• Title/Summary/Keyword: 훈련도구

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Preceding Research on Comparative Analysis of the Validity of Game based Cognitive Training Program for Children with Intellectual Disabilities (지적장애 아동을 위한 게임형 인지훈련 프로그램의 타당도 선행 연구 비교 분석)

  • Kim, Seon-Chil
    • Journal of the Korea Convergence Society
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    • v.12 no.11
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    • pp.161-168
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    • 2021
  • Recently, many cognitive training programs based on digital contents have been presented, but few digital contents have been produced for children with intellectual disabilities among children with developmental disabilities. Digital contents based training programs are needed to apply remotely untact training programs rather than face-to-face apprenticeship classes for improving the cognition of children with intellectual disabilities. This study was attempted to present the new cognitive training program by analyzing concurrent validity, which was analyzed by the correlation between items by comparing with subtests of K-WISC-IV and items of game based Neuro-World cognitive training program. It was found that there are some validity by analyzing correlation between the subtests of K-WISC-IV and the items of Neuro-World program, which means that it has concurrent validity of some items of Neuro-World program. In terms of reliability, the Cronbach alpha value was 0.794, indicating that game performance of children with intellectual disabilities and the degree of level increase in each game were somewhat reliable. This is considered to be a significant result in future studies for clinical trials of cognitive training tools.

Design and Implementation of Simulator for Link-16 Network Operational Performance Analysis (Link-16 네트워크 운용성능분석을 위한 시뮬레이터 설계 및 구현)

  • Lee, Sangtae;Wi, Sounghyouk;Kim, Youngseung;Lee, Jungsik;Jee, Seungbae;Lee, Seungchan
    • Journal of the Korea Society for Simulation
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    • v.28 no.4
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    • pp.33-43
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    • 2019
  • Link-16 is a data link that provides joint interoperability to the US Navy, Air Force and NATO. Currently, the military relies entirely on foreign SW and tools for test environment, tactical simulation training and interoperability verification test for Link-16 operation. Therefore, it is necessary to develop Link-16 based operation environment test tool. In this paper, Link-16 network operational performance analysis simulator was developed by analyzing the function of Link-16 foreign tools. It also implements the SIMPLE standard interface for interworking with foreign SW and tools. The functional model for Link-16 network operation performance analysis consists of pre-analysis, real-time operational analysis, and post-analysis functional model. Each functional model test was performed through SIMPLE interworking with foreign SW and tools. Link-16 network operation performance analysis If we replace foreign SW through simulator, we can perform tactical training, network design verification and operation (scenario) verification for our military.

Development and Practical Application of Relaxation Training Contents for Middle and High School Archery Players (중.고교 양궁선수용 이완훈련 콘텐츠 개발 및 현장 적용)

  • Hong, Kil-Dong
    • The Journal of the Korea Contents Association
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    • v.8 no.4
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    • pp.237-246
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    • 2008
  • The purpose of this study was to develop relaxation training contents for middle and high school archery players with considering the ecological validity of social, cultural, and sports environment in Korean but also examine the effect of developing relaxation training contents through case study approach and interviews. The relaxation training contents was based on previous researches about relaxation program. In addition, in order to develop the program 3 archery experts and 2 sport psychologists had meetings. The relaxation training contents categorized as orientation, breathing regulation, progressive relaxation training, cognitive restructuring, meditation, heart rate biofeedback training, autogenic training, behavior therapy, self regulation. The experimental group were 6 male Korean national archery substitute players, who were selected in 2007. The effects was examined on competitive state anxiety inventory-2, heart rates, archery score and interviews. As the result of applying the developed program of this study on the field, competitive state anxiety, somatic state anxiety and heart rate were decreased. In the interviews athletes told that they were relaxed psychologically and physically. This result demonstrated the relaxation training program were effective.

Design of Speech-Training System for Voice Disorders Using Visual Effect (발성장애아동을 위한 발성훈련시스템 설계)

  • 정은순;김봉완;이용주
    • Proceedings of the Korean Information Science Society Conference
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    • 2000.04b
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    • pp.696-698
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    • 2000
  • 본 연구는 발성장애아동을 대상으로 시각적 효과를 이용하여 발성치료 및 교육을 위한 도구 개발을 목적으로 한다. 따라서 특수아동의 발성장애에 대한 특성을 고려하여 그에 적합한 반복학습이 가능하도록 설계하였다. 또한 GUI와 게임적 요소를 가미하여 발성에 대한 아동의 흥미유발과 자발적 학습이 가능하도록 하였다.

