• Title/Summary/Keyword: Nintendo Wii

Search Result 44, Processing Time 0.028 seconds

Design and Implementation of Multiple Access Game Control System using Bluetooth (블루투스를 이용한 다중접속 게임 제어 시스템의 설계 및 구현)

  • Park, Sangmyeon;Kim, Hojin;Kim, Junggil;Hwang, Taegue;Lee, Sangjun
    • Journal of IKEEE
    • /
    • v.17 no.4
    • /
    • pp.492-498
    • /
    • 2013
  • Recently, as Smartphone users increase, a variety of Smartphone games have been released. However, many games are just for individuals, it is not easy to find games in which people can do together. In this paper, we propose the multiple access game control system using bluetooth, which can support multiple users to do games together. The proposed system overcomes the limitation of current PC games, and also proposes a convenient way in which people can enjoy the game easily without expensive equipments such as Nintendo Wii.

Effects of Virtual Reality Based Exercise Program on Gross Motor Function and Balance of Children with Spastic Cerebral Palsy (가상현실 프로그램이 경직성 뇌성마비 아동의 대동작 기능 및 균형에 미치는 영향)

  • Lee, Hyojeong;Go, Jieun
    • Journal of The Korean Society of Integrative Medicine
    • /
    • v.4 no.4
    • /
    • pp.53-65
    • /
    • 2016
  • Purpose : The purpose of this study is to evaluate the effects of virtual reality based exercise program on gross motor function and balance of children with spastic cerebral palsy. Method : Subjects of this study, among the children who received the diagnosis spastic cerebral palsy, for children total of 8 people have agreed to research. Experimental group 4 people, control group 4 people, was a total of 8 people. Group-specific arbitration method, was applied to Nintendo Wii Fit game (experimental group) and exercise program (control group). Each training courses 30 minutes for 4 weeks, examined the changes in Gross Motor Function Measure(GMFM) and Pediatrics Balance Scale(PBS) ability to examine a total of 4-week course effectively. The intervention were compared by measuring before and after. Result : There were significant improvements in the subscales of the gross motor function and balance test of those who practiced with the Nintendo Wii Fit game, while the control group showed no significant changes. Conclusion : Therefore, the virtual based on exercise is effective in improvement of to improve the gross motor function and balance in children with spastic cerebral palsy.

Trunk Stabilization Measurements Using the Nintendo Wii (닌텐도 위를 활용한 흉부 흔들림의 자세 안정성 측정)

  • Yang, Juyeong;Yoo, Jaeha;Kim, Dongyon;Park, Junmo;Kim, Soochan
    • Journal of the Institute of Electronics and Information Engineers
    • /
    • v.51 no.7
    • /
    • pp.239-247
    • /
    • 2014
  • The CTSIB (Clinical Test of Sensory Integration on Balance) using high sensitive pressure sensors is normally used to assess the sense of balance in hospital. It takes an objective measurement of the amount of sway that occurs in the body trunk by observing the change in the center of pressure (CoP) on the foot at the upright posture. In this paper, we would like to propose method to easily measure trunk sway in home. Although the Wii balance board(WBB) is used for games, it can measures the center of pressure, which is highly correlated. The Wii remote controller(WRC) is inexpensive compared to the WBB, but it has problems with estimation of trunk sway because it can't measure pressure directly like WBB. We collected data from 10 normal subjects (5 males, 5 females) from two devices in order to compare the CoP from WBB and the center of mass (CoM) from WRC. The results of WRC and WBB was similar when the data were analyzed by the convex hull and ellipse area.

