• Title/Summary/Keyword: Nintendo Wii

Search Result 44, Processing Time 0.03 seconds

Physical activity convergence contents for health care of the elderly (융합형 노인건강관리 신체활동 콘텐츠)

  • Kang, Sunyoung;Kang, Seungae
    • Convergence Security Journal
    • /
    • v.15 no.7
    • /
    • pp.63-68
    • /
    • 2015
  • In rapid aging society, the disease prevention and management for healthy life of the elderly is very important. Regular physical activity is known to be a useful intervention for the physical and mental health of the elderly. In this study, we explore the convergence contents using IT technology as the intervention for encouraging the regular physical activity in the elderly. There are u-Healthcare and serious game as the convergence of health care and IT technology, and the serious game which is added special purpose such as education, training, and treatment to the fun-one of the game element- can be suitable to provide a variety of contents that leads to physical activity in the elderly. The contents inducing physical activities are "Puffer(ATARI, USA)", "WiiFit(Nintendo, JAPAN)", "Age Invaders(MXR Lab, SINGAPORE)", "Xbox $360^{\circ}$+kinect(Microsoft, USA)", "Tangible bicycle game(Donsin Univ., KOREA)", and "3D Gateball game(Soongsil Univ., KOREA)", and these contents can help health care of the elderly. By increasing physical activity through the use of these contents, it will be able to promote physical fitness and body function required in daily life, disease prevention, and maintain health in the elderly.

Comparison of vertical ground reaction forces between female elderly and young adults during sit-to-stand and gait using the Nintendo Wii Balance Board

  • Lim, Ji Young;Yi, Yoonsil;Jung, Sang Woo;Park, Dae-Sung
    • Physical Therapy Rehabilitation Science
    • /
    • v.7 no.4
    • /
    • pp.179-185
    • /
    • 2018
  • Objective: The purpose of this study was to analyze and compare vertical ground reaction forces during sit to stand (STS) and gait between female elderly and young individuals using the Wii Balance Board (WBB). Design: Cross-sectional study. Methods: Fifty-one female elderly people (age: $75.18{\pm}4.60years$), and 13 young people (age: $29.85{\pm}3.69years$) performed the five times STS test and gait respectively on the WBB. We analyzed time (s), vertical peak (%), integral summation (Int_SUM, %), and counter variables (%) in STS and 1st peak (body weight, BW%), 2nd peak (BW%), peak minimum (BW%), time (second), center of pressure (COP) path length (mm), and Int_SUM (BW%) in gait. The independent t-test was used to assess for differences in STS, gait ability, and general characteristics between the female elderly group and young adults group. With the first and last trials excluded, the mean value was obtained from the middle three of the five trials. Results: During STS, Int_SUM and time of young adults were significantly less than of the female elderly subjects. There were no significant differences in peak and counter variables. In gait, all variables (1st peak, 2nd peak, min, time, COP_path, and Int_SUM) showed significant differences between groups (p<0.05). This study demonstrated that the validity of vertical ground reaction forces occurring during STS and gait was significant in female elderly and young adults. Conclusions: Based on the measurement of vertical ground reaction forces in STS and gait using the WBB, it is possible to clinically improve the quality of geriatric physical therapy. Further studies are necessary to examine concurrent validity of elderly patients who have undergone total hip or knee replacement.

Comparison of Vertical Ground Reaction Forces during Jump between Elderly and Young Adults using Nintendo Wii Balance Board

  • Lim, Jiyoung;Yu, Deokhyeon;Kim, Chaeyoung;Park, Daesung
    • Physical Therapy Rehabilitation Science
    • /
    • v.10 no.2
    • /
    • pp.161-166
    • /
    • 2021
  • Objective: The purpose of this study was to quantitatively evaluate the Wii Balance Board (WBB)-based jump performance for the elderly and to confirm the difference in jump performance according to age. Design: Cross-sectional study. Methods: 40 young adults (aged 22.5±2.2 years) and 33 elderly (aged 75.1±5.2 years) without orthopedics disease participated in this study. Standing on the WBB then, with the signal "start," jump vertically to the maximum height at which you can jump, land on the force plate after jump and keep it standing on both feet. All subjects were required to practice the jump sufficiently before starting the measurement, each measuring three times, and the mean values were used. A one-minute break was provided between each trial. Evaluators waited within 1meter for every test to prepare for fall. Results: The vertical ground reaction force of elderly and young adults when jumping using WBB showed a significant difference (p<0.05) and demonstrated discriminant validity. Between two groups, there were significant differences in overall jump time (p<0.05), maximum value (p<0.05), minimum value (p<0.05), center of pressure (COP) pathlength (p<0.05), and flight time p<0.05). Conclusions: This study found that performing the vertical jump, the elderly showed longer jump time, lower vertical ground reaction force, COP pathlength and shorter flight phase than healthy young adults using WBB and demonstrated that as a measurement tool, WBB discriminated vertical jump performance between elderly and young adults.

