• Title/Summary/Keyword: 지각운동능력

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A Method of Functional Game Design for the Silver Generation (실버세대를 위한 기능성 게임 디자인 방법)

  • Kim, Eun-Seok;Lee, Hyun-Cheol;Kim, Beom-Seok;Hur, Gi-Taek
    • Journal of Korea Multimedia Society
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    • v.13 no.1
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    • pp.143-152
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    • 2010
  • Because of a rising in the standard of living and the development of medical technology, Korea is expected to become an aging society more than 14% elderly population and the silver generation will be responsible for the large portion of economic activities. The silver generation has relatively diminished in perception, learning, and exercise due to the physical aging. Therefore, it is important the development of game contents which can constantly provide the maintenance function of physical and mental health and the functional exercise with spending the leisure time. In this paper, we suggest a design method for developing the game contents which are able to help the silver generation to strengthen their lower extremities and to enjoy their leisure time. The proposed method will enable to lead the silver generation to carry on the physical activities with the amusement of playing a game through the functional design concepts appropriate for the ability of the silver generation's perception and physical activities, an adaptive game process customized by the individual capability and a user-friendly sensory interface.

Developing Functional Game Contents for the Silver Generation (실버세대를 위한 기능성 게임 콘텐츠 개발)

  • Kim, Eun-Seok;Lee, Hyun-Cheol;Joo, Jea-Hong;Hur, Gi-Taek
    • The Journal of the Korea Contents Association
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    • v.9 no.9
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    • pp.151-162
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    • 2009
  • As the aging population has increased, the silver generation is getting to account for the considerable percent of economic activities and becomes the main body of production and consumption. Although the economic activity of silver generation is increased, the development of silver contents for the leisure activities is still not revitalized. The serious silver contents and the easy-to-use interface are very important because the silver generation is relatively weaker than young people in perception, studying, and exercise, and is fragile in mobility and vitality. This paper suggests methods to develop sensory bicycle, gate ball, and mole game contents haying lower body exercise effects for the silver generation to utilize leisure and maintain health. Along with fun as games, functional design factors suitable to the cognitive ability and bodily activity ability of the silver generation were considered and through sensory intefaces that are easy for the silver generation to use and customized progressing methods complying with individual characteristics, it was attempted to induce continued interests and lower body exercise effects.

An Analysis of 10th Grade Students' Understanding of Concepts about the Plates' Motions according to the Level of Spatial Ability (공간능력의 차이에 따른 10학년 학생들의 판 운동 관련 개념에 대한 이해 분석)

  • Lee, Hyo-Nyong;Cho, Hyun-Jun;Park, Mi-Ran
    • Journal of the Korean earth science society
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    • v.33 no.4
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    • pp.360-375
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    • 2012
  • The purpose of this study was to compare 10th grade students' understanding of concepts about the plates' motions depending on the different spatial ability. Based on previous studies and literature reviews, two instruments were selected and used in this study. The Spatial Perception Test developed in Korean Testing Center was applied to measure students' spatial ability. Another instrument for testing students' understandings of plates' motions consists of a total of 10 items. The instruments were distributed to 118 students who were 10th graders in metropolitan city. The results are as follows: First, a correlation coefficient between conceptual understanding of plates' motions and spatial ability was r=0.439 (p<.01). It indicates that conceptual plates' motions and spatial ability have a moderate relationship. The students were divided into two groups (high and low) by spatial ability. The independent t-test was performed and reveals that the statistically significant difference between high and low groups. On the other hand, the 6 students (3 higher spatial ability students and 3 lowers) were selected and interviewed individually to find the differences in their understanding of the concept of plates' motions. The findings from interviews indicate that most students recognized about concepts of trench and ocean ridge, a rise and drop of the mantle, and divergent and convergent boundaries. However, students had misconceptions about section of trench and ocean ridge. In addition, the students who had higher spatial ability knew the more proper concepts about the creation and extinction of plate, crustal movements, and bottom of the ocean extension, whereas the students who had the lower spatial ability had misconceptions.

NEUROPSYCHOLOGY IN NEURODEVELOPMENT (발달 신경심리학)

  • Shin Min-Sup;Kim Hyun-Mi
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
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    • v.16 no.1
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    • pp.33-46
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    • 2005
  • First, the author reviewed the relationship between human brain development and cognitive functions such as attention, perception, memory, and language. And then Luria's neurodevelopmental theory and its application on the Neuropsychological test battery for children were reviewed. Finally, various assessment tools to evaluate attention, intellectual function, visual-perception, visual-motor coordination, and executive function were examined.

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The Effects of Upper Limb Coordinated Movement Based Task Oriented Approach on Improving Handwriting Performance in Children With Developmental Coordination Disorder (상지 협응 움직임을 기반으로 한 과제중심적 접근 훈련이 발달성 협응 장애아동의 글씨쓰기 능력에 미치는 효과)

  • Kim, Miji
    • Therapeutic Science for Rehabilitation
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    • v.5 no.1
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    • pp.77-87
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    • 2016
  • Objective : The purpose of this study is to investigate the impact of task-oriented approach based on upper limb coordinated movement on the ability of the Korean handwriting in children with developmental coordination disorder(DCD). Methods/Design : This randomized controlled trial designed as a pre-/post- test will compare the effectiveness of task-oriented approach and process-oriented approach on handwriting performance for children with DCD aged 5 to 10. These interventions consist of 10 training sessions and 4 assessment sessions over 7weeks. Children will be measured regard to handwriting legibility, speed and pre-handwriting skills including upper limb movement skills, visual perception and visual motor coordination. Conclusion : This is the first attempt to investigate effects of a task-oriented approach in children with DCD. The significance of this study is to provide the clinical evidences to apply the task-oriented approach improves the children's handwriting performance. Furthermore it will also present a more effective intervention for handwriting by figuring out each approach's impact on the improvement of pre-handwriting skills.

