• Title/Summary/Keyword: 운동 기능성

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Implementation of Serious Game Environment to Reflect Exercise using Human Power Generation System (인력 발전 장치를 이용한 운동 활동을 반영하는 기능성 게임 환경 구성)

  • Lee, Kyong-Ho
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2011.01a
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    • pp.175-178
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    • 2011
  • 본 논문에서는 인력 발전 장치를 사용하여 운동 활동을 반영하는 기능성 게임 환경을 구성하였다. 이 게임 환경은 다양한 운동을 할 수 있는 장치와 인력 발전 장치, 운동 강도 조절 장치, 운동 활동 측정 장치, 그리고 컴퓨터와 연결되는 통신 장치로 구성되어 있다. 전신 운동을 할 수 있는 다양한 운동 장치는 하체 운동을 위한 헬스 자전거와 이 자전거의 뒷부분에 두 가지 상체 운동을 할 수 있는 구조를 구성하여 부착하고, 각 힘점마다 발전기를 부착하였다. 그리고 회로 보드와 논리 프로그램을 구성하여 힘점에 부착된 발전기를 통하여 운동 강도 조절과 운동량을 측정하고, 컴퓨터와 통신을 할 수 있도록 하였다.

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Implementation of Educational Game to Accompany Exercising and Generating (운동과 발전을 동반하는 학습게임 설계 및 구현)

  • Lee, Kyong-Ho
    • Journal of the Korea Society of Computer and Information
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    • v.15 no.12
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    • pp.47-55
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    • 2010
  • In this paper, we implemented a serious game system for study to accompany exercising and generating to keep on computer game side effect. The implemented serious game system was divided into the game part and the athletic part. The athletic part for whole body exercising was composed of health bicycle for lower body exercise and additional apparatus for upper body exercise, that was attached to the rear side of health bicycle and several generator was attached to the power point of athletic part. The circuit board and logic program was composed to adjust the exercise strength control, to get data and to communicate with the computer. The game part was composed to promote and educational effectiveness, the whole system emphasized on amusement side while avoided violence side. We confirmed the effect of the serious game system with the fourteen fun form which Garneau insists.

A Study on Effectiveness and Preference of Tangible Fitness Game (체감형 운동게임의 효과와 선호도에 대한 연구)

  • Kim, Eui-Young;Park, Chang-Hoon;Kim, Dae-Geun
    • Journal of Korea Game Society
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    • v.12 no.1
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    • pp.67-77
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    • 2012
  • With the development of tangible interface in recent years, the interest in interactive exercise games to improve health-related physical fitness has been increased. We believe that this kind of serious game should provide not only motion sensing of the action required to play sports but also a specific effectiveness of exercise. This paper will show how a serious exercise game affects theirs heart rate and preference. For the experiments, we used an exercise game named GalaxyBike for aerobics exercise which is developed by the Interaction Media Research Center of Hoseo University. In the experiments, players' heart rate was measured during the warming-up, exercise and cooling-down periods by a wireless heart-rate measuring instrument. After they played the exercise game, a survey was conducted to see how they like this serious exercise game. The findings of the study suggest that the serious exercise game providing both video game and exercise would make a contribution to the improvement of health-related physical fitness since it serves to increase the heart rate and motivation.

Effects of Aquatic Exercise on Vestibulo-motor and Expression of GAP-43 in Diffuse brain Injury Rats (수중운동이 미만성 뇌손상 백서의 전정-운동 및 GAP-43 발현에 미치는 영향)

  • Yang, Seung-Hoon
    • The Journal of the Korea Contents Association
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    • v.9 no.12
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    • pp.656-664
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    • 2009
  • The purposes of this study were to examine whether aquatic exercise has influence on the neuroplasticity and vestibulo-motor function in diffuse brain injury rats. 80 Sprague-Dawley rats were assigned to four groups; Group I: control group (n=20), Group II: aquatic exercise (n=20), Group III: treadmill exercise with change of velocity and inclination (n=20), Group IV: simple treadmill exercise (n=20). And we applied exercise each groups for 3 weeks except Group I. Before the rats were sacrificed to identify immunohistochemistry study at each time of measurement day, Rota-Rod test was given to assess changes in vestibulomotor function. then, the immunohistochemistry study of GAP-43 in discrete regions of the rat brain was performed to measure changes in neuroplasticity. The results demonstrate that aquatic exercise group is more effective than other groups. expression of GAP-43 and vestibulo-motor function were increased most in aquatic exercise group. Therefore, this study suggest that aquatic exercise may effective therapeutic approach to increase neuroplasticity and vestibulo-motor function in traumatic brain injury.

Behavior and Motor Skill of Children with Intellectual Disabilities Participating Functional Games (지적장애아동의 기능성 게임 참여에 따른 행동변화 및 운동수행능력)

  • Kang, Sunyoung
    • Convergence Security Journal
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    • v.15 no.4
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    • pp.149-154
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    • 2015
  • The aim of this study is to suggest the change of behavior and motor skill of children with intellectual disabilities participating functional games using virtual reality. For this purpose, 5 children with intellectual disabilities completed a 16-week functional game program twice a week. The result was as following; the application of functional games using virtual reality has positive effect on behavior and motor skill -static coordination, hand motion coordination, normal motion coordination, motor speed, simultaneous spontaneous motion, single motion competency. The application and utilization of functional games using virtual reality systematically of children with intellectual disabilities can bring an improvement on their overall development.