User Interfaces for Visual Telepresence in Human-Robot Interaction Using Wii Controller (WII 컨트롤러를 이용한 사람과 로봇간 원격작동 사용자 인터페이스)

  • Jang, Su-Hyung;Yoon, Jong-Won;Cho, Sung-Bae
    • Journal of the HCI Society of Korea
    • /
    • v.3 no.1
    • /
    • pp.27-32
    • /
    • 2008
  • As studies on more realistic human-robot interface are being actively carried out, people's interests about telepresence which remotely controls robot and obtains environmental information through video display are increasing. In order to provide natural telepresence services by moving a remote robot, it is required to recognize user's behaviors. The recognition of user movements used in previous telepresence system was difficult and costly to be implemented, limited in its applications to human-robot interaction. In this paper, using the Nintendo's Wii controller getting a lot of attention in these days and infrared LEDs, we propose an immersive user interface that easily recognizes user's position and gaze direction and provides remote video information through HMD.

  • PDF

A developed Serious Game for Rehabilitation Training (Wiimote를 이용한 재활환자용 기능성 게임 콘텐츠 설계)

  • Ok, Soo-Yol;Kam, Dal-Hyun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2009.10a
    • /
    • pp.709-710
    • /
    • 2009
  • Current Serious games for medical treatment and rehabilitation are not usually suitable for actual patients because of the inconvenient user interfaces. The disabled or rehabilitants have limited ability to control the game contents. Therefore, it is very important to develop proper interfaces for such serious games. In this paper, we propose a serious game that utilizes the Nintendo wiimote controller and pattern recognition techniques. We also show the possibility of such contents for the future application to actual rehabilitation.

  • PDF

Design and Implementation of Input Module for Korean Character based on Wiimote of Nintendo® (닌텐도의 Wiimote를 이용한 한글 입력 시스템의 설계 및 구현: WiiKnight)

  • Park, Yeol;Lee, Samuel Sangkon;Moon, Hyung Tae
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2009.11a
    • /
    • pp.339-340
    • /
    • 2009
  • 현대의 PC 환경에서 사용자 인터페이스의 변화는 계속하여 발전할 것으로 기대된다. HCI 전용 인터페이스는 종래의 CLI; Command Line Interface의 시대에서 MS-Windows 기반의 Graphic User Interface의 시대로 전환되어 왔으며, 가까운 미래에는 NUI; Natural User Interface의 시대로 도래함은 부정할 수 없는 현실이다. 미래에는 전통적인 표준 입력 장치인 키보드, 마우스를 탈피하여 새로운 개념의 입력 장치들이 개발되고, 터치 방식과 같이 인간의 직관적 인지능력을 흉내 낸 인터페이스로 발전할 것이다. 본 논문에서는 NUI의 사례 연구로서 닌텐도 WiiRemote를 Bluetooth와 함께 PC에 연동하여 차세대 인터페이스인 PC Controller를 설계, 사람 제스처를 통한 자연스런 한글입력의 가능성을 제안한다.

Effects of Virtual Reality Exercise Program on Balance in Multiple Sclerosis Patients

  • Lee, Geun-Ho
    • The Journal of Korean Physical Therapy
    • /
    • v.27 no.1
    • /
    • pp.61-67
    • /
    • 2015
  • Purpose: This study was conducted in order to investigate the effectiveness of an 8-week virtual reality exercise program designed around the Nintendo Wii (Wii), in improving balance among patients with Multiple Sclerosis (MS). Methods: The study included 16 patients with MS (10 female, 6 male) who were assigned randomly to experimental (n=8) or control group (n=8). Experimental group performed three 40-minute Wii balance-training sessions per week, for 8 weeks. The control group did not perform any of the training programs. A computerized dynamic posturography (Sensory Organizing Test, SOT) was used to evaluate all patients at baseline and at the end of the treatment protocol. Statistical significance was tested in between the patients before and after treatment by t-test. Results: After 24 training sessions, SOT showed significant difference on condition 5, 6, and vestibular ratios within the experimental group from baseline to post-intervention. By contrast, no significant difference was observed within the control groups. Conclusion: These findings demonstrated that the virtual reality training program could improve the outcomes in terms of balance in the MS population. Long term follow ups and the development of more efficient virtual reality training programs are needed.

