• 제목/요약/키워드: Wii

검색결과 124건 처리시간 0.027초

Nintendo Wii Fit-Based Sleepiness Testing is Not Impaired by Contagious Sleepiness

  • Tietavainen, Aino;Kuvaldina, Maria;Haeggstrom, Edward
    • Safety and Health at Work
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    • 제9권2호
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    • pp.236-238
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    • 2018
  • Sleep deprivation may cause accidents, and it has deteriorating effects on health. A measurement of postural steadiness by a portable and affordable Nintendo Wii Fit balance board can be used to quantify a person's alertness. At work, people are under the influence of their environment-often other peopl-dthat may affect their alertness. This work investigates whether sleep deprivation among people is "contagious," as quantified by sway measures. We measured 21 volunteers' postural steadiness while alert and sleep deprived. During the measurements, a screen placed in front of the participants showed a footage of either alert or sleep-deprived faces. We found a significant difference between the day time and night time steadiness, but found no effect resulting from watching footage of sleep-deprived people. This finding shows that a posturographic sleepiness tester quantifies physiological sleep deprivation, and is insensitive to the influence of social factors.

Wiimote를 이용한 재활환자용 기능성 게임 콘텐츠 설계 (A developed Serious Game for Rehabilitation Training)

  • 옥수열;감달현
    • 한국정보통신학회:학술대회논문집
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    • 한국해양정보통신학회 2009년도 추계학술대회
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    • pp.709-710
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    • 2009
  • 현재의 장애인 및 재활환자의 치료를 목적으로 하는 기능성 게임은 대상자들에게 적합하지 않은 사용자 인터페이스를 사용하여 만들어 졌거나 게임성도 치료에 적합하지 않다. 장애인 및 재활환자는 정상인들에 비해 운동능력과 두뇌작용이 현저히 떨어지기 때문에 이에 맞는 인터페이스 개발은 아주 중요한 요소이다. 본 논문에서는 닌텐도사의 Wii 게임기 컨트롤러와 패턴인식을 통한 신호 처리 방식으로 장애인 및 재활환자에게 적합한 인터페이스를 개발하고 이를 게임에 적용하여 장애인 및 재활환자의 치료를 목적으로 하는 기능성 게임의 개발에 대한 가능성을 제시하고자 한다.

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닌텐도의 Wiimote를 이용한 한글 입력 시스템의 설계 및 구현: WiiKnight (Design and Implementation of Input Module for Korean Character based on Wiimote of Nintendo®)

  • 박열;이상곤;문형태
    • 한국정보처리학회:학술대회논문집
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    • 한국정보처리학회 2009년도 추계학술발표대회
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    • pp.339-340
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    • 2009
  • 현대의 PC 환경에서 사용자 인터페이스의 변화는 계속하여 발전할 것으로 기대된다. HCI 전용 인터페이스는 종래의 CLI; Command Line Interface의 시대에서 MS-Windows 기반의 Graphic User Interface의 시대로 전환되어 왔으며, 가까운 미래에는 NUI; Natural User Interface의 시대로 도래함은 부정할 수 없는 현실이다. 미래에는 전통적인 표준 입력 장치인 키보드, 마우스를 탈피하여 새로운 개념의 입력 장치들이 개발되고, 터치 방식과 같이 인간의 직관적 인지능력을 흉내 낸 인터페이스로 발전할 것이다. 본 논문에서는 NUI의 사례 연구로서 닌텐도 WiiRemote를 Bluetooth와 함께 PC에 연동하여 차세대 인터페이스인 PC Controller를 설계, 사람 제스처를 통한 자연스런 한글입력의 가능성을 제안한다.

가상 운동 훈련 프로그램(Wii fit)이 여성노인들의 균형증진에 미치는 영향 (The effect of virtual exercise training program on the balance increase of women elderly)

  • 최재원;정현애;김은비;류애리;박소영;조경미;오미희
    • PNF and Movement
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    • 제8권3호
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    • pp.1-8
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    • 2010
  • Purpose : The purpose of this study was to investigate the effects of virtual exercise training programs on the improvement of balance in the elderly women. Methods: The subjects were fifteen female citizens, 67 years of age or older living in G city, the subjects were randomly divided into groups; Virtual exercise training group(n=9), control group (n=6). After treatment measured balance by Berg Balance scale test and One-leg stand test during virtual exercise training program at pre-intervention and post-intervention. Results : The results of this study were as follows : Virtual Exercise Training Program (Wii fit) after applying the Berg balance test scores and One-Legged Stance Test, the evaluation results showed significant results(p<05). Conclusion : Virtual exercise training programs can be used to improve the balance of the elderly, as it has been shown to increase Berg balance test and one-leg stand results conducted after virtual training programs. Virtual Exercise Programs(Wii fit) were applied to demonstrate the effecting the balance of the elderly to promote more research on the impact of the ADL survey.

