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논문KCI 등재

BCI를 이용한 ADHD 치료 게임 설계

Design of using BCI ADHD Treatment Game

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초록

ADHD(Attention Deficit/Hyperactivity Disorder) is a common disorder of childhood, which exhibitssymptoms of hyperactivity, impulse, having difficulty in concentrating, and being easily distracted. Thesesymptoms lead many difficulties in childhood if left untreated, and last in adolescence and adulthood in somecases. This paper analyzes serious game technology based on BCI for ADHD treatment. BCI technology isimplemented by acquiring EEG via device and sending commands into input-output device by signal processing. In order to apply serious games based on BCI, it requires building a database with relevant resources of analysisand study of ADHD infants and children behavioral patterns first. Based on it, it is suggested to design anddevelop serious games that are well balanced in fun elements and functional elements on the consideration oflevels of difficulties.

Abstract

ADHD(Attention Deficit/Hyperactivity Disorder) is a common disorder of childhood, which exhibitssymptoms of hyperactivity, impulse, having difficulty in concentrating, and being easily distracted. Thesesymptoms lead many difficulties in childhood if left untreated, and last in adolescence and adulthood in somecases. This paper analyzes serious game technology based on BCI for ADHD treatment. BCI technology isimplemented by acquiring EEG via device and sending commands into input-output device by signal processing. In order to apply serious games based on BCI, it requires building a database with relevant resources of analysisand study of ADHD infants and children behavioral patterns first. Based on it, it is suggested to design anddevelop serious games that are well balanced in fun elements and functional elements on the consideration oflevels of difficulties.

참고문헌 (12)

  1. Bae, Jaehwan, "Essential Elements for Serious Games and Analysis of Development Examples", Journal of Information Process, 10(1), pp.62~68 (2010)
  2. Im, Chungjae, "Current State, Development Case Study, and Prospective of Serious Games", Journal of Korea Multimedia Association, 15(2) (2011)
  3. Uh, Tak, "New Prospective of Serious Games", Journal of Korea Multimedia Association, 15(2) (2011)
  4. Wi, Jeonghyeon, "Online games, Grasp hands with education" (2008), Hankyeong Publication
  5. Yi, Jihun, "Future Serious Games", Journal of Korea Multimedia Association, 15(2) (2011)
  6. Gerwin Schalk, "BCI2000 : A Genaral-Purpose Brain-Computer Interface(BCI) System", IEEE Transactions on Biomedical Engineering, 51(6) (2004)
  7. Anatole Lecuyer, "Brain-Computer Interfaces, Virtual Reality, and Videogames", IEEE Computer Society (2008)
  8. Anton Nijholt, "BrainGain: BCI for HCI and Games" (2008)
  9. Boris Reuderink, "Games and Brain-Computer Interfaces: The State of the Art", 15(2) (2011)
  10. 김준호, "증강 현실 기술을 이용한 보드 게임 설계 및 구현", 한국컴퓨터게임학회논문지, 24(1), pp.45~51 (2011), (사)한국컴퓨터게임학회
  11. 박종승, "증강현실 게임의 소프트웨어 디자인 프레임워크", 한국컴퓨터게임학회논문지, 22(22), pp.59~67 (2010), (사)한국컴퓨터게임학회
  12. 김태규, "아이폰을 위한 레이저 포인터 기반 증강현실 게임", 한국컴퓨터게임학회논문지, 25(2), pp.85~92 (2012), (사)한국컴퓨터게임학회[DOI]

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