• Title/Summary/Keyword: Game score

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Study on the Correlation Between the Imbalance of Muscle Strength and the Score of EMG-Biofeedback Game at Ankle Joint in Healthy Adults

  • Ko, Yu-Min;Park, Seol;Lim, Chang-Hun;Lee, Woo-Jin;Park, Ji-Won
    • The Journal of Korean Physical Therapy
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    • v.27 no.6
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    • pp.386-391
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    • 2015
  • Purpose: This study investigated whether the strength imbalance between two muscles can affect the score of EMG based biofeedback game, and whether the EMG based biofeedback game score can be used as predictable indicator of the degree of muscle balance alternating the conventional strength measuring equipment. Methods: 40 participated in this study. Biodex was used to measure the peak torque/weight in order to calculate the muscle strength balance index between plantar flexor and dorsiflexor of ankle joint. And muscle balance index (MBI) was calculated. The EMG biofeedback game scores of dorsiflexor and plantar flexor were acquired, so that the EMG electrodes were attached at tibialis anterior and gastrocnemius. The relationship between the game score and the muscle balance index were analyzed. Results: There was negative correlation between the muscle balance index between plantar flexor and dorsiflexor and the peak torque/weight of plantar flexor (r=-0.70). And there was negative correlation between the muscle balance index between plantar flexor and dorsiflexor and the game score of plantar flexor (r=-0.83). Conclusion: The EMG biofeedback game score had significant relationship with muscle imbalance at ankle joint, so it seems that the game score can be used for predicting the degree of muscle imbalance as a parameter.

Which Information is Commonly Used for Patients with Stroke at Rehabilitation Settings?

  • Lee, Haejung;Song, Jumin
    • The Journal of Korean Physical Therapy
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    • v.27 no.6
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    • pp.392-399
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    • 2015
  • Purpose: This study investigated whether the strength imbalance between two muscles can affect the score of EMG based biofeedback game, and whether the EMG based biofeedback game score can be used as predictable indicator of the degree of muscle balance alternating the conventional strength measuring equipment. Methods: 40 participated in this study. Biodex was used to measure the peak torque/weight in order to calculate the muscle strength balance index between plantar flexor and dorsiflexor of ankle joint. And muscle balance index (MBI) was calculated. The EMG biofeedback game scores of dorsiflexor and plantar flexor were acquired, so that the EMG electrodes were attached at tibialis anterior and gastrocnemius. The relationship between the game score and the muscle balance index were analyzed. Results: There was negative correlation between the muscle balance index between plantar flexor and dorsiflexor and the peak torque/weight of plantar flexor (r=-0.70). And there was negative correlation between the muscle balance index between plantar flexor and dorsiflexor and the game score of plantar flexor (r=-0.83). Conclusion: The EMG biofeedback game score had significant relationship with muscle imbalance at ankle joint, so it seems that the game score can be used for predicting the degree of muscle imbalance as a parameter.

The Relationship Between Ankle Muscles and An EMG-Based Physically Interactive Game

  • Ko, Yu-Min;Park, Seol;Lee, Ho-Cheol;Lim, Chang-Hun;Park, Ji-Won
    • The Journal of Korean Physical Therapy
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    • v.27 no.6
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    • pp.381-385
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    • 2015
  • Purpose: This study was to identify the relationship between the game score and muscle strength in order to elucidate whether the obtained score for the dorsiflexor and plantar flexor muscles in the ankle joint using an EMG-based interactive game system can reflect muscle strength as measured conventionally. Methods: Forty adults were enrolled in the present study. They had no congenital deformities, and no neurological or orthopedic disorders in the 6 months prior to the start of the study. The Biodex were used to measure the isokinetic concentric maximal strength of the plantar flexor and dorsiflexor muscles in the ankle joint. EMG electrodes were attached to the tibialis anterior and gastrocnemius. Results: (1) There was a positive relationship between the obtained game score by the plantar flexor (sPF) and muscle strength of the plantar flexor (tPF) and dorsiflexor (tDF). In addition, the tPF affected the sPF, but the tDF did not. Thus, the higher the tPF, the higher the sPF. (2) There was no relationship between the obtained game score of dorsiflexor (sDF) and tPF or tDF. In addition, neither the tDF or tPF affected the sDF. Conclusion: The game score had a relationship with muscle strength, which is related to ankle instability and re-impairment. Thus we suggest that this game system can be used to predict the degree of weakness of muscle strength.

