• 제목/요약/키워드: Training Game

검색결과 350건 처리시간 0.021초

Effects of game-based balance training with constraint-induced movement therapy on lower extremity function and balance confidence levels in women with total knee replacement

  • Choi, Ho-Suk;Shin, Won-Seob
    • Physical Therapy Rehabilitation Science
    • /
    • 제8권1호
    • /
    • pp.8-14
    • /
    • 2019
  • Objective: Degenerative knee arthritis is the most common disease that occurs in older people. Constriction-induced movement therapy (CIMT) has been reported to be as an effective treatment for the impairments, such as asymmetric weight-bearing and reduced balance that occurs after receiving a total knee replacement (TKR). Game-based rehabilitation training for persons with TKR is interesting and provides a variety of feedback. Design: Randomized controlled trial. Methods: Thirty-six subjects with TKR were randomly assigned to either the CIMT game training (n=12), general game training (n=12), or the control (n=12) group. Each group underwent twelve sessions (30 min/d, 3 d/wk for 4 weeks). In the CIMT game training group, the application of CIMT adjusted the weight of the pressure delivered from the two boards used in Wii games. In the general game training group, the game was played without adjusting the weight of pressure. The game training used the Wii Fit's Ski Slalom application. Subjects were assessed with the Western Ontario and McMaster Universities Osteoarthritis Index (WOMAC) and the Activities-specific Balance Confidence (ABC) Scale. Results: All three groups showed significant improvements in pain, stiffness and physical function, total WOMAC scores, and ABC scores after the intervention (p<0.05). Significant differences were observed in physical function, total WOMAC scores, and ABC scores of the CIMT game training group compared with the other groups (p<0.05). Conclusions: The CIMT game training and general game training exhibited improvements on stiffness, but the CIMT game training exhibited a larger effect on lower extremity function and balance confidence levels.

『재난대응 안전한국훈련』시 군(軍)의 '워-게임(War-Game)' 과정을 적용한 효과적인 '토론기반훈련' 에 관한 연구 (A Study on Effective Discussion Based Training Applying to Army War-game Process in 『Disaster Response Safety Korea Training』)

  • 윤우섭;서정천
    • 한국재난정보학회 논문집
    • /
    • 제15권3호
    • /
    • pp.347-357
    • /
    • 2019
  • 연구목적: 재난대응안전한국훈련시 토론기반훈련을 효과적으로 실시하기위한 방법을 제시하기 위함이다. 연구방법: 이를위해 선진국의 재난대응훈련을 분석하고, 현재 우리 군에서 작전계획 수립시 적용하고 있는 워-게임(War-Game) 과정을 적용하여 훈련 시나리오를 제시하였다. 연구결과: 한가지 형태의 재난 상황에서 수개의 우발상황을 염출할 수 있었고, 매뉴얼에 대한 보완소요를 도출해 낼 수 있었다. 연구결론: 따라서, 결론적으로 군의 워-게임(War-Game) 과정을 재난대응안전한국훈련시 토론기반훈련에 적용한다면 효과적인 훈련이 진행될 수 있다.

재활훈련 기능성 게임 콘텐츠를 이용한 Personal Training System 개발 (Development of Personal Training System Using Functional Game for Rehabilitation Training)

  • 류완석;강한수;김휴정;임창주;정성택
    • 한국게임학회 논문지
    • /
    • 제9권3호
    • /
    • pp.121-128
    • /
    • 2009
  • 본 논문에서는 재미있는 게임을 하면서 재활 및 신체 평형 능력 향상에 이용하기 위하여 전자 장치를 장착한 밸런스 보드와 기능성 게임 콘텐츠를 개발하였다. 재미있는 게임을 이용한 재활 훈련은 환자의 재활 훈련 효과를 높일 수 있을 것이다. 퍼스널 트레이닝 시스템은 밸런스보드에 가속도 센서를 부착하였으며, 게임 컨텐츠는 신체의 평형 정도에 따라 동작한다. 개발된 시스템을 검증하기 위하여 재활 훈련 게임 컨텐츠를 개발하였다. 제안된 컨텐츠는 간단한 재활훈련과 신체 평형 운동에 적용할 수 있으며, 또한 여기서 제안된 인터페이스는 에뮬레이터를 통하여 여러 가지 기능의 상용 게임에 적용할 수 있다.

