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        검색결과 92

        21.
        2015.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        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.
        4,000원
        22.
        2015.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        In recent, modern people has been suffering from their hair loss. According to the definition, hair loss refers to the status in which hairs on certain regions are lost, due to multiple causes albeit they are supposed to be present under normal conditions. Compared to the normal hair growth cycle, numbers of hair loss outnumber the newly growing hairs and there is excessive amount of hairs in the resting phase, thereby resulting the reduction of total numbers of hairs. In the present study therefore, we designed and developed the scalp management system to pursue more efficient management of hair loss. In the suggested system, scalp types were classified as follow: Plain Scalp, Dry Scalp, Oily Scalp, Compound Scalp, Sensitive Scalp, Seborrhea Scalp, Pressure alopecia Scalp, Tinea capitis Scalp, Aging Scalp, Inflame Scalp, Psoriasis Scalp, Steroid side effect Scalp, alopecia scalp and so on. It was designed that each individual can perform the scalp imaging analysis using the system so that relevant experts review diagnosis history of existing databases and diagnose various statuses of scalps. Utilizing the system herein, we are looking forward to improving competitiveness of relevant industries.
        4,000원
        23.
        2015.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        In this paper, we present a serious game that can prevent elderly people from brain illness using natural finger interaction and Fumanet exercise. As population of elderly people has continually grown in our society, brain illness like dementia can be naturally observed, which makes treatment cost up rapidly. Hence, we propose Leap-Motion based serious game for elderly people, which uses natural finger motions to interact with game contents. In our approach, we enhance finger motion recognition rate by adding auxiliary conditions that is superior to ordinary Leap-Motion APIs. Finally, we have also carried out user study and quantitative analysis to verify our methods.
        4,000원
        24.
        2015.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The game intended for treatment directly is not yet much in domestic and even though it is used for child psychotherapy, the direct game therapy has not been used yet. But the possibility of the game therapy is likely to increase in the future due to emerging the field of virtual reality therapy, recreational therapy. In this study it is proposed the rhythm game using the balance ball connected the wired/wireless PC, it is the reason why the functional game may help the upper limb rehabilitation if you are using it continuously without a place, time, and cost constraints.
        4,000원
        25.
        2014.09 KCI 등재 구독 인증기관 무료, 개인회원 유료
        This study examines the general assumption that serious games can bring about positive effects for purported social changes. The interactive nature of the serious game was thought to be one of the distinctive aspects of the medium as compared with other traditional non- interactive media. To explore whether the interactivity of serious games yields different psychological influences, we conducted an experimental study with a serious game whose narrative concerns the environmental issue, EcoFriendz (N=40). The results illustrate that those who played the video game perceived themselves to be more aware of the environmental problem than those who read the same narrative in a non-interactive text format. Also the game players were more willing to carry out measures to deal with the environmental problem.
        4,000원
        26.
        2014.09 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Prevalence of children with developmental disabilities has increased the need for a variety of educational and therapeutic interventions for children in the study of the subject has increased according to the load. in this paper, the review of the developmental disability characteristics and teaching methods are based on this proposal of realistic experimental serious game contents using AAC(Augmentative and Alternative Communication) method because we make up for the conventional interventions and increase participation and motivation in learning. In this paper, we improve the area said to be the motivation and commitment to develop the content by using a realistic experience for users experiencing at present a pervasive developmental disorder of language development in the paper. In particular, we shows the effectiveness of the improved speech area through the use of this serious game content through real experiments with children with developmental disabilities.
        4,000원
        27.
        2014.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Schizophrenia is one of the most chronic and severe mental disorders. It has hallucinations, delusions, disorganized thinking, a lack of emotion and a lack of motivation. Schizophrenia also causes significant social and work problems. In order to prevent worsening and recurrences of schizophrenia, and to induce continuous improvement of disease, symptom management and medication training are critical factors. A serious game which makes strong interest and immersion senses is a very useful learning tool for schizophrenia patients who show attention deficit, impassiveness, lack of spontaneity and lower motivation. This study uses card match games to improve the patient’s memory and concentration, and encourage procedural learning by associating the difficulty level of the game with the symptom rating scale of disorder. Also it promotes patients to express their feelings through game characters to alleviate their suffering from emotional dullness. It also helps patients to develop teamwork and build interactive skills by demanding cooperative missions for beating the game. Therefore this study is expected to contribute in improving the efficiency of schizophrenic patient education. We suggest to develop serious game design for schizophrenia patients' education.
        4,000원
        28.
        2013.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        BCI is called BMI (brain-machine interface) sometimes. It is the interface which controls things with human consciousness. In this paper, we look into several of the headset protocol, and we proposed unified protocol with medical standard MFER (Medical Waveform Format Encording Rules) through the analysis of the protocol. And to prove the excellence of the proposed protocol as a case study, we demonstrate embedded control car so as to; (1) prevent overlapped investment on new BCI input interface development, and (2) help to create BCI-related functional game easily, (3) realize variety services through the each equipment compatibility.
        4,000원
        29.
        2013.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Digital dementia becomes an issue these days which causes failure of one’s memory and calculation ability because many people rely heavily on digital devices, such as smart phones. Smart devices themselves become smarter and smarter whereas digital device users become dumber and dumber, and finally they are suffering from digital dementia. Serious games can be defined as games which combine entertainments with various applications. They relieve the negative opinions which belong to existing games, so many game titles have been released as serious games in these days. This research is motivated by the fact that serious games were originated to overcome practical issues. In this paper, a serious game is presented to prevent digital dementia and its effectiveness is shown. The proposed serious game is composed of simple four fundamental arithmetic operations which improve one’s calculation ability. Since simple arithmetic operations are familiar regardless of one’s age, they are chosen. Everyone can enjoy the game beause random factors are added. This paper concludes that serious games can be used to prevent digital dementia very effectively.
