• Title/Summary/Keyword: 걷기 게임

Search Result 26, Processing Time 0.029 seconds

Design and Implementation of Walking Motions Applied with Player's Emotion Factors According to Variable Statistics of RPG Game Character (RPG게임캐릭터의 능력치변화량에 따라 감정요소가 적용된 걷기동작 구현)

  • Kang, Hyun-Ah;Kim, Mi-Jin
    • The Journal of the Korea Contents Association
    • /
    • v.7 no.5
    • /
    • pp.63-71
    • /
    • 2007
  • From several commercialized games the technique of changing facial expressions is imported, and a design method of a game character for the player's empathy is expected to be diversified in the future. In this paper, as a design method of a game character for the player's empathy, this makes walking motion for the game character applied with 'human-emotion' factors as statistics variation of a game character in RPG genre. After this paper implements analyzed emotions of human facial expression and walking motions applied with emotion in examples of character animation theory, this paper divides walking motion applied with human-emotion factors into 8 types through relationship to statistics factors in RPG genre. And then these are applied to a knight character, which has the most similarity with human's physical feature of the game characters in RPG genre, and makes walking motion as variable statistics. As a game player controls the game character applied with 'human-emotion' factors, the effect of the player's empathy about the game character becomes higher, and the level of immersion in game play is also expected to increase.

Development and Analysis of Walking Game Using Controllers of Hand Buttons and Footboards (Title: Paldokangsan2) (손잡이/발판 컨트롤러를 이용한 걷기게임 '팔도강산2' 개발 및 효과성 연구)

  • Kim, KyungSik;Oh, SeongSuk;Ahn, Joonhee;Ahn, JinHo
    • Journal of Korea Game Society
    • /
    • v.13 no.3
    • /
    • pp.95-104
    • /
    • 2013
  • We have developed a serious game for the elderly named 'Paldokangsan 2' in 2012 as a next version of 'Paldokangsan 1'. 'Paldokangsan 1' was a walking game for two people using controllers of armrests and footboards with PC. 'Paldokangsan 2' had additional purpose to assist cognitive, physical, and psychological functions of the elderly. Especially, walking activity was implemented in a way that a player walks around the old traditional market place in 1970's while remembering and choosing healthy food to buy. We also developed two mini games for the elderly and people with functional disability with the similar purpose as 'Paldokangsan2'. 219 older adults (age$$\geq_-$$ 65) recruited from Asan city community center participated in the study. The result showed that the game play exerted positive effects on memory, concentration and vitality of the elderly.

Development and Analysis of a Walking Game 'Paldokangsan3' Using Kinect (키넥트를 이용한 걷기게임 '팔도강산3' 개발 및 효과성 연구)

  • Kim, KyungSik;Lee, YoonJung;Oh, SeongSuk
    • Journal of Korea Game Society
    • /
    • v.14 no.1
    • /
    • pp.49-58
    • /
    • 2014
  • We have developed a serious game for the elderly named 'Paldokangsan3' as a next version of 'Paldokangsan2' which was a walking game with memorization in shopping streets using controllers of hand buttons and foot boards with PC developed in 2012. The interface of had buttons and food boards were changed into the interface of motion capture with the aid of Kinect. The expected effects are improvement of memorization, improvement of concentration ability to find out items in the vision, improvement of vitality through physical walking actions, as well as improvement of mental health through entertainment activities of game play. We have tested 25 volunteers of more than 65 years old in Cheonan city community center for the elderly for 2 weeks. We got the result that the game play was showing positive effectiveness on memorization, physical exercise and self-esteem in mental health area of the elderly.

Design of Health Content Using GPS and Sensors (GPS와 센서를 이용한 헬스콘텐츠 설계)

  • Kim, Dongyoung;Hyeon, Uijoo;Yoon, Seonjeong
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2019.07a
    • /
    • pp.147-148
    • /
    • 2019
  • 최근 국민의 건강증진 및 질병관리 등에 대한 관심이 증가하면서 전문가들 또한 걷기 운동의 유효성을 강조하고 있다. 이에 따라 스마트 헬스케어와 관련된 기기 및 서비스에 대한 개발이 활발히 진행 중이다. 본 논문에서는 GPS와 비콘 센서를 이용한 환경에서 걷기운동과 미니게임 콘텐츠를 융합한 어플리케이션을 설계하고 구현한다. 이 콘텐츠는 특정 지역을 가상의 게임 맵으로 매칭하고 GPS센서와 리얼월드의 비콘을 블루투스 통신으로 인지하도록 하였으며 이를 통해 소모 칼로리 계산, 게임의 클리어 조건 등 핵심 시스템으로 사용한다. 본 연구를 통해 설계, 구현된 게임 콘텐츠는 이용자의 움직임을 정확히 측정할 수 있고 재미와 몰입감을 제공하여 지속적인 운동을 유도함으로써 운동효과가 향상됨을 확인할 수 있었다.

  • PDF

Design of Healthcare Game Contents using IOT (사물인터넷을 이용한 헬스케어 게임콘텐츠 설계)

  • Yoon, SeonJeong;Lee, SangWhi
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2018.07a
    • /
    • pp.225-226
    • /
    • 2018
  • 본 논문에서는 사물인터넷 환경에서 걷기운동을 재미있게 할 수 있는 게임형 콘텐츠의 설계 및 구현, 효과에 대한 검증사례를 소개한다. 이 콘텐츠는 비콘이 설치된 계단을 걸음으로써 소모 칼로리를 계산하고 지속적으로 활동하도록 유도함으로써 운동효과를 향상시키도록 설계되었다. 본 콘텐츠의 설계 목표는 바쁜 현대인들이 활동 공간 안에서 가볍게, 재미있게, 지속적으로 운동할 수 있도록 하는 것이며 이 효과는 걷기 행사에 참여한 다수 사용자의 후기를 통하여 확인되었다. 본 콘텐츠는 여러 유형의 헬스 케어 시스템에 융합 가능할 것으로 기대한다.

