
  • PURPOSE: Postural and structural asymmetry due to muscle imbalances around the lower back and pelvis are the causes of back pain. Muscle imbalances in patients with chronic low back pain affect the pelvic tilt and movement, and it is necessary to assess the pelvic movement ability using the appropriate tools to determine the mediating effects of lower back pain. This paper reports the reliability and validity of the Sensbalance Therapy Cushion (STC) for pelvic movement and proprioception. METHODS: In this study, the Wii balance board (WBB) was used as a golden standard for pelvic movement measurements. FABQ, KODI, Myovision, and Pelvic movement were measured in 50 patients with chronic low back pain. The correlation between the lower-back muscle activity and pelvic movement was checked. The pelvic movement parameter was measured twice to determine the intra-rater reliability. RESULTS: The STC showed high test-retest reliability in the pelvic tilt measurements (ICC = .672 - .809). The test-retest reliability of proprioception measurements (ICC = .588 - .859) and reaction time measurements (ICC = .542 - .836) were also high. The relationship between the WBB and STC showed a significant positive correlation with the pelvic tilt test (p < .01). The posterior pelvic tilt and lower-back muscle activity showed a significant negative correlation (p < .01). The pelvic left tilt and lower-back muscle activity showed a significant negative correlation (p < .05). CONCLUSION: The results revealed the high reliability and validity of the STC. Therefore, the STC can be used as an objective measuring device for evaluating pelvic tilt, proprioception, and reaction time in low back pain patients.

자이로 센서와 PID 제어를 이용한 드론 비행 안정화에 관한 연구 (A Study on Flight Stabilization of Drones by Gyro Sensor and PID Control)

  • 윤단비;이규열;한상기;김용훈;이승대
    • 한국전자통신학회논문지
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    • 제12권4호
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    • pp.591-598
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    • 2017
  • 현재 무인항공기의 기술 변화와 시장 규모는 발 빠르게 확산되고 있다. 활용 범위의 확대로 드론을 쉽게 접할 수 있게 되면서 조종자의 조종 미숙으로 인한 피해가 발생한다. 이러한 문제 발생으로 인한 피해를 최소화하기 위해서 드론의 안정적인 비행 능력이 요구되며 이를 위하여 모터의 안정적인 속도 제어가 요구된다. 따라서 본 논문에서는 모터의 제어 방안으로 Arduino를 주 제어장치로 사용하였으며 기체의 자세 안정화를 위하여 가속도 센서와 자이로 센서를 사용하였다. 또한, 초음파 센서를 드론에 탑재하여 일정 높이에서 호버링이 가능하도록 하였다. 안드로이드 앱을 이용하여 드론을 제어하였으며 그 결과 0~2m 범위의 지정한 위치에서 안정적으로 호버링이 가능함을 확인하였다.

Motor Learning in Elderly: Effects of Decision Making Time for Self-Regulated Knowledge of Results During a Dynamic Balance Task

  • Jeon, Min-jae;Jeon, Hye-seon
    • 한국전문물리치료학회지
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    • 제23권4호
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    • pp.16-26
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    • 2016
  • Background: Deficiencies in the ability to maintain balance are common in elderly. Augmented feedback such as knowledge of results (KR) can accelerate learning and mastering a motor skill in older people. Objects: We designed this study to examine whether one session of Wii-Fit game with self-regulated KR is effective for elderly people, and to compare the effect of two different timings of self-regulated KR conditions. Methods: Thirty-nine community-dwelling elders, not living in hospice care or a nursing home, participated in this study. During acquisition, two groups of volunteers were trained in 10 blocks of a dynamic balancing task under the following 2 conditions, respectively: (a) a pre-trial self-regulated KR ($n_1=18$), or (b) a post-trial self-regulated KR ($n_2=21$). Immediate retention tests and delayed retention tests of balancing performance were administered in 15 minutes and 24 hours following acquisition period, respectively. Results: In both groups, significant improvements of balancing performances scores were observed during the acquisition period. Regardless of the group, mean of balancing performance scores on retention tests were well-maintained from the final session. There were no significant differences between groups in balancing performance scores during the acquisition period (p>.05); however, the post-trial self-regulated KR group exhibited significantly higher balancing performance scores in both the immediate retention test and delayed retention test than that of the pre-trial self-regulated KR group (p<.05). Conclusion: Therefore, subjects who regulated their feedback after a dynamic balancing task, during the acquisition period, experienced more efficient motor learning during the retention period than did subjects who regulated their feedback before a dynamic balancing task. Accordingly, in case of presenting the KR of motor learning in clinical settings to elders who reduced dynamic balance abilities, the requesting time of KR is imperative according to self-estimation processes as well as types of KR and practice.

