• Title/Summary/Keyword: Interactive Physical Education

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Effects of a Sea Breeze Walking Program on Respiratory Health in Patients with Metabolic Diseases (대사질환자의 해풍 걷기 프로그램이 호흡건강에 미치는 영향)

  • Jae-Suk Shin;Choong-Gon Kim;Sung-Mi Kang;Hyun-Jun Kim
    • Journal of The Korean Society of Integrative Medicine
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    • v.11 no.4
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    • pp.247-258
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    • 2023
  • Purpose : This study aims to evaluate the effectiveness of a sea breeze walking program by analyzing the metabolic disease-related, immune-inflammation-related, and respiratory health-related variables of the test subjects associated with improved respiratory health. Methods : In the experiment, 30 patients with metabolic diseases were divided into an experimental group (n=15) and a control group (n=15). The experimental group walked on the Namparang-gil, Geoje trail, while the control group walked on the Hoeya-cheon, Yangsan trail. Both groups participated in the same walking program for two hours, twice a week for four weeks. Thereafter, the metabolic disease-related, immune inflammation-related, and respiratory health-related variables were measured and compared between the two groups. Results : After the four-week sea breeze walking program, in terms of changes in the metabolic disease-related variable, a statistically significant interactive effect was found in waist circumference (p<.001). The experimental group showed a significant decrease in waist circumference after the program. After the four-week sea breeze walking program, the control group showed a statistically higher increase in lactic acid (p.<05), whereas the experimental group exhibited a decrease in lactic acid. For the respiratory health-related variables, no statistically significant differences were found after the sea breeze walking program. However, the experimental group showed an increase in FEV1,while the control group showed a decrease in FEV1. For the maximum oxygen intake, no statistically significant interactive differences were found but there was a statistically significant effect in time (p<.05). The two groups exhibited an increase in maximum oxygen intake. Conclusion : After the sea breeze walking program, positive physical changes were observed in the metabolic disease-related and immune inflammation-related variables.

Research on toy design based on children's education and experience (교육 및 체험 기반으로 한 어린이 장난감 디자인에 관한 연구)

  • Wang, Zheng;Hong, Dongsik
    • Journal of the Korea Convergence Society
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    • v.13 no.5
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    • pp.119-127
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    • 2022
  • Based on the theory of interactive experience in children's toy design, this paper analyzes and explores the interactive experience of education children's toys. Based on the basic elements of product design, a case study of the popular children's educational toys in the Korean sales rankings was carried out. In addition, according to the user experience model, a questionnaire survey was conducted on the popular children's educational toys sold in Korea. The results show that the top three children's educational toys by sales are smart toys. Satisfaction is highest for feeling, feeling, thinking, acting, and related experiences. It provides a theoretical basis for the interactive experience design of children's smart toys. Design experiential toys that are more suitable for children's physical and mental health and more suitable for children's psychological development.

Analysis of Intermediary Roles and Technical Components for Smartglass-Assisted Interactive Remote Collaboration

  • Yoon, Hyoseok;Kim, Siyeon;Oh, Haneol;Lim, Hong Ji
    • Journal of Multimedia Information System
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    • v.8 no.4
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    • pp.295-300
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    • 2021
  • Recent advances in Internet-of-Things and wearable computing have established computationally sufficient infrastructure to remove the barriers of physical locations. The recent COVID-19 pandemic has accelerated the use of remote collaboration, work-from-home, teleconferencing, online education, digital twin, and metaverse enriched with various configurations of augmented reality, virtual reality, mixed reality, and extended reality. Beyond specialized niche wearable applications in the medical and entertainment domains, we aim to identify the underlying characteristics of smartglass-enabled killer applications for everyday use. In this paper, we analyze intermediary roles in remote collaboration consisting of authoritative supervisors, synergetic collaborators, and speculative explorers. We also propose technical components for smartglass-assisted interactive remote collaboration composed of personal tracking, teleconference, and interaction components. More specifically, the application tasks of each intermediary role and objectives of three functional components are defined and elaborated.

Interactive Music Performance Content for Infants' emotional regulation Improvement (유아의 정서조절능력 향상을 위한 인터랙티브 음악연주 콘텐츠 제안)

  • Park, Min-kyung;Choi, Ye-ji;Park, Yeong-mi;Jang, Se-jin;Park, Sui
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.10a
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    • pp.141-144
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    • 2018
  • During human development, rapid emotional growth develops in infancy, and emotional regulation affects positive emotional development. Therefore, it is important for infants to learn how to control their emotions in infancy. In this study, we propose music-based media content that can improve the emotional regulation ability of infants. In other words, this study suggests a projector-based interactive content that plays various musical instruments through movement of the body following the music on the basis of the Eurhythmics education. Children were asked to perform five instruments: bass, drums, tambourines, castanets, and maracas in their physical movements using their hands, arms, and legs, so that physical activity had a positive impact on the child's emotional regulation. This music - based interactive content is expected to provide an environment that can help improve the emotional regulation by concentrating the attention of children.

