• 제목/요약/키워드: Medical games

검색결과 85건 처리시간 0.023초

Evaluation of Flow Experience by using Psychophysiological Visual Feedbacks

  • Kim, Jung Yong;Min, Seung Nam;Park, Yong Duck
    • 대한인간공학회지
    • /
    • 제32권6호
    • /
    • pp.481-487
    • /
    • 2013
  • Objective: The present study aims to evaluate the visual reactions of users when they are playing games of different flow levels, and to explore the visual variables that can sensitively reflect the different flow levels. Background: The flow is defined as a psychological state where interface users feel their actions in a virtual setting identical to those in real environment. To measure the flow states of users, the questionnaire-based FSS(Flow State Scale) has mostly been used. However, this method is a qualitative test that has limits in terms of the accuracy of users' flow experiences. Therefore, more accurate methods to measure users' flow experiences are required. Method: Ten subjects participated in the experiment, where the independent variables were three games with different flow levels(puzzle games, dot drawing and coloring) and the time frame(the first and last 10 seconds in game playing), whereas the dependent variables included the pupil size and the frequency and duration of eye blinking. This study was a within-subject design. Each participant performed three types of games with different flow levels 3 times for each for 10 minutes, and their visual reactions to each game were measured. Results: The higher the flow cause the bigger pupil size(p<0.01) and the lower eye blinking frequency(p<0.1), indicating that different types of games lead to different flow levels. The pupil size during the last 10 seconds when the flow level was higher was bigger by 2.1% compared with that during the first 10 seconds in game playing(p<0.1), and the eye blinking frequency decreased by 12%(p<0.01). Conclusion: It was found out that the pupil size and the frequency and duration of eye blinking were psychophysiological indices for evaluating users' flow experiences, which could quantify the flow states users go through. The psychophysiological variables capable of measuring diverse aspects of the flow need diversifying to be applicable to precise measurement of the flow. Application: These studies are warranted for both quantitative analysis of flow levels and qualitative improvement of cyber leisure in line with development of healthy games.

보건관련학과의 생물테러교육 필요성에 대한 조사 및 교육현황 (A Proposal on the Development of Bioterrorism education for Public health personnel)

  • 김지희
    • 한국방재학회:학술대회논문집
    • /
    • 한국방재학회 2008년도 정기총회 및 학술발표대회
    • /
    • pp.393-394
    • /
    • 2008
  • Recently keeping pace with globalization, many international conferences and athletic games are being held in Korea. After 911 terror in New York in 2001, Korean government dispatched Zaytun Division in Iraq and this fact has also led to voice concerns that Korea should be prepared to protect from biological terrors as soon as possible. It is important to develop the bioterrorism emergency medical training for public health students including paramedic in Korea. So I propose the development of bioterrorism education curriculum.

  • PDF

실버세대의 여가활용을 위한 체감형 융복합 게임의 설계 방법 연구 (A Study on the Design Method of Physical Convergence Game for Leisure use of Silver Generation)

  • 김태규;김경배;강신영
    • 디지털융복합연구
    • /
    • 제18권6호
    • /
    • pp.419-424
    • /
    • 2020
  • 의료 기술의 발전과 생활수준의 향상으로 인해 고령화 시대가 초래되었다. 이와 더불어 기술의 발전과 컴퓨터의 대중화로 인해 콘텐츠 사업이 발전하며 여러 기능성게임이 출시되고 있다. 이러한 기능성게임 중 앞의 고령화 시대의 큰 문제점 중의 하나인 치매 등의 문제를 해결하기 위해 실버 기능성게임이 나오고 있다. 본 연구에서는 실버세대의 여가활용을 위한 체감형 융복합 게임의 설계 방법 중 운동적인 요소에 입각하여 설계 시 도움이 되는 요소에 대해 제안하기 위해 앞선 연구를 분석하였다. 분석한 내용을 근거로 여가제약 요인을 통해 치매 예방 체감형 운동 요소 모델을 제시하였다. 향후 본 연구에서 제시한 치매 예방 체감형 운동 요소 모델을 적용해 실버 체감형 기능성 게임을 설계한다면 장기적으로 효과적이고 효율적인 실버 게임이 출연할 것으로 기대한다.