기능성 Bio-Game의 활용 방안에 관한 연구 (Research on Effective Use of A Serious Bio-Game)

  • 박성준;이준;김지인
    • 한국게임학회 논문지
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    • 제9권1호
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    • pp.93-103
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    • 2009
  • 기능성 게임은 게임기술과 게임이론을 바탕으로 개발된 하드웨어 및 소프트웨어 애플리케이션으로 즐거움 외에 교육 및 특정 분야의 문제해결 등의 다른 목적을 가지는 게임을 말한다. 이러한 기능성 게임은 게임적인 재미뿐만 아니라 교육적인 효과 때문에 과학기술 분야 및 산업 기술 분야의 교육 및 훈련에 유용하다. 본 연구에서는 사용자가 직관적인 멀티 모달 인터페이스를 사용하여 생명공학에 적용한 기능성 게임을 제안한다. 이를 위하여 3차원 분자 구조를 특수 모니터를 사용하여 입체 시각화 하였으며 입체 영상화된 분자 구조를 효율적으로 제어하기 위하여 멀티 모달 인터페이스인 WiiRemote를 사용하였다. 본 논문에서 제안된 시스템은 분자도킹 시뮬레이션이 가지던 문제점인 3차원 분자 모델들의 결합 및 조작이 사용자의 직관과 경험에 많이 의존하기 때문에 초보자들의 접근이 어려운 점을 게임적 요소를 적용하여 재미를 느끼게 하면서 해결하도록 하였다. 이를 위해 사용자가 조작을 하는 객체와 사용자의 수에 따른 게임적 요소인 레벨 업 개념을 적용하여 반복학습이 이루어지도록 하였다. 실험은 AIDS 바이러스와 신약 치료 후보 물질을 대상으로 사용자가 바이러스와 후보 물질이 결합되는 위치인 Active Site를 찾는 도킹 실험을 하였으며 바이오 기능성 게임을 적용하지 않은 기존의 방법과 비교를 하였다.

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과제 중심 및 참여학습을 통한 사용성 연구 사례 - Wiimote를 이용한 포인팅 작업의 사용성 개선을 중심으로 - (Usability Study through Project-based and Participatory Learning - Focused on Usability Improvement of Pointing Task using Wiimote -)

  • 김혜선;정광태
    • 한국실천공학교육학회논문지
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    • 제4권1호
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    • pp.22-29
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    • 2012
  • 실천공학 교육을 위하여 피교육자가 효율적으로 관련 기술을 습득하고 문제를 해결할 수 있도록 하는 것이 필요하다. 디자인 교육에서 사용성은 제품의 사용자 중심 디자인을 위하여 가장 중요하게 고려되어야 할 요소 중의 하나이다. 디자인을 전공하는 학생에게 사용성의 중요성을 인식시키고 사용성을 고려한 디자인 문제해결을 효율적으로 습득할 수 있도록 하는 방법은 학생 스스로 문제를 해결하고 그 과정에 참여하는 과제 중심 및 참여 학습(Project and participation based learning)을 통한 교육이다. 본 연구에서는 학생들 스스로의 과제 중심 및 참여 학습을 통한 사용성 평가 및 디자인 사례를 진행하였다. 이를 위하여 학생들이 관심을 갖는 주제를 선정하였고, 디자인 문제해결 및 사용성 연구를 위한 목적으로 디자인공학 대학원생, 학부생, 디자인전공을 준비하는 고등학생으로 팀을 구성하여 연구를 진행하였다. 이 과정을 통하여 대학원생은 사용성 디자인의 연구능력을 습득하고, 대학생은 디자인과정에서의 실무능력을 습득하며, 고등학생은 디자인의 전반적 이해를 습득할 수 있도록 하였다.