  • PDF

Generation of Walking Motion Represented the Movement of the Human Body (전신의 움직임을 표현한 캐릭터의 걷기 동작 생성)

  • 이금희;송미영;조형제
    • Proceedings of the Korea Multimedia Society Conference
    • /
    • 2002.11b
    • /
    • pp.466-469
    • /
    • 2002
  • 게임이나 가상현실에서 캐릭터의 보행 동작의 움직임은 일정한 동작만을 생성하여 가상공간에 표현한다. 지형이나 다른 주변 환경에 의한 적응적인 동작을 실시간으로 자동 생성하는데 있어서 자연스러운 동작을 표현하기에는 매우 어려움이 따른다. 본 논문에서는 지질에 따른 캐릭터의 걷기 동작을 생성하는 방법에 대해 제안한다. 우선 캐릭터의 기본 걷기 동작 생성은 inverse kinematics방법을 적용하고, 지형 성질을 분석하여 이를 캐릭터의 걷기 동작 생성하는데 적용한다.

  • PDF

Effects of Smartphone Applications on Physical Activity in College Students: A Randomized Controlled Trial (스마트폰 걷기 어플리케이션 효과성 검증: 무선통제연구)

  • Kim, Yujin;Chung, Kyong-Mee
    • Journal of Convergence for Information Technology
    • /
    • v.10 no.2
    • /
    • pp.21-31
    • /
    • 2020
  • This study tested the effectiveness of commercialized smartphone apps in improving walking activities among college students. 66 participants were randomized into each of four groups that was used different behavior change strategies: monetary rewards app, goal setting and feedback app, gaming app, and self-monitoring control group. 45 participants who completed the experimentation was included in data analysis. Repeated measures ANOVA resulted in statistically significant time by groups interactions in recorded step counts, self-reported completed plans and self-reported walking activities scores. The Goal-setting and feedback group and the gaming group resulted in increase in both step counts and completed plans. The results were discussed in the framework of behaviorism.

Usability Test of 'Paldokangsan3' a Walking Game for the Elderly (노인용 걷기게임 '팔도강산3'의 사용성 연구)

  • Kim, KyungSik;Lee, YoonJung;Oh, DooNam
    • Journal of Korea Game Society
    • /
    • v.15 no.1
    • /
    • pp.145-154
    • /
    • 2015
  • The objective of this research is to evaluate the usability test of 'Paldokangsan3' which has been developed as a serious game for the elderly to improve their physical and mental health. This game machine has been installed in a silver house for one month that the elderly could play the game as they like in their convenient times. To promote their participations to practice the game, we set 3 contests with gifts for the high scores and collect their data through inspection, questionnaire and interviews by the researchers as well as in-game measurement for the play. Eight people volunteered to join the project. While the result analysis for the usability area of easiness of control, learnability of the game play, memorability and challenge didn't show the statistical confident t-value, most elderly players participated 2~3 times a day for a month even though most of them are suffering mild cognition impairment. They showed good subjective satisfactions in their interviews that we could go on the project further to expand its applications.

Development and Analysis of a Walking Game Using Controllers of Armrests and Footboards (Title: Paldokangsan) (팔걸이/발판 컨트롤러를 이용한 걷기게임 '팔도강산' 개발 및 효과성 연구)

  • Kim, Kyung-Sik;Oh, Seong-Suk;Ahn, Jin-Ho;Lee, Sun-Hyung;Lim, Kyung-Choon
    • Journal of Korea Game Society
    • /
    • v.11 no.6
    • /
    • pp.43-52
    • /
    • 2011
  • We have developed a serious game for the game-aided human life and entertainment for the elders with the concept of enjoying scenic beauties in Korea walking in the room using controllers of armrests and footboards with PC. The expected effects of the game are the satisfaction of bodily sensation with cooperation and competition, and also remedy by entertainment such as vital power, maintaining mental functions with the game playing. We have tested 309 elders who were more than 65 years old in Cheonan city community center for the elderly. 76.1% of them answered they were satisfied totally for the game play, average grade for the interest/fun of the game was 4.13 points with full 5 points. 89.4% of them replied they would like to play the game again. We found the intended permissiveness and coenesthesia of the game was appealing to elders.

Development of 'Paldokangsan4', a Walking Game for the Elerly Using 'Kinect2' ('키넥트2'를 이용한 노인용 걷기게임 '팔도강산4'의 개발)

  • Kim, KyungSik;Lee, SeungSeob;Kim, TaeHyung
    • Journal of Korea Game Society
    • /
    • v.16 no.5
    • /
    • pp.149-158
    • /
    • 2016
  • This research is about development and usability test of 'Paldokangsan4' which is a serious game for the elderly to improve their physical and mental health. This game is the next version of last 'Paldokangsan3' developed in 2013. Its motion capture interface 'Kinect' has been stopped for production that we have to develop the next version with 'Kinect2'. We added a personal ID system to accumulate palyers' game histories, and let the player know the the current score comparing to the personal average score every time. Also we added real mart background to the traditional old market background of the game as well as a tutorial level to learn how to play the game personally. In 2016 Play Expo, we have installed and demonstrated it and gathered opinions of 40 volunteers in questionnaire. The result of their analysis showed that we could find the possibility of beneficial effects for the elderly following the last version.