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운전재활프로그램이 노인의 인지기능에 미치는 효과 (The Effects of Driving Rehabilitation Program on Cognitive Function in Elderly)

  • 이정숙;김보라;하재영;박지민;조예슬;하진리;홍우선;김성원
    • 대한통합의학회지
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    • 제2권4호
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    • pp.91-100
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    • 2014
  • Purpose : The purpose of this experiment is to find out the effectiveness which exert influence on cognitive skills by using the Driver Rehabilitation program for senior citizens who are over 65 years old and live in Busan. Method : From July first, 2014 to August 28th, 2014, we researched the 60 elderly people who are over 65 and go to community relief center which is in Busan. - 30 are experimental group and the other is control group. In the experimental group, we used Nintendo wii's driving simulation program and RC Car driving program in the model road. For estimation, we used MVPT-3(Motor-Free Visual Perception Test-3), Trail Making Test - 1, Trail making Test - 2 and LOTCA(Loewenstein Occupational Therapy Cognitive Assessment). Result : Nintendo wii's driving simulation program and RC Car driving program in model road results efficient visual perception ability. This programs results effectively in visual perception ability and space perception ability. This programs results effectively in motor apraxia ability. This programs results effectively in control ability for visual perception. This programs results effectively in thinking operation. Conclusion : Nintendo Wii's driving simulation program and RC Car driving program in model road positively influence improving for visual perceptual ability and cognitive function of elderly people. Also it is considered as being more efficient for improving visual perceptual ability and cognitive function to implement basic rehabilitation training with driving rehabilitation program than basic training itself.

뇌졸중 환자들의 균형평가를 위한 Balancia 프로그램의 신뢰도와 타당도 (Reliability and Validity of the Balancia using Wii Balance Board for Assessment of Balance with Stroke Patients)

  • 박대성;이동엽;최성진;신원섭
    • 한국산학기술학회논문지
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    • 제14권6호
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    • pp.2767-2772
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    • 2013
  • 균형은 일상생활의 기본적인 요소이며 균형능력의 평가는 무게중심의 측정으로 한다. 본 연구에서는 뇌졸중 환자를 대상으로 균형 능력을 평가하기 위한 Balancia 프로그램의 신뢰도와 타당도를 측정하고자 하였다. COP의 측정을 위한 장비로는 Wii Balance Board를 이용하였다. 연구는 39명의 뇌졸중 환자들 대상으로 하였다. 신뢰도 검사는 동요거리, 동요속도, area95% 결과값의 검사자간 신뢰도와 검사자내 신뢰도를 실시하였다. 검사자내 신뢰도는 검사-재검사의 방법으로 급간내 상관계수를 측정하여 ICC .793-.939로 높은 신뢰도를 보였고, 검사자간 신뢰도에서도 ICC .791-.955로 높은 신뢰도를 보였다. 타당도는 Accusway와 비교하여 ICC .851-.955로 매우 높은 일치도를 보였다. 따라서 본 연구를 통해 Balancia 프로그램이 뇌졸중 환자의 균형 능력을 평가하는데 높은 신뢰도와 타당도를 가진 프로그램으로 입증되었다.

Validity of the Wii Balance Board for Evaluation of Medial Patellar Luxation in Small Sized Dog

  • Lee, Shinho;Lee, Joo-Myoung;Park, Hyunjung;Cha, Yuri;Cheong, Jongtae
    • 한국임상수의학회지
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    • 제36권6호
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    • pp.297-300
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    • 2019
  • Wii® balance board (WBB) is a device that can measure and record body sway. This study was conducted to evaluate the reliability of WBB in small sized dog as inexpensive, portable and convenient tool. The center of pressure path length (CPPL) and 95% confidence ellipse area (Area 95) were evaluated with only two plates of WBB. The parameters were evaluated between no load (0 kg) and mass group (0.25-4 kg on each one plate). 23 dogs (2.3-7.3 kg) were evaluated for with hindlimb standing for 10 seconds. The mass group showed a significant value in comparison to the no load during the measurement. And intra-class correlation coefficients (ICCs) between CPPL and Area 95 revealed very high both mass and dog group. In the evaluation of medial patellar luxation (MPL) as a diagnostic tool, 80 dogs with MPL and 23 non-affected dogs were used. In studies of CPPL and Area 95, significant differences were found between non-affected and MPL groups for 10 and 30 seconds, respectively. The WBB can be used as a valid tool for evaluating hind limb standing balance and can be useful as an objective tool to present clinical results in small sized dog with MPL.