        4,000원
        30.
        2013.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        People have been experiencing lot of incidents for their lives which results in gaining their impetus. Each impetus derives an emotion and such emotion is either of positive or negative one. The positive emotion motivates activation of his life but the negative emotion demotivates one. Specifically, the negative motivation will be much worse for children and it could be adversely affected to their emotional development. The paper first characterizes how to regulate an emotion in a view of psychology base and also characterizes how to regulate the emotion for children. And then, we analyze serious game contents which have been developed to care a negative emotion for children and youth to derive some game elements to be used in the games. Finally, by combining the two characterizations of regulation of emotion in psychology view and the serious games, we propose effective game elements for caring children’s negative emotion. We expect that the results will provide a good guideline when we make a serious game to care children’s negative emotion.
        4,000원
        31.
        2013.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The purpose of this research was to explore whether playing self-hygiene serious game has any effect on the knowledge, self-efficacy, and behavior related to self-hygiene of young children. Three children, ages 5 and 6, all male, participated in this study. Three children were observed for one, two, and three weeks before game play. After this baseline period, the children were given a game titled Parasite Wars, in which the children have to kill the parasites to get healthy, to play for one week. After the initial exposure to the game, the children were observed during one week of game play for self-hygiene behavior. Also, immediately before and after the week of game-play, children were tested on knowledge and self-efficacy related to self-hygiene. Results indicate that all children improved in knowledge and self-efficacy after the gameplay. Numbers of voluntary hand-wash increased after initial exposure to the game for all three children. The numbers of verbal facilitation for hand-wash all decreased with game-play.
        4,000원
        32.
        2013.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        To assess effectiveness in serious games is the principal means for the purpose of developing the game and criteria for assessing quality of the game. Until now, serious games assessment has been implemented mainly through surveys that measured from the outside of the game using in-depth interviews, or sensor-based psycho-physiological observation. However, these methods have limitations that do not properly reflect on the gaming experience that is characterized by the coevolution through player participation activities. Therefore, we propose a model to assess the effectiveness of serious games systematically through evaluating the functionality based on the player's feedback.
        4,000원
        33.
        2012.12 구독 인증기관 무료, 개인회원 유료
        The purpose of this study is to suggest specific ways of designing educational programs for school violence prevention by applying a serious online game in Korea. To do this, first, the authors analyzed literature, programs and cases related to school violence. Second, we derived design principles for serious games from the analysis of current game contents. Finally, we wrote a design process to develop the game. A serious game for school violence prevention was specifically designed based on these design principles and processes. It was applied by registering school violence cases, processing the cases, drawing solution plans, and finishing the game. The game is intended for a game user to be self-taught and self-cured by participating in the solution process of school violence cases.
        4,200원
        34.
        2012.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        기능성 교육용게임에서, 가장 이상적인 형태는 재미도 있고 교육 효과도 좋은 경우일 것이다. 본 논문에서는 성인에 비해서 집중력이 낮은 초등학생의 회화식 영어 교육을 위해서 웹 기반의 MMORPG 게임을 설계 개발 하였다. 유선 및 무선 인터넷 접속을 통하여 타인과 협동, 경쟁심을 키워주어 초등학생의 영어 학습 능력을 높여 주는 효과를 누릴 수 있게 하였다. 이를 통하여 게임 산업의 다양성을 추구하고자 한다. 또한 향후에는 스마트폰과의 연동을 위한 UI 및 게임콘텐츠 업데이트를 하고자 한다
        4,000원
        35.
        2012.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        본 논문에서는 사용자의 신체 평형능력 재활 및 향상 운동을 지루함 없이 재미있게 할 수 있도록 Physio-Feedback 시스템을 접목한 기능성 게임 콘텐츠(‘Falling’)를 개발하였다. 이 게임은 가속도 센서라는 플랫폼의 특수성을 고려하여 개발하였으며, 심플한 그래픽 리소스와 간단하면서도 속도감 있는 레벨디자인을 통하여 짧은 시간 동안 최대의 운동효과를 기대할 수 있다. 향후 다양한 인터페이스로 플랫폼 확장(PC, 스마트TV)을 통하여 일반인을 대상으로 재미있게 운동을 할 수 있고 학습 기능이 가능한 콘텐츠를 개발하여 기능성 게임의 활용범위를 극대화 할 수 있다.
        4,000원
        40.
        2011.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        본 논문을 통하여 발달 장애아동의 가족 특히 부모를 대상으로 자녀양육의 역량강화를 위하여 장애부모 자신의 양육스트레스에 효율적으로 대처할 수 있는 모바일 기능성 게임 프로그램을 기획하였다. 본 게임은 장애아동의 부모들을 교육시킬 수 있는 3가지의 미니 게임으로 구성되어 있는데, 이 게임을 통해 장애아동의 부모들에 대한 일상생활의 심리적 안정을 도모한다. 이를 위하여 사회복지학, 유아교육학, 특수교육학, 심리치료학, 게임학 등 각 분야의 의견을 수렴해 융합 콘텐츠를 제작하기 위한 노력을 하였으며 최종적으로 스마트폰용 게임 콘텐츠가 개발되었다.
        4,000원
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