• Title/Summary/Keyword: Physical interactive system

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Comparison of Usability and Prefrontal Cortex Activity of Cognitive-Motor Training Programs using Sensor-Based Interactive Systems

  • Jihye Jung;Seungwon Lee
    • Physical Therapy Rehabilitation Science
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    • v.11 no.4
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    • pp.571-578
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    • 2022
  • Objective: Cognitive-motor trainings had a positive impact on cognitive function and dual-task trainings led to improvements of global cognitive function. The brain activity of the prefrontal cortex (PFC) is another indicator that can infer cognitive function. This study aims to confirm the usability of the interactive system cognitive-motor training program and the changes in the prefrontal cortex through training. Design: Cross-sectional study Methods: In this study, two cognitive tasks were randomly applied to 20 adults as cognitive-motor training using an interactive system, and the same task was performed using the original method. During all tasks, the brain activity of the prefrontal cortex was measured by the change in oxyhemoglobin (HbO) in real-time using Functional Near-Infrastructure. After performing the tasks, the usability of the developed interactive system was evaluated by a usability questionnaire which consists of five items, and each item consists of a 7-point Likert scale that responds from 1 point to 7 points. Results: The HbO levels were increased during cognitive task performance than at the resting phase. And evaluating the usefulness of the interactive system, a questionnaire result showed that it would be useful for cognitive-motor programs. Conclusions: The cognitive-motor training using the interactive system increased the activity of the prefrontal cortex, and the developed wearable sensor-based interactive system confirmed its usefulness.

A Case Study on Applications of Physical Interactive Systems in On-Line Games (온라인 게임에서의 체감시스템 적용 사례분석)

  • Choi, Sam-Ha;Kim, Kyung-Sik;Yoon, Sung-Jun
    • Journal of Korea Game Society
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    • v.4 no.2
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    • pp.21-28
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    • 2004
  • Experience of human is more impressive when it is combined with physical interaction which provides multi-dimensional information including touching on body sense systems as well as seeing and hearing. In the Held of games, concentrations and satisfactions obtained from playing games are more effective when feedbacks come totally on whole body sense systems. In this paper, we have studied physical interactive systems with analysis on traditional physical interactive systems in on-line game area which normally were depending on seeing and hearing senses.

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Effect of Interactive Multimedia PE Teaching Based on the Simulated Annealing Algorithm

  • Zhao, Mingfeng
    • Journal of Information Processing Systems
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    • v.18 no.4
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    • pp.562-574
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    • 2022
  • As traditional ways of evaluation prove to be ineffective in evaluating the effect of interactive multimedia physical education (PE) teaching, this study develops a new evaluation model based on the simulated annealing algorithm. After the evaluation subjects and the principle of the evaluation system are determined, different subjects are well chosen to constitute the evaluation system and given the weight. The backpropagation neural network has been improved through the simulated annealing algorithm, whose improvement indicates the completion of the evaluation model. Simulation results show that the evaluation model is highly efficient. Compared with traditional evaluation models, the proposed one enhances students' performance in PE classes by 50%.

Application of Motion Analysis to User Participation Behavior Model: Focused on Interactive Space

  • Kwon, Jieun;Nah, Ken
    • Journal of the Ergonomics Society of Korea
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    • v.33 no.3
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    • pp.175-189
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    • 2014
  • Objective: The goal of this research is to develop new user behavior model using user motion analysis with microscopic perspective for attracting user's participation in interactive space. Background: The interactive space is 'human's place', which is made up of complex elements of digital virtual space and traditional analog and physical environment based on human-computer interaction system. Human behavior has changed in it at the same time. If the user couldn't make participation in interaction, the purpose of the system is not met, which reduces its effect. Therefore, we need to focus on interactive space that is potential future direction from a new point of view. Method: For this research, we would discuss and study fields of interactive space; (1) finding definition of interactive space and studying background of theory about it. (2) providing base of user behavior model with study of user's context that is to be user information and motion. (3) examining user motion, classify basic motion type and making user participation behavior model in phases. Results: Through this process, user's basic twenty motions which are systematized are taken as a standard for analysis of interaction process and participation in interactive space. Then, 'NK-$I^5$ (I Five)' model is developed for user participation types in interactive space. There are five phases of user participation behavior: Imperception, Interest, Involvement, Immersion, and Influence. In this analysis, three indicators which are time, motion types, and user relationship are found to be related to participation. Conclusion: The capabilities and limitation of this research is discussed to attract user participation. This paper focuses especially on contribution of design to lead user's participation in interactive system and expectation to help adapt to user centered design of various interactive space with new aspect of user behavior research. Application: The results of the 'NK-$I^5$ (I Five)' model might help to realize successful interactive space based on user centered design.