Effects of Virtual Reality Exercise Program after Applying Taping and Microwave on Balance with Functional Ankle Instability (테이핑과 극초단파를 적용 후 가상현실 운동 프로그램이 기능적 발목 불안정성 균형에 미치는 효과)

  • Jeong, Chanjoo;Kim, Kijong;Yang, Hoesong;Yoo, Youngdae
    • Journal of The Korean Society of Integrative Medicine
    • /
    • v.5 no.3
    • /
    • pp.63-70
    • /
    • 2017
  • Purpose : The purpose of this study was to investigate the effects of the virtual reality exercise program on ankle balance with ankle taping or microwave. Methods : This study was performed on 18 subjects. Eighteen subjects were divided into two groups; conducted virtual reality exercises with taping (n=9), and performed virtual reality exercises after microwave application (n=9). Both groups performed the exercise three times a week for four weeks. The data was analyzed by the Wilcoxon signed-rank test for comparing before and after changes of factors in each group and performed the Mann-Whitney test for comparing groups. Result : Taping and microwave groups were increased dynamic balance after virtual reality exercises (p<.05). There was no significant difference in balance after applying taping and microwave for virtual reality exercises (p<.05). Conclusion : Reducing the frequency of recurrent ankle sprain in functional ankle subjects, it is recommended to perform virtual reality exercise after applying taping and microwave.

The Feasibility Study of Sit-to-stand and Stand-to-sit Assistive Chair for Elderly

  • Seonggwang Yu;Seungmuk Lee;Minsoo Kim;Dae-Sung Park
    • Physical Therapy Rehabilitation Science
    • /
    • v.11 no.4
    • /
    • pp.591-597
    • /
    • 2022
  • Objective: The sitting and standing are motions that correspond to the previous stage of rehabilitation to go to walking for daily life. The purpose of this study was to measure task times, path length of the center of pressure (COP) and activity on the vastus femoris muscle using surface electromyography (EMG) when standing up and sitting down. Design: One group cross-sectional design Methods: Fifteen elderly subjects (8 male, 7 female) participated. All subjects were tested three times according to four assist levels (non-assist, lower, middle, and maximal assist) using adjusts the length of spring at sit-to-stand and stand to sit on a chair. The task duration, and COP path length were recorded for the balance function on the Nintendo Wii fit board. The activity of the rectus femoris muscle was recorded on both legs using surface EMG. Results: The results showed that the task duration of the sit-to-stand and stand-to-sit were significantly increased compared to without assist (p<.05). The activation of the rectus femoris muscle more significantly decreased compared to without assistance at standing or sitting (p<.05). Conclusions: The assistive chair showed less quadriceps muscle activation during sitting and standing compared to without assistance. We suggest that our assist-standing chair can help with activities of daily living such as standing up and sitting down movements adjusting the spring length for control assist level by safely.

Performance Evaluation of Balance Ability Equipment Using VR (VR을 이용한 균형능력 측정장비의 성능평가)

  • Yoon, Sangcheol;An, Howon;Ahn, Taekwon;Choi, Haesung;Lee, Byoungkwon;Seo, Dongkwon;Lee, Kyuhwan;Jung, Sangwoo;Yi, Jaehoon
    • Journal of The Korean Society of Integrative Medicine
    • /
    • v.8 no.3
    • /
    • pp.33-41
    • /
    • 2020
  • Purpose : Conventional Balance Measurement can only measure the center of gravity and the shaking movement of the body. As a result, it has the disadvantages of not responding to visual changes and blocking functions of variables. This study was carried out to evaluate the performance of new equipment that measures the balance of the body using changes in body segment and pressure using the acceleration sensor to compensate for the disadvantages of the existing equipment. Methods : To this end, balance ability was measured in 43 healthy male/female adults without orthopedic injuries and nervous system damage in the last 6 months. in a situation where the visual information was restricted by Virtual Reality (VR) gear, all subjects measured and evaluated the balance ability utilizing the new equipment. Balance measurement (Prime Medilab, Korea) and Wii fit (Nintendo, Japan) were used to measure the balance ability of the subjects, and the balance ability test was performed in 4 postures using each device for data acquisition. The test duration for each posture was 30 seconds. For data acquisition, the average value of three experiments measured using each equipment was analyzed, and the statistical test was performed using the independent sample and the corresponding sample t-test, and the significance level was set to α=.05. Results : As a result of measuring the balance ability using individual equipment, blocking visual information using VR gear, the average speed, maximum speed, and moving area of the COP increased equally. It was found that the obtained absolute size of the result in Wii was somewhat larger than that of BM. Conclusion : It is considered that in the future research, it is necessary to measure changes in the body's center of gravity through image analysis, etc., to make clear comparison and evaluation of the usability.