Development of Squat Posture Guidance System Using Kinect and Wii Balance Board

  • Oh, SeungJun;Kim, Dong Keun
    • Journal of information and communication convergence engineering
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    • 제17권1호
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    • pp.74-83
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    • 2019
  • This study designs a squat posture recognition system that can provide correct squat posture guidelines. This system comprises two modules: a Kinect camera for monitoring users' body movements and a Wii Balance Board(WBB) for measuring balanced postures with legs. Squat posture recognition involves two states: "Stand" and "Squat." Further, each state is divided into two postures: correct and incorrect. The incorrect postures of the Stand and Squat states were classified into three and two different types of postures, respectively. The factors that determine whether a posture is incorrect or correct include the difference between shoulder width and ankle width, knee angle, and coordinate of center of pressure(CoP). An expert and 10 participants participated in experiments, and the three factors used to determine the posture were measured using both Kinect and WBB. The acquired data from each device show that the expert's posture is more stable than that of the subjects. This data was classified using a support vector machine (SVM) and $na{\ddot{i}}ve$ Bayes classifier. The classification results showed that the accuracy achieved using the SVM and $na{\ddot{i}}ve$ Bayes classifier was 95.61% and 81.82%, respectively. Therefore, the developed system that used Kinect and WBB could classify correct and incorrect postures with high accuracy. Unlike in other studies, we obtained the spatial coordinates using Kinect and measured the length of the body. The balance of the body was measured using CoP coordinates obtained from the WBB, and meaningful results were obtained from the measured values. Finally, the developed system can help people analyze the squat posture easily and conveniently anywhere and can help present correct squat posture guidelines. By using this system, users can easily analyze the squat posture in daily life and suggest safe and accurate postures.

Reliability and Validity of Balancia 2.5 Program Using Wii Balance Board for Assessment of Static Balance Ability

  • Ho Kim;Dong-Min Kum;Won-Seob Shin
    • Physical Therapy Rehabilitation Science
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    • 제11권4호
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    • pp.488-492
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    • 2022
  • Objective: The purpose of this study is to find out the reliability and validity of the newly updated Balancia 2.5 program using Wii balance board through equipment that can measure center of pressure data with the precision. Design: Cross-sectional study Methods: Twenty-seven healthy adults participated in the study. The subjects were assessed for static balance ability by Accusway, and were assessed for static balance ability on Wii balance board connected to theBalancia 2.5 program.To limit postural fluctuations due to stare, the subjects were asked to look at a 15 cm dot drawn 3 m in front of them for 30 seconds with their eyes open. Static balance ability data such as path length and sway velocity were extracted from all measurement tools.Intra-rater and inter-rater reliability and validity were extracted through intraclass correlation coefficient (ICC) and 95% confidence interval (CI). Results: The intra-rater reliability that the same rater shows consistent results through test-retest was a high level at ICC=0.968 (0.926~0.986), and inter-rater reliability that the requires consistent results even when measured by different raters was a high level at ICC=0.943 (0.870~0.975). The validity was a high level at ICC=0.948 (0.881~0.977), which shows whether the measurement tool is properly measuring what it is intended to measure. Conclusions: The Balancia 2.5 program, newly updated through this study, proved to be a program with high reliability and validity in evaluating static balance ability like the existingBalancia 2.0 program.

사람과 로봇간 원격작동을 위한 몰입형 사용자 인터페이스 (Immersive user interfaces for visual telepresence in human-robot interaction)

  • 장수형
    • 한국HCI학회:학술대회논문집
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    • 한국HCI학회 2009년도 학술대회
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    • pp.406-410
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    • 2009
  • 사람과 로봇간 인터페이스 연구가 활발히 진행되어감에 따라 원격으로 로봇을 조종하고 그 로봇을 통해 환경정보를 제공받는 텔레프레전스 시스템에 관심이 증가하고 있다. 로봇이 움직임 따라 자연스러운 텔레프레전스 서비스를 제공하기 위해서는 사용자 행동인식이 매우 중요하다. 이전에 제안되었던 텔레프레전스의 사용자의 이동 인식 시스템은 개발이 어려우며 많은 비용이 요구되고 사용자와 로봇간의 상호작용에 많은 한계를 보여왔다. 본논문에서는 닌텐도의 게임기 WII 의 적외선 리모콘을 이용하여 사용자의 이동 및 시선을 파악하고 그 정보를 바탕으로 원거리의 로봇(Sony 의 AIBO)을 움직여 사용자가 원하는 정보를 HMD를 통해 수신할 수 있는 시스템을 제안한다.

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