Kegel exercise is commonly prescribed to improve the urination and evacuation capabilities of a patient. Assistive devices developed for Kegel exercise are found limited in terms of clinical effectiveness and motivation. The present study is intended to develop a serious game to support active and sustainable Kegel exercise for patients. A four-step process (benchmarking, analysis of patent and technology, ideation of hardware and software, and implementation) is applied in the present study to development of a Kegel serious game. The proposed serious game for active Kegel exercise needs to be validated in urology clinics.
Since the conventional methods of physical therapy may decrease the motivation of a patient for rehabilitation due to repetitive, monotonous movement, a new physical therapy system inducing a motivation from the patient is needed. The present study is intended to develop a physical therapy serious game for enhancement of dynamic balance control. The balance control therapy game was developed by the following steps: (1) survey of existing balance control therapy systems, (2) analysis of balance control literature, (3) ideation and architecture planning of the balance control therapy game, and (4) implementation of the balance control therapy game. The proposed physical therapy serious game can provide better usability, satisfaction, clinical effectiveness for balance control than the conventional methods.
This study attempts to introduce and develop nature experience program utilizing the instructional mixed reality and examines its effects on creativity and young children in order to overcome the limitations that can be found when young children explore and observe nature. In addition, the purpose of this study is to investigate the change aspects of creativity and nature-friendly ability of young children when experiencing nature with the further activities using the instructional mixed reality. To verify the effect of the instructional mixed reality developed through this process, this study selected 30 young children who are 5 years old in H child care center located in Seoul. As a research tool, creative test of characteristics for children (K-CTC) produced and standardized by Chung Kyung-won (2003) was used to test creativity. As data analysis methods, SPSS 17.0, T-test, MANOVA test, and repeated measure ANOVA were conducted.
The purpose of this paper is to research on humanities in real games and electronic games for PX(player experience) in gamification. The humanities are academic disciplines that study human culture. The humanities include anthropology, archaeology, history, law, languages, linguistics, literature, philosophy, performing arts. As a well-designed game brings the most powerful and sophisticated user(human) experience, a well-designed gamified application can provide players with the supreme user experience, aka PX(player experience) causing playful behavior and a positive mindset. Recently 'gamification‘has been broadly accepted as a powerful motivator in various fields and the definition of gamification is expanding to take into consideration, 'PX(player experience)‘because gamification is the idea of using game-thinking and game mechanics to solve problem and engage players. This paper analyzed and compared each sub-branches of humanities with real and electronic games historically for basic theoretical foundations of PX in gamification.
Recently, a lot of smart devices such as smart phones have been spread. The research on smart education based on the devices are being actively investigated. A typical example of them is EPub3.0 proposed by the IDPF. Even if the educational content has supported multimedia such as image, video, text to speech and etc, it does not support a 3D virtual content yet. So a virtual reality-based education has not been achieved. In this paper, we propose an educational content system in which a virtual education simulation is possible through smart devices. To do it, the proposed system consists of an authoring tool creating 3D virtual educational content, and a viewer visualizing the content. The experimental results showed possibility of virtual experience education.