본문 바로가기
KERD
논문KCI 등재

Excergame system based vision and smart mat for elders to improve balance sense and recognition ability

0

조회

0

다운로드

0

인용

0

참고문헌

키워드

초록

The purpose of this study is to design and develop integrated game system for experiential walking exercise. Existing walking exercise is performed outside, so it is influenced by external weather, temperature, time, place and other situation information. Therefore, it is necessary to have an experiential walking exercise game that can induce the recommended level of physical activity for the elderly who have a low interest in health care. The experiential exercise game requires a vision - based system to recognize motion and a smart mat that can recognize walking information. We also developed a walking exercise program to improve the sense of balance and cognitive ability of elderly people. There are 4 types of Walking Exercise Games: 5 levels for beginner, intermediate, and advanced difficulty levels.

Abstract

The purpose of this study is to design and develop integrated game system for experiential walking exercise. Existing walking exercise is performed outside, so it is influenced by external weather, temperature, time, place and other situation information. Therefore, it is necessary to have an experiential walking exercise game that can induce the recommended level of physical activity for the elderly who have a low interest in health care. The experiential exercise game requires a vision - based system to recognize motion and a smart mat that can recognize walking information. We also developed a walking exercise program to improve the sense of balance and cognitive ability of elderly people. There are 4 types of Walking Exercise Games: 5 levels for beginner, intermediate, and advanced difficulty levels.

참고문헌 (12)

  1. Scherder E, "Gait in ageing and associated dementias; its relationship with cognition", Neurosci Biobehav Rev, 31(4), pp.485~497 (2007)
  2. Makizako H, "Cognitive functioning and walking speed in older adults as predictors of limitations in self-reported instrumental activity of daily living: prospective findings from the Obu Study of Health Promotion for the Elderly", Int J Environ Res Public Health, 12(3), pp.3002~3013 (2015)
  3. Radak Z, "The effects of training and detraining on memory, neurotrophins and oxidative stress markers in rat brain", Neurochem Int, 49(4), pp.387~392 (2006)
  4. Kramer AF, "Capitalizing on cortical plasticity: influence of physical activity on cognition and brain function", Trends Cogn Sci, 11(8), pp.342~348 (2007)
  5. 정대인, "가상현실 체험형 운동과 요부안정화운동에 따른 뇌졸중환자의 낙상관련 신체․심리적 비교 분석", 한국콘텐츠학회 논문지, 12(8), pp.274~282 (2012), 한국콘텐츠학회[DOI]
  6. 강응관, "전통악기를 활용한 체험형 아케이드 비트게임 구현", 한국컴퓨터게임학회논문지, (23), pp.5~11 (2010), (사)한국컴퓨터게임학회
  7. 원용태, "원거리 도서민의 치매예방을 위한 실버댄스게임 및 통합관리시스템", 한국컴퓨터게임학회논문지, 24(2), pp.117~125 (2011), (사)한국컴퓨터게임학회
  8. 임은지, "KINECT, PC, 안드로이드 기반 휴머노이드 로봇간의 상호연동을 이용한 교육용 게임콘텐츠 시스템 설계 및 구현", 한국컴퓨터게임학회논문지, 28(1), pp.13~20 (2015), (사)한국컴퓨터게임학회
  9. 박소현, "키넥트를 활용한 피드백 중심의 피아노 교육 방안 연구", 정보처리학회논문지. 소프트웨어 및 데이터 공학, 4(9), pp.403~408 (2015), 한국정보처리학회[DOI]
  10. 박경신, "운동 게임을 위한 키넥트 센서 기반 운동 자세 인식 모델 개발", 정보처리학회논문지. 컴퓨터 및 통신시스템, 5(10), pp.303~310 (2016), 한국정보처리학회[DOI]
  11. Kinect, ""Kinect for Windows v2 Windows Runtime API Reference" Kinect for Windows v2 Windows Runtime API Reference", ~
  12. "Game list"[URL]

관련 논문AI추천

이 간행물의 다른 논문 (20건)