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Virtual Home Training - Virtual Reality Small Scale Rehabilitation System (가상 홈 트레이닝 - 가상현실 기반 소근육 재활 시스템)

  • Yu, Gyeongho;Kim, Hae-Ji;Kim, Han-Seob;Lee, Jieun
    • Journal of the Korea Computer Graphics Society
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    • v.24 no.3
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    • pp.93-100
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    • 2018
  • This paper proposes a small-scale rehabilitation system that allows stroke patients to perform daily rehabilitation training in a virtual home. Stroke patients have limited activities of daily living due to paralysis, and there are many rehabilitation exercises for them to reproduce activities that take place in the house, such as turning lights on and off, door opening and closing, gas valve locking. In this paper, we have implemented a virtual home with the above mentioned daily rehabilitation training elements, by using virtual reality technology. We use Leap Motion, a hand motion recognition device, for rehabilitation of hands and fingers. It is expected that stroke patients can rehabilitate small muscles without having to visit the clinic with uncomfortable body, and will be able to get interesting rehabilitation training by avoiding monotony of existing rehabilitation tools.

Development of Stereo Sound Authoring Tool to Modify and Edit 2Channel Stereo Sound Source Using HRTF (HRTF를 이용한 2채널 스테레오 음원을 수정 및 편집 할 수 있는 입체음향 저작도구 개발)

  • Kim, Young-Sik;Kim, Yong-Il;Bae, Myeong-Soo;Jeon, Su-Min;Lee, Dae-Ho
    • Proceedings of the Korea Information Processing Society Conference
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    • 2017.11a
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    • pp.909-912
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    • 2017
  • In implementing a computerized virtual training system, the auditory element is responsible for the human cognitive ability following visual elements. Especially, the improvement of hearing ability is closely related to the performance of the training, and it contributes to improvement of the training effect. In this paper, we propose a sound system that is necessary for constructing such a virtual training system as a test system that can use a sound source using a head related transfer function (HRTF). Functional and auditory tests were performed to evaluate system performance.

Case Study of Auditory Training for the Acquired Hearing loss Adult with Cochlear Implant (후천성 인공와우 이식 성인의 청능훈련 사례 연구)

  • Hong, Ha Na
    • 재활복지
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    • v.17 no.4
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    • pp.371-382
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    • 2013
  • Recently, the number of those who were transplanted cochlear implants increased as health insurance increases has expanded. Last six years between 2005 to 2009, patients who received a cochlear implant surgery were about 3,300 and number of cochlear implants in adults of them have shown growing aspects. In the case of young children, they actively participated auditory training program after cochlear implant surgery and the studies related to auditory training in child are many, but the studies related to auditory training in adults is insufficient. In this study, we perform the auditory training for the female adult (age 54) received cochlear implant after language acquisition used Ling 6 sounds test, standardized consonants, vowels and sentences listening test and word recognition and confirmation test. As a result after auditory training for 10 weeks, she identified all phonemes in Ling 6 sound test and performed close to 100% in standardized consonants, vowels and sentences listening tests. Also, she improved the ability of real-world environmental sound and real-world words identifications by 57-95%. The results of this study showed the need of auditory training program with systematic and effective planning and considering the characteristics of the individual for adults.

Effects of Audiovisual Biofeedback(RAPAEL Smart Pegboard) on Cognitive Function of Stroke Patients (시청각 바이오피드백 훈련(RAPAEL Smart Pegboard)이 뇌졸중 환자의 인지기능에 미치는 영향)

