• Title/Summary/Keyword: Wii

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Nintendo Wii Fit-Based Sleepiness Testing is Not Impaired by Contagious Sleepiness

  • Tietavainen, Aino;Kuvaldina, Maria;Haeggstrom, Edward
    • Safety and Health at Work
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    • v.9 no.2
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    • pp.236-238
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    • 2018
  • Sleep deprivation may cause accidents, and it has deteriorating effects on health. A measurement of postural steadiness by a portable and affordable Nintendo Wii Fit balance board can be used to quantify a person's alertness. At work, people are under the influence of their environment-often other peopl-dthat may affect their alertness. This work investigates whether sleep deprivation among people is "contagious," as quantified by sway measures. We measured 21 volunteers' postural steadiness while alert and sleep deprived. During the measurements, a screen placed in front of the participants showed a footage of either alert or sleep-deprived faces. We found a significant difference between the day time and night time steadiness, but found no effect resulting from watching footage of sleep-deprived people. This finding shows that a posturographic sleepiness tester quantifies physiological sleep deprivation, and is insensitive to the influence of social factors.

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
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    • 2009.10a
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    • pp.709-710
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    • 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.

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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
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    • 2009.11a
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    • pp.339-340
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    • 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.

The effect of virtual exercise training program on the balance increase of women elderly (가상 운동 훈련 프로그램(Wii fit)이 여성노인들의 균형증진에 미치는 영향)

  • Choi, Jae-Won;Chung, Hyun-Ae;Kim, Eun-Bi;Ryu, Ae-Ri;Park, So-Young;Cho, Kyung-Mi;Oh, Mi-Hee
    • PNF and Movement
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    • v.8 no.3
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    • pp.1-8
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    • 2010
  • Purpose : The purpose of this study was to investigate the effects of virtual exercise training programs on the improvement of balance in the elderly women. Methods: The subjects were fifteen female citizens, 67 years of age or older living in G city, the subjects were randomly divided into groups; Virtual exercise training group(n=9), control group (n=6). After treatment measured balance by Berg Balance scale test and One-leg stand test during virtual exercise training program at pre-intervention and post-intervention. Results : The results of this study were as follows : Virtual Exercise Training Program (Wii fit) after applying the Berg balance test scores and One-Legged Stance Test, the evaluation results showed significant results(p<05). Conclusion : Virtual exercise training programs can be used to improve the balance of the elderly, as it has been shown to increase Berg balance test and one-leg stand results conducted after virtual training programs. Virtual Exercise Programs(Wii fit) were applied to demonstrate the effecting the balance of the elderly to promote more research on the impact of the ADL survey.

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The Effects of Driving Rehabilitation Program on Cognitive Function in Elderly (운전재활프로그램이 노인의 인지기능에 미치는 효과)

  • Lee, Sungsook;Kim, Bora;Ha, Jaeyoung;Park, Jimin;Cho, Yeseul;Ha, Jinri;Hong, Useon;Kim, Sungwon
    • Journal of The Korean Society of Integrative Medicine
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    • v.2 no.4
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    • pp.91-100
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    • 2014
  • Purpose : The purpose of this experiment is to find out the effectiveness which exert influence on cognitive skills by using the Driver Rehabilitation program for senior citizens who are over 65 years old and live in Busan. Method : From July first, 2014 to August 28th, 2014, we researched the 60 elderly people who are over 65 and go to community relief center which is in Busan. - 30 are experimental group and the other is control group. In the experimental group, we used Nintendo wii's driving simulation program and RC Car driving program in the model road. For estimation, we used MVPT-3(Motor-Free Visual Perception Test-3), Trail Making Test - 1, Trail making Test - 2 and LOTCA(Loewenstein Occupational Therapy Cognitive Assessment). Result : Nintendo wii's driving simulation program and RC Car driving program in model road results efficient visual perception ability. This programs results effectively in visual perception ability and space perception ability. This programs results effectively in motor apraxia ability. This programs results effectively in control ability for visual perception. This programs results effectively in thinking operation. Conclusion : Nintendo Wii's driving simulation program and RC Car driving program in model road positively influence improving for visual perceptual ability and cognitive function of elderly people. Also it is considered as being more efficient for improving visual perceptual ability and cognitive function to implement basic rehabilitation training with driving rehabilitation program than basic training itself.

Reliability and Validity of the Balancia using Wii Balance Board for Assessment of Balance with Stroke Patients (뇌졸중 환자들의 균형평가를 위한 Balancia 프로그램의 신뢰도와 타당도)

  • Park, Dae-Sung;Lee, Dong-Yeop;Choi, Sung-Jin;Shin, Won-Seob
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.14 no.6
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    • pp.2767-2772
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    • 2013
  • Balance is the foundation for all active daily livings. Evaluation of balance has been conducted to measure postural sway of center of pressure(COP). The purpose of this study is to introduce the Balancia and to examine the validity and inter-, intra-reliability for measure of balance with stroke patients. COP was measured by Wii balance board. The subjects Participated in this study were 39 stroke patients. Intra- and inter-reliability was examined using intraclass correlation coefficient(ICC) with 95% confidence interval. In the result of intra- and inter-reliability, all COP parameters of postural sway showed high to very high reliability with ICC=.793-.939 and ICC=.791-.955. Validity was determined by correlation with Accusway force plate. There were high validity with ICC=.851-.955 between tools. According to these results, the Balancia showed high validity and reliability. It is a useful clinical tool for evaluating balance in stroke patients.