A Design and Implementation of Tetris Came System according to Score Calculation Method per Level (단계별 점수산출방식에 따른 테트리스 게임 시스템 설계 및 구현)

  • Lim Jong-Hyuk;Jeong Hwa-Young
    • Journal of Internet Computing and Services
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    • v.6 no.2
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    • pp.85-97
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    • 2005
  • At th first time in 1985, Tetris appeared, it became game that are loved to many users until now. Existent Tetris employed way to give score according to number of that is destroyed whenever line are destroyed, and give advantage about serial attack and so on, But, these score calculation method gave so fixed and simple pattern. In this paper, We design and implement the new tetris game System by score calculation method per level that Is different with existent method. That Is, this method is to compare present and before with number of destroyed line and give advantage in basis score, Also, It is going to permit strategic utilization of still more developed tetris than existent tetris using score calculation method per level.

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The Analysis on Corporate Image of Korean Game Companies (게임사의 기업 이미지에 대한 분석적 고찰)

  • Wi, Jong Hyun
    • Journal of Korea Game Society
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    • v.16 no.5
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    • pp.89-98
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    • 2016
  • The purpose of this paper is to analyze corporate image of Korean game companies. The questionnaires such as corporate image, gaming playing period, dispute with parents included The lowest score was 2.75 on Han Game which is servicing web board games. Kakao which is a game platform got the highest score. Result through the tests showed that 5 companies were categorized into 3 groups, lower group(Han Game and NEXON), middle (NCSoft and Netmarble), higher (Kakao). Correlation with gender factor showed that only NEXON is significant. NEXON Score by female is higher than that of male. In addition, longer playing period on NEXON games has negative corporate image. Correlation between conflict with parents and negative corporate image of NEXON is also significant.

Computer-game Activities, Addiction and Aggression of Middle School Boys (남자청소년의 컴퓨터 게임이용과 게임 중독성 및 공격성)

  • Jung, Yu-Jung;Lee, Sook
    • Journal of the Korean Home Economics Association
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    • v.39 no.8
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    • pp.67-80
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    • 2001
  • The purpose of this research was to find the relationships between use of computer games, computer game addiction and middle school boy's aggression. The subjects were 511 boys of 2 middle schools in Kwang-ju, Korea. The method was self-reporting questionnaire. For data analysis, frequency distribution, percentage, Cronbach's u coefficient were estimated. ANOVA, Duncan test, Pearson's coefficient, and multiple regression analysis were used. The major findings of the research are as follows ; First, most boys(91.4%) play computer game more than once in a week. And have over 2 years computer game experience. Second, computer game addiction score and aggression score, in general, tend to be below the mean scores. Third, boys who play computer game activities of high frequency, start play computer game at earner age, spent playing longer times of computer game, and like more on-line game were addicted to the computer game more than who don't. And boys who spent playing long times on computer game were more aggressive than who don't. Fourth, the influencies of computer game activities variables on aggression were not found significantly. But the influencies of computer game addiction were found significantly.'Negative sentiment $.$ sociality' was the most influencial variable on aggression. The influncies of 'Distortion of the reality'and 'Lost of self-control' was followed.