대학생의 온라인게임 중독과 수근관증후군과의 상관성 (The Relationship Between Addiction to Online Games and Carpal Tunnel Syndrome in College Students)

  • 박소연;임우택;김유정;이성웅;이충휘
    • 한국전문물리치료학회지
    • /
    • 제16권1호
    • /
    • pp.61-69
    • /
    • 2009
  • The objective of this study was to investigate the relationship between addiction to online games and carpal tunnel syndrome (CTS) in college students. A total of 377 (205 male and 172 female) college students completed an online game addiction scale, a Symptom Severity Scale (SSS), and a Function Status Scale (FSS) for CTS. It was found that five (1.3%) students were diagnosed with an online game addiction, 74 (19.6%) students were diagnosed with a pre-addiction to online games, and 298 (79.0%) students were diagnosed as being average users. The pre-addiction group had significantly higher scores on the SSS than did the average user group (p<.05). The average user group scored significantly lower than did the online game addiction group (p<.05). Symptoms of wrist pain and hand numbness in the daytime were common in the addiction group. There were statistically significant but poor positive relationships between the online game addiction scale and the SSS (r=.312, p<.01), and between the online game addiction scale and the FSS (r=.149, p<.01). The information about online game addiction and CTS identified in this study could contribute to the prevention of online game addiction and CTS in college students.

  • PDF

게임 산업 육성을 위한 서비스모델 전략 (Service model strategy for the Promoting of game industry)

  • 권혁인;박정은;주희엽;최용석
    • 한국산학기술학회논문지
    • /
    • 제12권4호
    • /
    • pp.1589-1596
    • /
    • 2011
  • 게임 산업은 컨버전스를 통한 새로운 가치 창출이 가능한 영역이다. 이는 대표적으로 시리어스게임으로 나타나는데 교육, 의료, 국방 등의 산업과 융합으로 더 큰 부가가치를 창출하고 있다. 정부도 국가차원에서 게임 산업의 중요성을 파악하고 예산의 확보나 게임 개발 지원 사업, 인력 양성 사업 개발 등 산업 육성 정책과 더불어 산업 발전에 따른 사회적 문제를 해결하기 위한 규제정책을 발표 및 운영 중에 있다. 그러나 각기 다른 시각에서 접근함으로서 산업의 지속적인 성장에 있어 문제로 작용할 것으로 판단된다. 따라서 산업의 방향성을 설정해야 하는 정책입안자로서의 정부 입장과 실제로 산업 속에서 비즈니스 활동을 수행하고 있는 민간 기업의 입장을 모두 반영할 수 있는 새로운 육성 접근법의 설계와 도입이 필요한 것이다. 이에 본 연구에서는 현재 게임 산업 육성정책을 살펴보고 기업 수준에서의 활동뿐만 아니라 국가 및 산업수준에서의 활동도 동시에 고려해야 한다는 서비스모델을 이용하여 통합적 관점의 게임 산업 육성정책을 제안하고자 한다.

동작 인식 게임의 융합 발전 방향 (A Study on Convergence Development Direction of Gesture Recognition Game)

  • 이면재
    • 한국융합학회논문지
    • /
    • 제5권4호
    • /
    • pp.1-7
    • /
    • 2014
  • 동작 인식은 동작을 인식하여 처리하는 기술로 사용자에게 편이성과 직관성을 제공한다. 이러한 장점 때문에 동작 인식 기술은 군사, 의료, 교육 등 여러 분야에 융합되어 응용되고 있다. 특히, 게임 분야에서 동작 인식은 실제 동작과 유사하게 플레이할 수 있다는 장점 때문에, 의료, 군사, 교육 등의 분야와 융합되어지고 있다. 본 논문은 이러한 배경을 바탕으로 동작 인식 게임의 융합 발전 방향을 논하기 위한 것이다. 이를 위하여 본 논문에서는 동작 인식 기술 현황과 게임을 살펴보고 동작 인식 게임의 문제점과 개선 방안을 기술한다. 본 논문은 국내 동작 인식게임의 융합 경쟁력을 향상시키는데 도움을 줄 수 있다.

전문직 간 교육을 위한 학교 간 협동 사례: 중앙대학교 의과대학과 성신여자대학교 간호대학 (Interprofessional Education Collaboration between Chung Ang Medical School and Sungshin Nursing School)

  • 김영주
    • 의학교육논단
    • /
    • 제26권2호
    • /
    • pp.108-117
    • /
    • 2024
  • Interprofessional collaboration is crucial for patient-centered care and safety. Since healthcare students will be part of interprofessional teams in the future, they need to understand the unique contributions of various healthcare professions to patient care and develop skills in collaboration, communication, leadership, and mutual respect. In response to this need, healthcare faculties have adopted interprofessional education as an innovative teaching method. However, traditional health education has typically taken place within individual schools, resulting in a limited understanding of other professional roles and identities. In our study, we introduced an interprofessional education model involving two different colleges. A total of 152 undergraduate students, comprising 101 medical students from Chung Ang University and 51 nursing students from Sungshin Women's University, participated in the program. A one-day interprofessional education program was conducted to promote collaboration between medical and nursing students. The program included team building and communication games, scenario-based simulations, such as a "room of errors," and tabletop exercises. Key factors for successful interprofessional education include carefully planned scheduling, leadership, and commitment from participating colleges, faculty support and training, the use of diverse teaching methods and technology, and alignment regarding educational directions among the faculty. We believe that this model may provide valuable insights for healthcare institutions aiming to develop and implement interprofessional curricula.