Validity of the Wii Balance Board for Evaluation of Medial Patellar Luxation in Small Sized Dog

  • Lee, Shinho;Lee, Joo-Myoung;Park, Hyunjung;Cha, Yuri;Cheong, Jongtae
    • Journal of Veterinary Clinics
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    • v.36 no.6
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    • pp.297-300
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    • 2019
  • Wii® balance board (WBB) is a device that can measure and record body sway. This study was conducted to evaluate the reliability of WBB in small sized dog as inexpensive, portable and convenient tool. The center of pressure path length (CPPL) and 95% confidence ellipse area (Area 95) were evaluated with only two plates of WBB. The parameters were evaluated between no load (0 kg) and mass group (0.25-4 kg on each one plate). 23 dogs (2.3-7.3 kg) were evaluated for with hindlimb standing for 10 seconds. The mass group showed a significant value in comparison to the no load during the measurement. And intra-class correlation coefficients (ICCs) between CPPL and Area 95 revealed very high both mass and dog group. In the evaluation of medial patellar luxation (MPL) as a diagnostic tool, 80 dogs with MPL and 23 non-affected dogs were used. In studies of CPPL and Area 95, significant differences were found between non-affected and MPL groups for 10 and 30 seconds, respectively. The WBB can be used as a valid tool for evaluating hind limb standing balance and can be useful as an objective tool to present clinical results in small sized dog with MPL.

Development of Squat Posture Guidance System Using Kinect and Wii Balance Board

  • Oh, SeungJun;Kim, Dong Keun
    • Journal of information and communication convergence engineering
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    • v.17 no.1
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    • pp.74-83
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    • 2019
  • This study designs a squat posture recognition system that can provide correct squat posture guidelines. This system comprises two modules: a Kinect camera for monitoring users' body movements and a Wii Balance Board(WBB) for measuring balanced postures with legs. Squat posture recognition involves two states: "Stand" and "Squat." Further, each state is divided into two postures: correct and incorrect. The incorrect postures of the Stand and Squat states were classified into three and two different types of postures, respectively. The factors that determine whether a posture is incorrect or correct include the difference between shoulder width and ankle width, knee angle, and coordinate of center of pressure(CoP). An expert and 10 participants participated in experiments, and the three factors used to determine the posture were measured using both Kinect and WBB. The acquired data from each device show that the expert's posture is more stable than that of the subjects. This data was classified using a support vector machine (SVM) and $na{\ddot{i}}ve$ Bayes classifier. The classification results showed that the accuracy achieved using the SVM and $na{\ddot{i}}ve$ Bayes classifier was 95.61% and 81.82%, respectively. Therefore, the developed system that used Kinect and WBB could classify correct and incorrect postures with high accuracy. Unlike in other studies, we obtained the spatial coordinates using Kinect and measured the length of the body. The balance of the body was measured using CoP coordinates obtained from the WBB, and meaningful results were obtained from the measured values. Finally, the developed system can help people analyze the squat posture easily and conveniently anywhere and can help present correct squat posture guidelines. By using this system, users can easily analyze the squat posture in daily life and suggest safe and accurate postures.

Reliability and Validity of Balancia 2.5 Program Using Wii Balance Board for Assessment of Static Balance Ability

  • Ho Kim;Dong-Min Kum;Won-Seob Shin
    • Physical Therapy Rehabilitation Science
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    • v.11 no.4
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    • pp.488-492
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    • 2022
  • Objective: The purpose of this study is to find out the reliability and validity of the newly updated Balancia 2.5 program using Wii balance board through equipment that can measure center of pressure data with the precision. Design: Cross-sectional study Methods: Twenty-seven healthy adults participated in the study. The subjects were assessed for static balance ability by Accusway, and were assessed for static balance ability on Wii balance board connected to theBalancia 2.5 program.To limit postural fluctuations due to stare, the subjects were asked to look at a 15 cm dot drawn 3 m in front of them for 30 seconds with their eyes open. Static balance ability data such as path length and sway velocity were extracted from all measurement tools.Intra-rater and inter-rater reliability and validity were extracted through intraclass correlation coefficient (ICC) and 95% confidence interval (CI). Results: The intra-rater reliability that the same rater shows consistent results through test-retest was a high level at ICC=0.968 (0.926~0.986), and inter-rater reliability that the requires consistent results even when measured by different raters was a high level at ICC=0.943 (0.870~0.975). The validity was a high level at ICC=0.948 (0.881~0.977), which shows whether the measurement tool is properly measuring what it is intended to measure. Conclusions: The Balancia 2.5 program, newly updated through this study, proved to be a program with high reliability and validity in evaluating static balance ability like the existingBalancia 2.0 program.

Immersive user interfaces for visual telepresence in human-robot interaction (사람과 로봇간 원격작동을 위한 몰입형 사용자 인터페이스)

  • Jang, Su-Hyeong
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.406-410
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    • 2009
  • 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.

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