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Pattern of Computer Game Play and Emotional and Behavioral Characteristics in Upper Grade Elementary School Children (초등학교 고학년 아동의 컴퓨터 게임 양상과 정서 및 행동 특성)

  • Lee, Ja-Yeong;Park, Tae-Won;Lee, Moon-Sook;Cho, Eun-Cheong;Chung, Young-Chul;Hwang, Ik-Keun;Yang, Jong-Chul;Chung, Sang-Keun;Jung, Ae-Ja;Eun, Hong-Bae
    • Anxiety and mood
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    • v.4 no.2
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    • pp.135-141
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    • 2008
  • Objective : The purpose of this study was to investigate the relationship between the pattern of computer game play and emotional and behavioral characteristics of 5th and 6th grade elementary school children in Jeonju city. Methods : Fifth and sixth graders from two elementary schools (N=413, M=214, F=199) were chosen to participate in this study. The participants completed self-report questionnaires designed by the authors, and were also evaluated based on a computer game addiction scale, state-trait anxiety inventory for children, children's depression inventory and Piers-Harris children's self-esteem scale. The parents of the participants determined the disruptive behavior rating scale of the participants. Results : Positive links were reported between the pattern of computer game play (years of computer game experience, average length of each computer game play session, average time spent on computer game play per day, and average frequency of computer game play per week) and scores of computer game addiction scale. In addition, significant correlation was found between the internalized problems of children (trait anxiety, state anxiety, depression, and self-esteem), and computer game addiction scale score, among both sexes (p<0.01). There were significant correlations between game addiction scale score and inattention (p<0.01) as well as total attention deficit hyperactivity disorder (ADHD) score (p<0.05) in girls. Conclusion : Our findings suggest that computer game addiction is related to symptoms of internalizing, particularly to the trait anxiety. Significant positive correlations between game addiction scale score and externalized behavioral problems were found only in girls.

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Contents Analysis of Vocabulary Learning Game Application on Smart-Phone and Tablet PC for Young Children's Language Learning (유아 언어학습용 단어게임 애플리케이션 분석)

  • Hyun, Eunja;Yeon, Hyemin;Jang, Juyeon;Lee, Eunyoung
    • The Journal of the Korea Contents Association
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    • v.13 no.11
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    • pp.551-561
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    • 2013
  • The purpose of this study was firstly, to evaluate the contents of vocabulary game applications for young children's language learning. and secondly, to examine whether there is any differences between Korean and English word games in terms of the evaluation score. For this purpose, the word game applications in smart phone and tablet PC were analyzed, which included 30 Korean word games and another 30 English ones. The criteria to evaluate the contents were developed based on Children's Software Evaluation Instrument developed by CTR, the multimedia evaluation standard by Hee Sook Park, Young Joo Lee, and mobile contents evaluation standard by Soo Ui Choi. As a result, the educational value got the highest score whereas the design characteristics area got the lowest score in the whole evaluation analysis. And English word game applications mostly got higher score than Korean versions. The result of this study would suggest the way to evaluate educational game applications in use and to contribute to developing educational game contents aimed at young children's language learning.

Differences in Empowerment and Internet Game Addiction among Korean University Students Focusing on Korean and Chinese Students (한국 대학생과 중국 유학생의 임파워먼트와 인터넷게임중독 차이)

  • Joo, Ae Ran;Kim, Mi Rang
    • Journal of Korean Academic Society of Home Health Care Nursing
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    • v.20 no.1
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    • pp.53-62
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    • 2013
  • Purpose: The purpose of this study was to investigate the empowerment and internet game addiction in Korean university students, focusing on Korean and Chinese students. Method: For this study, 366 students were selected from the J province by using convenience sampling. The data were collected from August 1 to October 10, 2012, and analyzed by using the SPSS/WIN 15.0. Result: Internet game addiction and general characteristics showed significant differences when classified according to nationality, gender, age, major leisure, perceived health status, and smoking status. The Korean students had a mean empowerment score of 98.4. The Chinese students had a mean internet game addiction score of 58.6. Nationality, gender, and empowerment were identified as the variables influencing internet game addiction. Conclusion: This study suggested that we should develop programs to increase empowerment, quit smoking, and decrease internet game addiction for Korean university students.

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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
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    • v.16 no.5
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    • pp.149-158
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    • 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.