  • PDF

게임을 활용한 공감훈련이 초등학생의 친사회적 행동 증진에 미치는 영향 (The effect of empathy training game on the children's prosocial behavior)

  • 김형회
    • 초등상담연구
    • /
    • 제4권1호
    • /
    • pp.263-284
    • /
    • 2005
  • The purpose of this study was to examine the effect of game-centered empathy training on the prosocial behaviors of elementary schoolers in a bid to suggest how their prosocial behaviors could be boosted. The research questions were posed as below: 1. Does game-based empathy training improve the overall empathy of school children? 2. Does game-based empathy training have a better effect on the cognitive empathy of school children or their emotional empathy? 3. Does game-based empathy training enhance the prosocial behaviors of school children? The subjects in this study were 62 children in their fourth year of D elementary school in Eumseong-gun, north Chungcheong province. They were divided into an experimental group and a control group, and a survey was conducted before and after the experimental group under-went empathy training for about six weeks. The instrument used in this study was David(1980)'s Interpersonal Reactivity Index adopted by Park Sung-hee(1996) to suit school children. Another instrument was Park Sung-hee (1997)'s inventory to assess the prosocial behaviors of children. The collected data were analyzed by SPSS 10.0 for Windows program, and reliability analysis and t-test were employed. The findings of the study were as follows: First, as for the effects of the game-based empathy training on the overall empathy of the elementary school youngsters that included both emotional and cognitive empathy, both groups got lower scores in posttest than in pretest. The experiment produced unexpected results, as the experimental group got significantly lower scores. This fact indicated that the game-based empathy training was ineffective. Second, the game-centered empathy training didn't exercise any influences on their cognitive and emotional empathy. The experiment had a reverse impact on the cognitive and emotional empathy of the experimental group, which implied that the training served as a factor to deteriorate the two types of empathy, and the hypothesis posed in this study was rejected. Therefore, which type of empathy could make a better progress by being exposed to the training couldn't definitely be determined. Third, the game-based empathy training didn't serve to Improve the prosocial behaviors of the elementary schoolers. There was no change in the experimental group, and this fact signified that there's something wrong with the attempt to develop school children's empathy to step up their prosocial behaviors. Based on the above-mentioned findings, the following conclusion was reached: First, the game-centered empathy training had no effects on boosting the overall empathy of the school children. Second, the game-centered empathy training couldn't be said to be effective in improving either cognitive empathy or emotional one. From a viewpoint of relativity, that could be said to affect emotional empathy more than cognitive one. Third, the game-based empathy training wasn't effective in improving prosocial behaviors. Rather, that resulted in interrupting the promotion of prosocial behaviors.

  • PDF

기능성 게임을 이용한 바리스타 직무훈련이 지적장애인의 직무효능감에 미치는 영향 (Effect of Barista Job Training Game on Occupational Self Efficacy of Persons with Intellectual Disability)

  • 권정민
    • 한국게임학회 논문지
    • /
    • 제17권1호
    • /
    • pp.63-70
    • /
    • 2017
  • 지적장애인의 직무관련 자기효능감을 높이는 것은 지적장애인의 성공적 직업재활을 위해 필요하다. 본 연구에서는 자기효능감이 낮은 지적장애인이 기능성 게임을 이용한 훈련을 받았을 때, 자기효능감의 하나인 직무효능감이 향상되는지, 어떤 하위 직무효능감에서 향상되는지를 알아보았다. 50명을 대상으로 실험연구를 한 결과, 기능성 게임을 한 집단이 그렇지 않은 집단에 비해 직무효능감이 향상된 것으로 나타났다. 직무효능감의 하위범주 4개 중, 직무관련 문제해결에 대한 효능감과 직무 스트레스 상황 대처능력에 관한 효능감은 통계적으로 유의하게 나타났다.

치매 예방을 위한 3D 게임 개발 (3D Game Development For Dementia Prevention)

  • 하관봉;강선경;최욱호;정성태
    • 한국컴퓨터정보학회:학술대회논문집
    • /
    • 한국컴퓨터정보학회 2011년도 제43차 동계학술발표논문집 19권1호
    • /
    • pp.233-236
    • /
    • 2011
  • This paper proposes to use gesture recognition technology to develop 3D game for prevention of dementia. In the game, the user can choose camera mode or mouse mode to play game. In the game design, We focused on the characteristics of dementia, Developed four types of games, Including Memory training game, Math game, Logical training game and 3D visual sense training game. Each type of game is composed by a number of small games. Common feature of all the game is random, This ensures that when user play games, Basically the game will not have the same situation. For the older elderly, If can take 10 minutes a day to play the game and has always insisted on playing, For dementia preventive have a positive effect.