Effects of Virtual Reality Exercise Program on Balance, Emotion and Quality of Life in Patients with Cognitive Decline

  • Lee, Geun-Ho
    • The Journal of Korean Physical Therapy
    • /
    • v.28 no.6
    • /
    • pp.355-363
    • /
    • 2016
  • Purpose: In this study, we investigated the effectiveness of a 12-week virtual reality exercise program using the Nintendo Wii console (Wii) in improving balance, emotion, and quality of life among patients with cognitive decline. Methods: The study included 30 patients with cognitive decline (12 female, 18 male) who were randomly assigned to an experimental (n=15) and control groups (n=15). All subjects performed a traditional cognitive rehabilitation program and the experimental group performed additional three 40-minute virtual reality based video game (Wii) sessions per week for 12 weeks. The berg balance scale (BBS) was used to assess balance abilities. The short form geriatric depression scale-Korean (GDS-K) and the Korean version of quality of life-Alzheimer's disease (KQOL-AD) scale were both used to assess life quality in patients. Statistical significance was tested within and between groups before and after treatment, using Wilcoxon signed rank and Mann-Whitney u-tests. Results: After 36 training sessions, there were significant beneficial effects of the virtual reality game exercise on balance (BBS), GDS-K, and KQOL-AD in the experimental group when compared to the control group. No significant difference was observed within the control group. Conclusion: These findings demonstrate that a virtual reality-training program could improve the outcomes in terms of balance, depression, and quality of life in patients with cognitive decline. Long-term follow-ups and further studies of more efficient virtual reality training programs are needed.

Balance Evaluation after Reconstruction of Medial Patellar Luxation in Small-Sized Dogs with Wii Balance Board

  • Lee, Shinho;Lee, Joo-Myoung;Park, Hyunjung;Cha, Yuri;Cheong, Jongtae
    • Journal of Veterinary Clinics
    • /
    • v.36 no.6
    • /
    • pp.301-305
    • /
    • 2019
  • Wii® balance board (WBB, Nintendo, Japan) is a device that can measure and record the center of pressure path length (CPPL) and 95% confidence ellipse area (Area 95) in relation to body sway. For evaluating measure of improvement after reconstruction of medial patellar luxation (MPL) in small sized dogs, A total of 6 dogs with limping and lameness gait attributed to Grade II, III or IV MPL were evaluated. Dogs were measured for difference of extension and flexion range of motion in the stifle (dROM), muscle mass, lameness, willingness to bear weight on the affected limb while standing, and willingness to lift the contralateral limb scores, CPPL and Area 95 of WBB on pre-surgery, post-surgery 4, 8 weeks. CPPL was significantly different on pre-surgery compared with post-surgery 8 weeks (p < 0.05). Except for CPPL, measured variables were significantly different on pre-surgery compared with post-surgery 4 and post-surgery 8 weeks (p < 0.01).

Comparative Analysis of Fall-Related Physicopsychological according to Virtual Exercise and Lumbar Stabilization Exercise in the Patient with Stroke (가상현실 체험형 운동과 요부안정화운동에 따른 뇌졸중환자의 낙상관련 신체·심리적 비교 분석)

  • Jung, Dae-In;Seo, Tae-Hwa;Ko, Dae-Sik
    • The Journal of the Korea Contents Association
    • /
    • v.12 no.8
    • /
    • pp.274-282
    • /
    • 2012
  • This study conducted the following experiment to examine change of physicopsychological function on lumbar stabilization exercise(LSE) and virtual reality game training(Nintendo Wii Sport-NWS) to stroke patients subject for fall prevention. Psychological function was measured by falls efficacy with stroke patients and physical function was measured by static and dynamic balance on comparative analysis of pre, post exercise and each groups in 30 stroke patient subject. Static balance was measured by BBS, FRT, dynamic were measured by TUG, 10m walking test and falls efficacy with stroke patients was measured index of falls efficacy. These result lead us to the conclusion that each group were statistically improved at all physicopsychological test, but BBS, FRT, 10m walking test were more statistically improved at LSE group and falls efficacy with stroke patients were more improved at virtual reality game training group. Consequently, virtual reality game training would be lead to positive increment of physicopsychological function on stroke patient.