  • Kim, Min-Ho;Park, Kyu-Yong;Lee, Na-Jung
    • Therapeutic Science for Rehabilitation
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    • v.9 no.3
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    • pp.77-89
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    • 2020
  • Objective : The purpose of this study is to investigate the effects of audiovisual biofeedback training using RAPAEL Smart Pegboard on the cognitive function of stroke patients. Methods : A total of 20 participants were divided into an intervention group and a control group, with 10 patients per group K-MoCA and NCSE were used for pre and post intervention evaluation. The intervention method of the intervention group provided traditional occupational therapy and audiovisual biofeedback training, and the control group provided traditional occupational therapy and participated in self-activity programs. Results : K-MoCA revealed a significant difference in visuo-spatial and executive functions, attention, memory, and overall score in the internvention group compared to the control group (p<.05). In addition, the results of NCSE showed that there was a significant difference in attention, memory, and overall score in the intervention group compared to the control group (p<.05). Conclusion : We confirmed that the audiovisual biofeedback training had a positive effect on the cognitive function of stroke patients. Therefore, it could be useful tool for the rehabilitation of stroke patients in future occupational therapy clinical environments.

Development of cardiopulmonary resuscitation training program for firefighters (화재진압대원을 위한 심폐소생술 훈련프로그램 개발)

  • Jeong-Won, Son
    • The Korean Journal of Emergency Medical Services
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    • v.26 no.3
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    • pp.161-184
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    • 2022
  • Purpose: This study aimed to develop a cardiopulmonary resuscitation training program for firefighters (FD-CPR) to help improve the survival rate after cardiac arrest on the fireground. Methods: The FD-CPR was developed following 3 steps of the FD-CPR instructional design based on the behaviorism theory. The content of the program was validated by a group of 7 experts using the contents validity index (CVI) and through a pilot-test. Results: A scenario consisting of 7 procedures, and a skill performance evaluation tool consisting of 16 questions were developed. The evaluation tool average score for the difficulty test was 41.16% (even) and that for the discrimination test was 0.32 (high). Subsequently, an 80 min training program was developed. As verified by the 7 experts through the CVI, it was as high as 1.0. Conclusion: The FD-CPR developed domestically for the first time in this study was effective in enhancing the CPR performance skills of the firefighters. If FD-CPR is added to the curriculum at the Fire Service Academy educational course for the new firefighters, the CPR performance skills could be maintained. Furthermore, the program can facilitate a better survival rate for colleagues having cardiac arrest on the field.

Development of real time virtual reality simulating a flying ball using binocular disparity (양안시차를 이용한 외야수 뜬 공 잡기 가상 현실 실시간 시뮬레이터 개발)

  • Son, Hae-Rim;Li, Hyung-Chul O.
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.810-814
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    • 2006
  • 그 동안 개발된 시뮬레이터들은 주로 단안 정보에 기초한 것들이 대부분이었고, 양안 정보를 제공하더라도 사용자의 움직임을 반영하지 못하였다. 양안정보를 제공하지 못하는 시뮬레이터는 게임으로써는 재미에 한계가 있고, 훈련 도구로써 실제 수행에 도움을 주기 어렵다. 본 연구는 사용자의 움직임을 고려한 양안 정보를 제공하는 외야수 뜬 공 잡기 가상 현실 시뮬레이터를 개발하여 이러한 문제점들을 해결할 수 있는 토대를 마련하였다. 그리고 양안 정보 제공의 중요성과 개발된 시뮬레이터의 타당성 및 유용성을 검증하기 위해 본 시뮬레이터를 이용하여 공의 위치 판단 과제를 실시하였다. 양안 시차가 주어진 조건과 주어지지 않은 조건 각각에 두 집단 구성원들을 무선적으로 배치하여 정답률과 반응 시간을 측정하였다. 숙련자들은 양안시차가 주어진 조건에서 더 좋은 수행을 보인 반면, 일반인들은 양안시차가 주어지지 않은 조건에서 더 좋은 수행을 보였다. 이는 뜬 공 잡기 상황에서 양안정보가 숙련자들에게는 유용하지만 비숙련자들에게는 그렇지 않았음을 보여준다. 또한 숙련자들이 정답률과 반응 시간 모두에서 일반인들보다 더 좋은 수행을 보였고 이는 통계적으로 유의미하였다. 이와 같은 가상 현실 시뮬레이터는 양안 정보를 제공함으로써 이전의 시뮬레이터들보다 게임이나 훈련 도구로 사용함에 있어 더 효과적이다. 또한 인간의 운동 수행에 관련된 연구를 하는데 유용하게 사용될 수 있다.

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