DOI QR코드

DOI QR Code

동작인식센서를 이용한 재활 프로그램 콘텐츠 설계

Design of Rehabilitation Program Contents using Motion Detection Sensors

  • 장재열 (경동대학교 정보보안학과) ;
  • 이영식 (경동대학교 정보보안학과) ;
  • 김도문 (경동대학교 정보보안학과) ;
  • 이태희 (경동대학교 정보보안학과) ;
  • 최철재 (경동대학교 정보보안학과)
  • 투고 : 2018.06.14
  • 심사 : 2018.08.15
  • 발행 : 2018.08.31

초록

장애자들에게 필요한 재활치료의 횟수와 시간은 실제 이용회수에 못 미치는 상황으로 재활치료의 관심과 콘텐츠에 지속적인 투자와 인프라가 필요한 상황이며, 또한 재활치료의 종류에도 미술, 음악, 놀이치료가 가장 일반적인 장애자 재활방법이다. 제안한 논문에서는 장애자의 동작을 인식하는 과정을 통하여 사운드와 시각적 요소를 포함하고 있는 게임형 재활 콘텐츠를 제공함으로써 다양한 유형의 장애자들이 콘텐츠의 레벨관리가 가능한 디지털 게임 재활프로그램을 설계한다.

The necessary rehabilitation training for patients with disability currently does not match the actual amount of training conducted, which requires interest in rehabilitation treatment, continued investment and infrastructure for rehabilitation contents, while the most common forms of rehabilitation treatment comprises of art, music, and play treatments. In this paper, we provide a game-style rehabilitation program including audio and visual elements through motion detection process on the patient and design a digital game rehabilitation program that allows different level of management for various categories of disabled people.

키워드

참고문헌

  1. J. Ku, H. Im and Y. Kang, "Upper Extremity Rehabilitation using Virtual Reality after Stroke," Brain & NeuroRehabilitation, vol. 7, no. 1, 2014, pp. 30-38. https://doi.org/10.12786/bn.2014.7.1.30
  2. S. Jeon, "Rehabilitative Management of Spinal Fracture," Korean J. of bone metabolism, vol. 1, no. 1, 1994, pp. 123-126.
  3. H. Lee, "Development of Rehabilitation Robot based on the Bio Sensing," Korea Institute of Industrial Technology Report, 2008, pp. 1-3.
  4. D. Kim, H. Kim, S. Han, and G. Kim, "Clinical Investigation of C.V.A. - An Anlysis of 740 Cases," Korean J. of medicine, vol. 11, no. 10, 1968, pp. 647-654.
  5. H. Kim, "Rehabilitation and Serious Games,"J. of digital convergence, vol. 12. no. 4, 2014. pp. 69-73. https://doi.org/10.14400/JDC.2014.12.4.69
  6. Y. Chea, "A Serious Game Design and Prototype Development for Rehabilitation using KINECT Tools," J. of Korea Multimedia Society, vol. 17, no. 2, 2014, pp. 248-256. https://doi.org/10.9717/kmms.2014.17.2.248
  7. H. Lee and M. Kim, "Serious Game Design for Shoulder Joint Rehabilitation," J. of Korea Entertainment Industry Association, vol. 5, no. 1, 2011, pp. 107-113. https://doi.org/10.21184/jkeia.2011.03.5.1.107
  8. C. Lee, and M. Kim, "A Serious Game for Language/Cognitive Rehabilitation Therapy of Stroke Patients," J. of Korea Entertainment Industry Association, 2011, pp. 73-80.
  9. Y. Jung, "Development of 3D Petroglyph VR Contents based on Gesture Recognition," J. of the Korea Institute of Electronic Communication Sciences, vol. 9 no. 1, 2014, pp. 25-33. https://doi.org/10.13067/JKIECS.2014.9.1.25
  10. J. Moon and Y. Won, "The Effects of Orofacial Training Video Program using Smart Device on Oral Cavity Structure and Function, Diadochokinetic Rate in Acute Stroke Patients with Dysarthria," J. of the Korea Institute of Electronic Communication Sciences, vol. 12, no. 2, 2017, pp. 391-400. https://doi.org/10.13067/JKIECS.2017.12.2.391
  11. Y. Bae, "Analysis of Nonlinear Behavior for Addiction in Digital Sport,"J. of the Korea Institute of Electronic Communication Sciences, vol. 12, no. 5, 2017, pp. 977-982. https://doi.org/10.13067/JKIECS.2017.12.5.977