코로나19 팬데믹 상황에서 국내 의과대학생이 경험한 일상생활 변화, 정신건강 문제 및 스트레스 대처 (Medical Students' Perceived Changes in Life, Mental Health Problems, and Strategies for Coping with Stress during the COVID-19 Pandemic)

  • 김혜원;여상희;안신기
    • 의학교육논단
    • /
    • 제24권3호
    • /
    • pp.231-239
    • /
    • 2022
  • This study aimed to examine the influence of the coronavirus disease 2019 (COVID-19) pandemic on areas of Korean medical students' lives, assess concerns, and investigate the strategies they used to cope with stress due to the pandemic. An online survey with a total of 53 items on the impact of COVID-19, concerns, and coping strategies was sent to medical students, and responses were collected from April 27, 2021 to May 30, 2021. In total, 1,329 students were included in the study. Analysis was performed using the chi-square test, independent-sample t-test, and one-way analysis of variance, and the post-hoc Scheffé test or Games-Howell test was performed for multiple comparisons. The main negative impacts of the pandemic were on hobbies/leisure activities and mental health, and medical students expressed the highest levels of concern regarding restriction of movement, returning to everyday life, and risk of infection for family and friends. Female students more strongly agreed that COVID-19 had increased their depressed mood and anxiety (p<0.001 and p=0.003, respectively). Furthermore, the negative impacts of the pandemic on different areas of life significantly affected current levels of depressed mood and anxiety. To cope with pandemic-related stress, students used several strategies such as talking with family or friends (91.5%), sleeping (83.1%), exercising (72.8%), using social networking services (60.8%), drinking alcohol (37.8%), and practicing meditation/mindfulness (24.4%); the effectiveness of these strategies ranged from 3.45 to 4.19 on a 5-point Likert-type scale (1-5). The study findings suggest that COVID-19 has influenced the mental health of medical students and raised concerns in many areas of their lives. Students used various strategies to cope with the pandemic-related stress; since the effectiveness of frequently used approaches varied, it is essential to guide medical students to develop effective coping strategies.

소방공무원의 화생방테러 응급의료훈련 교육과목 개설에 대한 제언 (A Proposal on the Development of Chemical-Biological-Radiological-Nuclear-Explosive (CBRNE) Emergency Medical Training Program for Fire Officers)

  • 김지희
    • 한국화재소방학회논문지
    • /
    • 제21권4호
    • /
    • pp.99-104
    • /
    • 2007
  • 세계화 추세에 맞추어 우리나라에서 많은 국제회의 및 국제 운동경기가 개최되고 있다. 2001년 미국 911 테러 이후 이라크 파병 등으로 인해 우리나라도 테러로부터 안전지대가 아니라는 불안감의 목소리가 커지고 있는 상황이다. 생물테러와 폭탄테러 등이 세계 곳곳에서 발생하고 있어 우리나라도 소방공무원에 대한 화생방테러 교육훈련의 필요성이 대두되고 있어, 소방공무원을 위한 화생방 응급의료 교육훈련 교과목을 제언하고자 한다.

Reflections on Application of VR Technology in Field of News Media

  • Chen Xi;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
    • /
    • 제15권2호
    • /
    • pp.196-201
    • /
    • 2023
  • In recent years, virtual reality (VR) technology has been widely used in many industrial fields, especially in the fields of medical treatment, games, film and television, to improve the interaction between medical teaching and practical treatment. On the gaming side, the production of virtual reality gaming screens and scenes became increasingly popular, greatly expanding the form of the visual experience. But VR is no longer confined to the health care, education and entertainment industries. During this time, the news media industry has also begun to integrate virtual reality into interviews and user interactions. This study aims to analyze the development of VR technology from the perspectives of immersive VR news experience, real reporting, and prospects, and analyze and think about the interactive participation of media users, the transformation of traditional media, and the upgrading of practitioners' roles.