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Effect of Taping and Virtual Reality Combined Exercise on Static and Dynamic Balance With Functional Ankle Instability

  • Kim, Ki-jong;Gang, Mi-yeong
    • 한국전문물리치료학회지
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    • 제27권4호
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    • pp.292-297
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    • 2020
  • Background: Ankle sprain is one of the most common musculoskeletal injuries in the sports population or during usual daily life activities. The sprain can cause functional ankle instability (FAI), and it is very important to treat FAI. However, the optimum intervention method for FAI has yet to be determined. Objects: This study investigated the impact that virtual reality (VR) training program on balance with ankle kinesio taping for FAI. Methods: Twenty-two people were selected for the study and randomly divided into the experimental (n = 11) and the control group (n = 11). The experimental group had attached kinesio taping on the ankle and then implemented a virtual reality exercise program for 30 minutes a day. Nintendo Wii Fit Plus was used for the VR intervention three times a week for four weeks. The control group performed only two measurements without intervention. Results: There were no statistically significant differences in overall, anterior-posterior (AP), medial-lateral (ML) index of the static balance, and significant differences in overall, AP, ML index of the dynamic balance when taping and VR exercise were applied at the same time (p < 0.05). There were no significant differences in overall and ML index of static and dynamic balance compared with before and after assessment between the experimental and the control group, and found differences in AP index of static and dynamic balance (p < 0.05). Conclusion: Kinesio taping may not influence the balance of FAI as great as people expected. VR approach does not affect the static balance of FAI, but it influences dynamic balance in overall, AP, ML index. The authors suggest that VR-based exercises can be used as an additional concept in clinicians for FAI or as part of a home program because the exercises still have limitations.

테이핑의 종류가 만성 발목 불안정성을 가진 성인의 정적 및 동적 균형에 미치는 효과 비교 (Comparison of the Effects of Different Types of Taping on Static and Dynamic Balance in Adults with Chronic Ankle Instability)

  • 권오현;김호;신원섭
    • 대한통합의학회지
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    • 제8권1호
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    • pp.27-36
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    • 2020
  • Purpose : The purpose of this study is to apply kinesiology taping and dynamic taping to subjects with ankle instability and to find out the change of static balance and dynamic balance ability and to use it more usefully in daily life. Methods : The subjects were based on 30 Cumberland Ankle Instability Tool questionnaire scores of 24 or less, and were randomly assigned to the kinesiology taping group (n=15) and the dynamic taping group (n=15) to change the static balance and dynamic balance before and after taping Measured. The eyes were closed for 30 seconds and the average balance was measured three times through the Wii balance board in static balance, and the balance ability was evaluated by measuring functional reach test and star excursion balance test in dynamic balance. Results : As a result, the static balance showed significant results in the dynamic speed and the moving distance in the dynamic taping group (p<.05). However, there was no significant difference in the shaking area and the difference in the kinesiology taping group (p<.05) However, both groups showed significant differences in dynamic balance (p<.05). Conclusion : It was confirmed that the application of taping was effective for static and dynamic balance in subjects with ankle instability, and the application of dynamic taping was more effective than kinesiology taping.

멀티모달 인터페이스를 사용한 웹 게임 시스템의 구현 (Implementation of Web Game System using Multi Modal Interfaces)

  • 이준;안영석;김지인;박성준
    • 한국게임학회 논문지
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    • 제9권6호
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    • pp.127-137
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    • 2009
  • 웹 게임은 웹 브라우저를 통해 게임을 즐길 수 있도록 해주는 게임의 한 종류로써 편리한 접근성 및 대용량의 게임데이터를 다운로드가 필요하지 않는 장점을 가지고 있다. 이러한 웹 게임은 최근 모바일 기기의 발전과 웹 2.0 시대를 맞아 새로운 성장의 기회를 가지고 있다. 본 연구에서는 이러한 웹 게임에 사용자의 직관적인 조작이 가능한 멀티모달 인터페이스 및 모바일 기기를 연동할 수 있는 새로운 형태의 시스템을 제안 한다. 본 논문에서는 웹 게임의 인터페이스로써 멀티모달 인터페이스인 Wii를 사용하였으며, 여러 사용자들이 일반 PC 및 UMPC와 같은 모바일 기기를 통해서도 게임을 즐길 수 있는 구조를 설계 하였다. 본 논문에서 제안된 시스템을 평가하기 위해 기존의 방법으로 웹 게임을 즐길 때와 멀티모달 인터페이스를 사용하는 경우에 따른 성능 평가 및 사용자 평가를 하였으며, 실험 결과 모바일 기기에서 멀티모달 인터페이스를 사용한 경우에 게임 클리어 시간 및 에러가 감소하는 결과를 얻었으며 사용자들의 흥미도 또한 가장 높게 나왔다.

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