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Investigation into a Prototyping Tool for Interactive Product Design: Development, Application and Feasibility Study of MIDAS (Media Interaction Design Authoring System) (인터랙티브 제품 디자인을 위한 프로토타이핑 도구: MIDAS의 활용 사례 및 유용성 연구)

  • Yim, Ji-Dong;Nam, Tek-Jin
    • Archives of design research
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    • v.19 no.5 s.67
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    • pp.213-222
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    • 2006
  • This paper presents MIDAS (Media Interaction Design Authoring System), an authoring toolkit for designers and artists to develop working prototypes in new interaction design projects. Field research were conducted to identify the requirements and a case study of designing new interactive products was carried out to examine the feasibility of the new tool. MIDAS provides easier ways of integrating hardware and software, to manage a wide range of electric input and output elements and to employ 3D Augmented Reality technology within conventional multimedia authoring tools, such as Director and Flash, which are popularly used by designers. MIDAS was used in case study projects of design education as well as by voluntary designers for evaluation. From the result of case studies, it was found that many design projects were successfully accomplished using MIDAS. Designers who participated in the projects reported that MIDAS not only helped them to concentrate more on ideation but also was very easy to use as they implemented the physical interface concepts without advanced engineering skills. It is expected that MIDAS can also support prototyping in interactive media an, tangible user interface development and related human computer interaction fields.

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Kinematic Comparisons of the Tsukahara Vault between a Top-level Athlete and Sublevel Collegiate Athletes

  • Park, Cheol-Hee;Kim, Young-Kwan;Back, Chang-Yei
    • Korean Journal of Applied Biomechanics
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    • v.26 no.1
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    • pp.71-82
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    • 2016
  • Objective: The purpose of this study was to investigate kinematic comparisons of Tsukahara vault in gymnastics between a top-level athlete and sublevel collegiate athletes in order to obtain information on key biomechanical points for successful Tsukahara vaults. Methods: An Olympic gold medalist (height, 160 cm; weight, 52 kg; age, 25 years) and five sublevel collegiate gymnasts (height, $168.2{\pm}3.4cm$; weight, $59.6{\pm}3.1kg$; age, $23.2{\pm}1.6years$) participated in this study. They repeatedly performed Tsukahara vaults including one somersault. Fourteen motion-capturing cameras were used to collect the trajectories of 26 body markers during Tsukahara vaults. Event time, displacement and velocity of the center of mass, joint angles, the distance between the two hands on the horse, and averaged horizontal and vertical impact forces were calculated and compared. Results: The top-level athlete showed a larger range of motion (ROM) of the hip and knee joints compared to sublevel collegiate athletes during board contact. During horse contact, the top-level athlete had a narrow distance between the two hands with extended elbows and shoulders in order to produce a strong blocking force from the horse with a shorter contact time. At the moment of horse take-off, reactive hip extension of the top-level athlete enhanced propulsive take-off velocity and hip posture during post-flight phase. Conclusion: Even though a high velocity of the center of mass is important, the posture and interactive action during horse contact is crucial to post-flight performance and the advanced performance of Tsukahara vaults.

Research and development of haptic simulator for Dental education using Virtual reality and User motion

  • Lee, Sang-Hyun
    • International journal of advanced smart convergence
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    • v.7 no.4
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    • pp.114-120
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    • 2018
  • The purpose of this paper is to develop simulations that can be used for virtual education in dentistry. This development goal is to allow dental students to learn the necessary surgical techniques at the point of their choice, not going into the operating room, away from time, space, and physical limits. In this paper configuration, the optimization method is applied convergent, and when the operation of the VR contents is performed, the content data is extracted from the interaction analysis formed in the VR engine, and the data is processed by the content algorithm. It also computes events and dental operations generated within the 3D engine programming and generates corresponding events through data processing according to the input signal. The visualization information is output to the HMD using the rendering information. In addition, the operating room environment was constructed by studying lighting and material for actual operating room environment. We applied the ratio of actual space to virtual space and the ratio between character and actual person to create a spatial composition at a similar rate to actual space.