  • PDF

Effect of Game-Based Balance Training with CIMT on Pain, Muscle Strength, Range of Motion and Dynamic Balance in Female Patients with Total Knee Replacement

  • Lee, Hyo Bin;Choi, Ho Suk;Shin, Won Seob
    • The Journal of Korean Physical Therapy
    • /
    • 제30권5호
    • /
    • pp.159-165
    • /
    • 2018
  • Purpose: The aims of this study were to determine if game-based training with constraint-induced movement therapy (CIMT) is effective in improving the balance ability in female patients with a total knee replacement, and to provide clinical knowledge of CIMT game-based training that allows the application of total knee replacement. Methods: Thirty-six patients who had undergone a total knee replacement were assigned randomly to CIMT game training (n=12), general game training (n=12), and self-exercise (n=12) groups. All interventions were conducted 3 times a week for 4 weeks. All patients used a continuous passive motion machine 5 times a week and 2 times a day for 4 weeks. The visual analog scale (VAS), muscle strength of knee flexion and extension, and range of motion (ROM) of knee flexion and extension were assessed, and the functional reach test (FRT), and timed up and go (TUG) test were performed to evaluate the balance ability. Results: All 3 groups showed significant improvement in the VAS, knee flexion and extension muscle strength, FRT, and TUG test after the intervention (p<0.05). Post hoc analysis revealed significant differences in FRT, and TUG of the CIMT game training group compared to the other group (p<0.05). Conclusion: Although the general game training and CIMT game training improved both the knee extension muscle strength and dynamic balance ability, CIMT game training had a larger effect on dynamic balance control.

3D depth 카메라를 이용한 재활훈련 기능성 게임 개발 (Development of a Serious Game for Rehabilitation Training using 3D Depth Camera)

  • 강선경;정성태
    • 한국게임학회 논문지
    • /
    • 제13권1호
    • /
    • pp.19-30
    • /
    • 2013
  • 본 논문에서는 노인 및 재활 환자를 대상으로 재활 훈련을 위한 기능성 게임을 제안한다. 제안한 재활 훈련용 기능성 게임은 3D depth 카메라를 이용한 전신 동작 인식 기반의 인터페이스를 제공한다. 사용자가 카메라 앞에서면 배경과 사용자를 구분한 다음 사용자의 전신을 15개의 관절로 인식하고 각 관절이 위치와 방향의 변화를 분석하여 게임에 필요한 제스쳐를 인식한다. 게임 콘텐츠는 상지훈련, 하지훈련, 전신훈련, 밸런스 훈련을 위한 게임으로 구성하였으며 2D 게임과 3D 게임으로 나누어 구현하였다. 본 논문에서 제안된 시스템은 3D depth 카메라를 이용하여 주변 환경 변화에도 안정적으로 작동하며, 별도의 기기를 사용하지 않고도 전신 움직임 기반의 제스쳐 인식을 이용하여 게임을 진행하게 함으로써 재활의 효과를 높일 수 있다.

군사훈련용 기능성 게임에 관한 연구 (A Study on the Serious Game for the Military Training)

  • 하수철
    • 안보군사학연구
    • /
    • 통권7호
    • /
    • pp.233-270
    • /
    • 2009
  • Serious game played with a computer in accordance with specific rules, that uses entertainment to further government or corporate training, education, health, public policy, and strategic communication objectives. The main goal of a serious game is usually to train or educate users while giving them an enjoyable experience. Serous games are video games with serious purposes such as teaching or training and whose principal aim is education. The major characteristics of serious games involve pedagogy which are all of the activities that educate, train, or instruct the player. Other characteristics of serious games are that they use entertainment principles, creativity and technology to build games that carry out serious purposes. This study is to introduce a serious game for the military training and to describe the elements of game design for developing it.

  • PDF

스마트디바이스를 활용한 인지 능력 훈련 기능성 게임 개발 (The Development of Serious Game for the Cognitive Ability Training using Smart Device)

  • 양영욱;임희석
    • 한국게임학회 논문지
    • /
    • 제11권6호
    • /
    • pp.23-31
    • /
    • 2011
  • 인지능력은 뇌가 담당하고 있는 기능을 의미하며, 실생활과 밀접하게 연관되어 있다. 인간이 노화하면 뇌의 기능이 저하되며, 그것은 인지능력의 상실을 의미한다. 하지만 뇌의 가소성이라는 특성으로 훈련을 통해 뇌 기능의 회복과 저하를 도모할 수 있다. 이러한 훈련 작업을 두뇌 훈련 또는 인지능력 훈련이라고 한다. 인지능력 훈련은 주기적으로 해주어야 한다. 하지만 인지 능력 훈련은 반복적인 수행을 요구하기 때문에 사용자는 일반적으로 따분함을 느끼기 쉽다. 본 논문은 스마트디바이스 기반의 기능성 게임을 제안한다. 제안하는 기능성 게임은 인지능력 훈련을 반복적으로 수행할 수 있도록 게임적인 요소를 활용하여 사용자의 참여와 집중을 유도하였다. 수집된 데이터의 분석을 통하여 주의력과 인지적 유연성의 효과성을 확인할 수 있었다.