The Effect of Computer-Based Cognitive Rehabilitation Program on Visual Perception and ADL in Children with Intellectual Disaility (전산화 인지프로그램(코트라스)이 지적장애 아동의 시지각과 일상생활에 미치는 효과)

  • Kim, S.Y.;Rhee, K.M.
    • Journal of rehabilitation welfare engineering & assistive technology
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    • v.9 no.2
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    • pp.105-113
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    • 2015
  • The purpose of the study was to verify the clinical effect of Computer-based cognitive rehabilitation program for Children for recovering the visual perception and ADL ability in intellectual disability. For this purpose, 3 intellectual disabilities with visual perception and ADL disorders participated in a clinical experiment to verify the effect of Computer-based cognitive rehabilitation program. They all have 5 common conditions in intellectual disability for objective experimental result. All participant were evaluated with Korean-Development Test of Visual Perception-2(K-DTVP-2), Wee Functional Independence Measure(Wee-FIM) before and after the planned intervention sessions. All intervensions were intensively carried out for 20weeks, 1 time a week. The result were as follows. K-DTVP and Wee-FIM scores were improved significantly compared to pre-intervention. Further studies are needed to verify the effect on various group and lots of participants.

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COMPARISON OF K-WISC PROFILE FOR PDD AND ADHD CHILDREN WITH NORMAL INTELLIGENCE (K-WISC Profile에 나타난 자폐아동과 주의력결핍장애 아동의 인지 특성비교)

  • Chung, Hyun-Hee;Hong, Kang-E
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
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    • v.2 no.1
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    • pp.97-101
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    • 1991
  • K-WISC Profiles of 15 PDD and 19 ADHD children were compared. Children with PDD showed more uneven scores among subtests, particularly lower scores in verbal comprehension, similarity and block design than ADHD children. It is suggested that two groups can be discrminated by the WISC profile.

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An Analysis on the Effects of Mathematics Learning through Tessellation Activities on Spatial Sense (테셀레이션(Tessellation)을 활용한 수학학습이 공간감각능력에 미치는 효과 분석)

  • Park, Hyun-Mee;Kang, Shin-Po;Kim, Sung-Joon
    • Journal of Elementary Mathematics Education in Korea
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    • v.11 no.2
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    • pp.117-136
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    • 2007
  • The purpose of this study was to analyze the effects of mathematics learning through tessellation activities on the improvement of spatial sense and to find out a better mathematics teaching method that could further develop spatial sense. For this purpose, the following questions were attempted; Can mathematics learning using tessellation activities develop spatial sense? In odor to test this hypothesis, twenty-four fifth graders of a class were selected at random. And the experimental group was divided into four groups according to gender and academic performance. The groups were protested and post-tested to determine results based on the quasi-experimental design(i.e. one-group pretest-post test design). The process of this study was checking spatial sense for a common evaluation of experimental group. In this study, tangram, pattern block, and GSP was used for mathematics learning through tessellation activities during each independent-study, discretion-activity, and math class. The instrument used in this study was a spatial sense test and pretest and post-test were implemented with the same instrument(i.e. K-WISC-III Activity Test). In conclusion, mathematics learning through tessellation activities with tangram, pattern block, and GSP is an effective teaching and learning method for the improvement of the spatial sense.

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The Influence of Sensory and Upper limb function on Activities of Daily Living of Patients with Chronic Cerebrovascular Accident (만성 뇌졸중 환자의 감각기능과 상지기능에 따른 일상생활활동 수행능력)

  • Song, Won-Il;Cha, Tae-Hyun;Woo, Hee-Soon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.12 no.12
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    • pp.5731-5740
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    • 2011
  • The aim of this study is to evaluate the relationship between sensory function and performances in the activities of daily living in chronic CVA patients. One-hundred and thirty-eight CVA patients, who experienced their CVA more than 6 months ago, were recruited. Their sensory, motor and cognitive functions, as well as performances in activities of daily living were assessed and analysed. The results indicated that Graphesthesia and proprioception of the affected hand of patients with right hemiplegia showed statistically significant correlation with personal hygiene. The motor functions of the unaffected side in patients with left hemiplegia showed statistically meaningful correlation with ADL performances. The correlation between the motor function of upper limb of the unaffected side and the activities of daily living showed statistical significance in both right and left hemiplegia.

Study on Influence of VR Visual Cognitive Factors on VR Contents cognition and Presence (VR콘텐츠의 인지에 미치는 시지각 요인이 실재감에 미치는 영향에 관한 연구)

  • Park, Jung-ho;Choi, Eun-young
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.22 no.7
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    • pp.985-992
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    • 2018
  • As a result of the recent development and dissemination of HMD equipment, there has been an increase in the development of virtual reality contents. However most of these developments do not take differences of users' cognitive abilities and users' ability to immerse in and connect to these contents into consideration. In this study, we investigated the effects of visual factors of contents by conducting literature reviews, and conducted research on the correlation between visual factors and Virtual reality presence. While color and spatial factors had significant positive effects on content recognition and sense of reality, motion perception factors caused cognitive dissonance, which negatively effects the accurate recognition of contents. We were able to find that accurate recognition of virtual reality contents have a great impact on users' sense of reality.