A Study on the Educational Use of Tiny PC in an Elementary School (초소형 PC의 교육적 활용에 관한 연구)

  • Kim, Chul
    • Journal of The Korean Association of Information Education
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    • v.18 no.1
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    • pp.101-110
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    • 2014
  • The upcoming 'creativity society' beyond the knowledge information era requires 'knowledge producers' being capable of expressing their own ideas creatively, rather than 'knowledge consumers'. These days, in the computing environment, physical computing tools which support learners' productive activities beyond their simple function of operating computers are emerging. Among them, Raspberry Pi is exemplary. The computing PC worthy $35 is economic and supports implementation of interactive physical system through the H/W and programming control to detect and respond to the analog world. As a fundamental study of educational application of Raspberry Pi at elementary school and Raspberry Pi, this work was to look into characteristics, advantages and disadvantages, and application examples of the computing tool. Also this researcher conducted a survey with teachers in field to investigate the suitability of Raspberry Pi as a tool in the category of 'understanding of information devices and to explore their awareness of Raspberry Pi. As a result, it was analyzed that Raspberry Pi was a learning tool to support about 74% of educational contents and that teachers showed positive replies in all categories of the survey of their awareness.

Effect of Oyster Shell Thermal Therapy on Metabolic Disease Risk Factors, Respiratory Health and Immune-Related Variables in Patients with Metabolic Diseases (대사질환자의 모려 온열요법이 대사질환 관련 변인과 면역 및 호흡건강 관련 변인에 미치는 영향)

  • Shin, Jae-Suk;Kim, Choong-Gon;Park, Jang-Jun;Bae, Won-Sik;Choi, Hee-Jung;Kim, Won-Gyeong;Son, Won-Jun;Kim, Jun-Hyeok;Lee, Hwa-Gyeong;Kim, Hyun-Jun
    • Journal of The Korean Society of Integrative Medicine
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    • v.10 no.4
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    • pp.229-240
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    • 2022
  • Purpose : In this study, using Oyster Shell Thermal Therapy for metabolic diseases, we analyzed the effect of immune and inflammation-related variables and respiratory health-related variables of test subjects to verify the effect of improving respiratory health. Methods : In this study, 26 patients with metabolic diseases were divided into an experimental group (N=13) and a control group (N=13). After Oyster Shell Thermal Therapy (four weeks/three times a week/1 hour per time), metabolic disease-related variables and immune and respiratory health-related variables were measured and compared between the two groups. The conclusion of this study is as follows: Results : After the four-week Oyster Shell Thermal Therapy, in terms of changes in the metabolic disease-related variables, the control group exhibited a higher increase in TC and LDL-C levels than the experimental group. In the case of glucose, the experimental group showed a decrease after the experiment (p<.05). After the four-week thermotherapy, a statistically significant interactive effect occurred in natural killer (NK) cells among the immune-related variables. According to the results of a post-experimental analysis, the control group showed a higher decrease in NK cells than the experimental group (p<.05). After the 4-weeks thermotherapy, the experimental group showed a greater increase in maximum oxygen intake of the respiratory health-related variables than the control group. Conclusion : Based on a comprehensive review of the study results, the subjects who underwent the four-week Oyster Shell Thermal Therapy exhibited positive physical changes in metabolic disease-related variables as well as immune and respiratory health-related variables, which demonstrates the effectiveness of Oyster Shell Thermal Therapy on immune and respiratory health. Accordingly, it is recommended to conduct long-term Oyster Shell Thermal Therapy with various models in terms of the size and shape.

Research and development of haptic simulator for Dental education using Virtual reality and User motion

  • Lee, Sang-Hyun
    • International Journal of Advanced Culture Technology
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    • v.6 no.4
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    • pp.52-57
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    • 2018
  • The purpose of this paper is to develop simulations that can be used for virtual education in dentistry. The virtual education to be developed will be developed with clinical training and actual case data of tooth extraction. This development goal is to allow dental students to learn the necessary surgical techniques at the point of their choice, not going into the operating room, away from time, space, and physical limits. I want to develop content using VR. Oculus Rift HMD, Optical Based Outside-in Tracking System, Oculus Touch Motion Controller, and Headset as Input / Output Device. In this configuration, the optimization method is applied convergent, and when the operation of the VR contents is performed, the content data is extracted from the interaction analysis formed in the VR engine, and the data is processed by the content algorithm. It also computes events and dental operations generated within the 3D engine programming and generates corresponding events through data processing according to the input signal. The visualization information is output to the HMD using the rendering information. In addition, the operating room environment was constructed by studying lighting and material for actual operating room environment. We applied the ratio of actual space to virtual space and the ratio between character and actual person to create a spatial composition at a similar rate to actual space.