Implementation of Self-expression Tool with Interactive Hangeul

  • Lim, Sooyeon
    • International Journal of Internet, Broadcasting and Communication
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    • v.10 no.4
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    • pp.43-49
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    • 2018
  • Modern people communicate in a digital space without being limited by physical space and time. On the internet, people's desire for self-expression is getting bigger, and the most common self-expression tool is characters. Characters are visual materials to express human thoughts and desires. This study is a method to positively express the viewer's self in an interactive Hangeul system. The proposed system produces new formative shapes and meanings of Hangeul through the process of deconstructing and reconstructing the characters. Immediate character transformations that are synchronized with the motion of the viewer act as a tool of self-expression by inducing the viewer's active interaction repeatedly. Therefore, the proposed interactive Hangeul is more than enough to be used as a new graphic tool beyond the text to be read, and it is highly likely to develop into cultural contents using it.

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.

Interactive Popup Book System Based on User Preference (사용자 선호도 기반 인터랙티브 팝업북 시스템)

  • Lee, Jung-Suk;Byun, Hae-Won
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.469-474
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    • 2008
  • Recently popular media, book, has problems to satisfy a child who wants to be a character in a story, because it just transmits fixed story. Therefore, many people are interested in interactive contents that are changed variously by user's acting in multimedia division. This paper introduces an interactive pop-up book system that can control a story of book by interesting interactivity. This system suggests a special story graph that transforms a linear architecture story to a interactive story by traversing diverse node We focus to make a special pop-up book interface and wind blowing interface for physical environments to have interesting and familiar user interaction, and to conclude by user studies. We also investigated user preference for various interactive story paths, so we can excluded unnecessary stories and surveyed to compare before the excluding and after. Finally, story paths that user prefers are introduced in the Interactive Popup Book System.

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An Interactive Robotic Cane

  • Yoon, Joongsun
    • International Journal of Precision Engineering and Manufacturing
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    • v.5 no.1
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    • pp.5-12
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    • 2004
  • A human-friendly interactive system that is based on the harmonious symbiotic coexistence of human and robots is explored. Based on this interactive technology paradigm, a robotic cane is proposed for blind or visually impaired travelers to navigate safely and quickly through obstacles and other hazards faced by blind pedestrians. The proposed robotic cane, "RoJi,” consists of a long handle with a button-operated interface and a sensor head unit that is attached at the distal end of the handle. A series of sensors, mounted on the sensor head unit, detect obstacles and steer the device around them. The user feels the steering command as a very noticeable physical force through the handle and is able to follow the path of the robotic cane easily and without any conscious effort. The issues discussed include methodologies for human-robot interactions, design issues of an interactive robotic cane, and hardware requirements for efficient human-robot interactions.ions.

Educational Framework for Interactive Product Prototyping

  • Nam Tek-Jin
    • Archives of design research
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    • v.19 no.3 s.65
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    • pp.93-104
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    • 2006
  • When the design profession started, design targets were mainly static hardware centered products. Due to the development of network and digital technologies, new products with dynamic and software-hardware hybrid interactive characteristics have become one of the main design targets. To accomplish the new projects, designers are required to learn new methods, tools and theories in addition to the traditional design expertise of visual language. One of the most important tools for the change is effective and rapid prototyping. There have been few researches on educational framework for interactive product or system prototyping to date. This paper presents a new model of educational contents and methods for interactive digital product prototyping, and it's application in a design curricula. The new course contents, integrated with related topics such as physical computing and tangible user interface, include microprocessor programming, digital analogue input and output, multimedia authoring and programming language, sensors, communication with other external devices, computer vision, and movement control using motors. The final project of the course was accomplished by integrating all the exercises. Our educational experience showed that design students with little engineering background could learn various interactive digital technologies and its' implementation method in one semester course. At the end of the course, most of the students were able to construct prototypes that illustrate interactive digital product concepts. It was found that training for logical and analytical thinking is necessary in design education. The paper highlights the emerging contents in design education to cope with the new design paradigm. It also suggests an alterative to reflect the new requirements focused on interactive product or system design projects. The tools and methods suggested can also be beneficial to students, educators, and designers working in digital industries.

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Health and Wellness Monitoring Using Intelligent Sensing Technique

  • Meng, Yao;Yi, Sang-Hoon;Kim, Hee-Cheol
    • Journal of Information Processing Systems
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    • v.15 no.3
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    • pp.478-491
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    • 2019
  • This work develops a monitoring system for the population with health concerns. A belt integrated with an on-body circuit and sensors measures a wearer's selected vital signals. The electrocardiogram sensors monitor heart conditions and an accelerometer assesses the level of physical activity. Sensed signals are transmitted to the circuit module through digital yarns and are forwarded to a mobile device via Bluetooth. An interactive application, installed on the mobile device, is used to process the received signals and provide users with real-time feedback about their status. Persuasive functions are designed and implemented in the interactive application to encourage users' physical activity. Two signal processing algorithms are developed to analyze the data regarding heart and activity. A user study is conducted to evaluate the performance and usability of the developed system.