A Systematic Study of Computer-Based Driving Intervention Program for Elderly Drivers (노인 운전자에게 적용한 컴퓨터 기반 운전중재 프로그램에 관한 체계적 고찰)

  • Kim, Deok Ju
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.20 no.4
    • /
    • pp.293-302
    • /
    • 2019
  • This study systematically analyzed computer-based driving intervention programs for seniors, to provide the academic background for driving intervention for seniors. Articles published from January 2009 till December 2018 were researched and analyzed. 'PubMed, Google Scholar, and Science Direct' were used to search articles published overseas, and 'RISS, KERIS, and KISS' searched for articles published in Korea. Based on the inclusion and exclusion criteria, totally 359 papers were retrieved, and 10 articles were finally analyzed; 8 articles (80%) were evidence level I, and 2 articles (20%) were evidence level III. Amongst the computer-based interventions, driving simulators (70%) were the most common, followed by two video image training (20%) and one Nintendo Wii program (10%). In most studies, driving simulators trained the cognitive and visual abilities of seniors and enhanced their abilities to cope with risk situations under various simulated circumstances. Other interventions were also reported to have a positive effect. For evaluating elderly drivers, the driving performance evaluation using a driving simulator was the most common; in addition, evaluations of attention, space-time ability, cognitive function, risk perception, depression and anxiety were also commonly used. We believe that it is appropriate to employ computer-based driving intervention programs for seniors to train and evaluate various domains. We expect that these interventions can be used as an effective tool for safe driving.

A Play for Children Arts Education for Children in the Center of App Development (아동극 중심의 아동문화예술교육을 위한 앱 개발 연구)

  • Kang, Hyo-Soon;Park, Song-Yeon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2012.05a
    • /
    • pp.419-421
    • /
    • 2012
  • The current situation and problems of sensory console games was analyzed focusing on the Nintendo 'Wii.' In order to develop the limitation of contents that lean strongly towards sports and fail to offer diversity one step further into glocal cultural contents, a solution of applying 'Bollywood,' which has a main musical format, is presented. Bollywood is a unique cultural code of India which can stimulate the purchase desires of consumers with its exotic freshness in third countries, and can be used to lead sales of a new form of game culture that is familiar yet in a new format in the 1.1 billion people Indian market. The political, social and economic codes of Bollywood are examined in this study in addition to cultural contents and codes that include Bollywood to develop contents that are not foreign to their culture.

  • PDF

Body Sway as a Possible Indicator of Fatigue in Clerical Workers

  • Volker, Ina;Kirchner, Christine;Bock, Otmar Leo;Wascher, Edmund
    • Safety and Health at Work
    • /
    • v.6 no.3
    • /
    • pp.206-210
    • /
    • 2015
  • Background: Fatigue has a strong impact on workers' performance and safety, but expedient methods for assessing fatigue on the job are not yet available. Studies discuss posturography as an indicator of fatigue, but further evidence for its use in the workplace is needed. The purpose of the study is to examine whether posturography is a suitable indicator of fatigue in clerical workers. Methods: Thirty-six employees (${\emptyset}$ 34.8 years, standard deviation = 12.5) participated in postural tasks (eyes open, eyes closed, arm swinging, and dual task) in the morning and afternoon. Position of their center of pressure (COP) was registered using a Nintendo Wii Balance Board and commercial software. From registered COP time series, we calculated the following parameters: path length (mm), velocity (mm/s), anterior-posterior variance (mm), mediolateral variance (mm), and confidence area ($mm^2$). These parameters were reduced to two orthogonal factors in a factor analysis with varimax rotation. Results: Statistical analysis of the first factor (path length and velocity) showed a significant effect of time of day: COP moved along a shorter path at a lower velocity in the afternoon compared with that in the morning. There also was a significant effect of task, but no significant interaction. Conclusion: Data suggest that postural stability of clerical workers was comparable in the morning and afternoon, but COP movement was greater in the morning. Within the framework of dynamic systems theory, this could indicate that the postural system explored the state space in more detail, and thus was more ready to respond to unexpected perturbations in the morning.

Effect of Taping and Virtual Reality Combined Exercise on Static and Dynamic Balance With Functional Ankle Instability

  • Kim, Ki-jong;Gang, Mi-yeong
    • Physical Therapy Korea
    • /
    • v.27 no.4
    • /
    • pp.292-297
    • /
    • 2020
  • Background: Ankle sprain is one of the most common musculoskeletal injuries in the sports population or during usual daily life activities. The sprain can cause functional ankle instability (FAI), and it is very important to treat FAI. However, the optimum intervention method for FAI has yet to be determined. Objects: This study investigated the impact that virtual reality (VR) training program on balance with ankle kinesio taping for FAI. Methods: Twenty-two people were selected for the study and randomly divided into the experimental (n = 11) and the control group (n = 11). The experimental group had attached kinesio taping on the ankle and then implemented a virtual reality exercise program for 30 minutes a day. Nintendo Wii Fit Plus was used for the VR intervention three times a week for four weeks. The control group performed only two measurements without intervention. Results: There were no statistically significant differences in overall, anterior-posterior (AP), medial-lateral (ML) index of the static balance, and significant differences in overall, AP, ML index of the dynamic balance when taping and VR exercise were applied at the same time (p < 0.05). There were no significant differences in overall and ML index of static and dynamic balance compared with before and after assessment between the experimental and the control group, and found differences in AP index of static and dynamic balance (p < 0.05). Conclusion: Kinesio taping may not influence the balance of FAI as great as people expected. VR approach does not affect the static balance of FAI, but it influences dynamic balance in overall, AP, ML index. The authors suggest that VR-based exercises can be used as an additional concept in clinicians for FAI or as part of a home program because the exercises still have limitations.