• Title/Summary/Keyword: 스마트밴드

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A Study on the Effect of EMS Wrist Guards for Wrist Tunnel Syndrome in Lure-Fishing Participants (루어낚시 참여자의 손목터널증후군을 위한 EMS 손목보호대의 효과에 관한 연구)

  • Choi, Yoon-Seung;Park, Jin-hee;Kim, Joo-yong
    • Science of Emotion and Sensibility
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    • v.25 no.1
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    • pp.115-128
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    • 2022
  • This study investigates the effect of wrist guards equipped with electronic muscle stimulation on reducing wrist pain and improving wrist function of actual lure fishing participants. This study combined conductive fabrics by selecting two products of wrist guards that can be used in lure fishing, which requires holding fishing rods with hands for a long time. It was conducted on ten healthy men aged 35 to 45, and the selection conditions were selected for those who did not have a history of surgery on the wrist and are currently enjoying lure fishing as a hobby. The experimental movement was performed 100 times before each experiment to cause delayed muscle pain to cause wrist fatigue when lure fishing was performed with the operation of grip strength and range of motion. As a result of this study, it was found that pain reduction, range of motion, and grip strength were improved when electrical stimulation was applied after wearing a wrist band in the form of a wrist wrap and semi-gloves. The conclusion of this study was that when electrical stimulation was applied to the wrist guards, the effect of improving the fatigue and function of the wrist could be confirmed through experiments. Through this study, it is expected that wearing electronic muscle stimulation wrist guards will have a significant effect on preventing wrist injuries and improving functional recovery for lure fishing participants.

A Study on Gamification Marketing based on Social Network Service (소셜네트워크 서비스 기반 게이미피케이션 마케팅 연구)

  • Moon, Ha Na;Park, Seung Ho
    • Design Convergence Study
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    • v.15 no.2
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    • pp.17-35
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    • 2016
  • Along with popularization of smart phone and routinization of social network service, enterprises are using several social network services as a marketing channel to raise brand awareness and conduct PR. Enterprises have been utilizing an element of 'Gamification' representing a functional aspect and emotional pleasure of a game in order to attract users' attention and increase their voluntary participation since the early social network service marketing. However, social network service system contains functional roles of Gamification components rather than they function separately. Hence, this research intends to examine Gamification elements of social network service and characteristics occurred when enterprise uses several social network services as a marketing channel. Besides, it aims at suggesting a marketing guideline for Gamification based on social network that may induce users' interest and increase an immersion effect. Firstly, this study examined concepts and characteristics of social network service and Gamification centered on literature research. Secondly, it summarized a game mechanics, dynamics and a fun type of Gamification components. Thirdly, based on theoretical research, it collected Gamification marketing cases of 5 enterprises including 'Coca Cola Korea', 'Lotte Mart', 'Canon Korea', "Kolon Sports' and 'Uniqlo Korea' that utilize more than 3 of 4 social network services including 'Kakao Story', 'Band', 'Facebook' and 'Instagram' used the most in our nation, analyzing characteristics of Gamification marketing and deriving a suggestion. Finally, it suggested a guideline for Gamification and social network service to build a foundation for a Gamification marketing plan through social network service.