The Effect of Balance and Function in Children with Spastic Cerebral Palsy using Motor Learning training with Treadmill (트레드밀 운동학습 훈련이 경직성 뇌성마비 아동의 기능과 균형에 미치는 영향)

  • Choi, Hyun-Jin;Lee, Dong-Yeop;Kim, Yoon-Hwan
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.14 no.2
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    • pp.804-810
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    • 2013
  • The purpose of this study was to apply treadmill training through motor learning to cerebral palsy children and examine its effects on their motor Functions and balance. The subjects of this study were 16 spastic diplegia children who had difficulty in independent gait, and GMFCS level III, IV. The participant's were allocated randomy to 2 groups: a motor learning group(n=8) and the control group(n=8), Both groups received muscle strengthening exercise for 3 session, 30 minutes per week over 7 weeks period. Data collected from the 16 spastic diplegia children the results were as follows. The motor learning group showed significant increase in motor function(p<.05). The motor learning group showed significant increase in balance(p<.05). Between motor learning group and control group, motor functions and balance was a statistically significant difference(p<.05).

(The) analysis on exergame factors Influential exercise of muscle (근력운동에 영향을 미치는 기능성 게임 요인 분석)

  • Kim, sang-jung
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2014.07a
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    • pp.315-316
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    • 2014
  • 본 논문에서는 체감형 기능성 게임의 여러 요인들 중에 하지근력을 실질적으로 강화시키기 위해서는 어떠한 요인들이 필요하며, 그 요인들을 어떻게 구성 하였을 때 가장 큰 효과를 줄 수 있는지 요소들에 대한 구성에 대해서 분석하여 체감형 기능성 게임을 개발 하는 업체들에게 실직적인 효과를 줄 수 있는 요인들을 제시하는데 목적이 있다.

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Effect of Recreational Exercise on Cognition, Depression, Dynamic Balance and Leg Strength in Elderly Women (레크리에이션 운동프로그램이 여성노인의 인지기능과 우울, 동적 평형성 및 하지근력에 미치는 영향)

  • Kim, Nan-Soo
    • The Journal of the Korea Contents Association
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    • v.10 no.3
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    • pp.373-380
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    • 2010
  • The purpose of this study was to evaluate the effects of recreational exercise on cognition, depression, dynamic balance and leg strength in elderly women. This study was nonequivalent control group pre-post test design. Subjects were divided into two group(exercise group=14, control group=13). Experimental group conducted recreational exercise program for eight-week. Cognition was assessed by K-WAIS(object assembly & digit symbol) and depression were assessed by questionnaire. Dynamic balance(DB) and leg strength(LS) were assessed by 244cm up & go and sit to stand respectively. The collected data analyzed by Wilcoxon singed rank test and Mann-Whitney U test. The exercise group significantly improved cognition(object assembly) and DB, but control group significantly reduced DB. DB in exercise group were significantly greater than in control group after eight-week. The program was effective on cognition and dynamic balance in elderly women.

Initial research for the Serious exercise scenarios designed for the elderly (노약자용 기능성 운동 시나리오 설계를 위한 기초조사)

  • Hong, jung youn;Yoon, yong jin
    • Proceedings of the Korea Contents Association Conference
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    • 2015.05a
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    • pp.339-340
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    • 2015
  • 본 연구는 노약자용 기능성 운동 시나리오 설계에 앞서 특정 대상인 노약자들을 다양한 측면에서 이해하고자 수행하였다. 따라서, 노약자에게 적합한 운동 환경 및 게임 환경에서 고려해야 하는 사항들을 신체적 특성, 심리적, 인지적 특성 및 사회적, 물리적 특성 그리고 적합한 게임 환경 등에 대하여 체계적 문헌연구(systematic review)를 통하여 조사하고 범주화 한 후 전문가들의 검증을 거쳐 목록화하였다.

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후두전적출술후 식도기능의 변화

  • 김세헌;홍원표;김충배;이원상;김광문
    • Proceedings of the KOR-BRONCHOESO Conference
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    • 1996.04a
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    • pp.82-82
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    • 1996
  • 후두전적출술은 상부 소화관의 연속성을 변형시킴으로써, 식도운동의 장애를 가져올 수 있으며, 술 후에 연하곤란을 호소하는 경우는 10% 가량 된다. 본 연구의 목적은 식도내압검사를 통하여, 후두전적출술이 상부식도괄약근의 휴지기와 최대 압력에 어떠한 변화를 주는가 및 술 후 인두와 상부식도괄약근의 조화성 여부와, 만일 상부식도괄약근의 기능에 변화가 생긴다면, 그 영향이 식도체부 및 하부식도괄약근의 운동성에 어떠한 영향을 주는지를 알아보기 위함이다. 식도내압검사는 8개의 내관을 가진 폴리에틸렌 도관으로, 후두전적출술을 받은 환자군 14명과 정상인 12명을 대상으로, stational pull-through 방법으로 시행하였다. 환자군에서 상부 식도괄약근은, 휴지기 압력, 최대 수축압력, 이완정도, 괄략운동의 조화성 및 괄약근의 길이 등이, 정상 대조군 보다 의미있게 감소되었다. 환자군에 있어서 식도체부의 운동성은 주로 근위부 식도체부에서, 수축력, 수축기간 및 연동파의 전파시간이 대조군에 비하여 의미있게 감소되었고, 연동운동시 동시 수축도 3례에서 관찰되었다. 하부 식도괄약근의 기능은 환자군과 대조군이 의미있는 차이를 보이지 않았다.

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