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1

4,200원

Employees used computer significantly(IT employee) is increased by technological development in workplace. This study tried to find the magnitude of IT employees and the profile of their working conditions and ill health experiences in South Korea. Korean Working Conditions Survey was used with descriptive and mean difference test in order to find the difference working conditions and ill health status among the groups classified by the degree of using computer during work. Some of working conditions was positively correlated with the density of computer use such as work autonomy, the exposure of repetitive movement of hand and arms. The pain of upper extreme was also more frequently found in the highest user group of computer than lower user groups. Based on the result of hierarchical regression analysis, the effect of computer using on the experience of work-related symptoms after controlling other factors was shown as U shape. This study as heuristic one suggest that some of depth analysis with hypothesis will be done to identify the causes and pathway of impact of computer use.

2

Real-Time Pipe Fault Detection System Using Computer Vision

Kim Hyoung-Seok, Lee Byung-Ryong

[Kisti 연계] 한국정밀공학회 International journal of precision engineering and manufacturing Vol.7 No.1 2006 pp.30-34

※ 협약을 통해 무료로 제공되는 자료로, 원문이용 방식은 연계기관의 정책을 따르고 있습니다.

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Recently, there has been an increasing demand for computer-vision-based inspection and/or measurement system as a part of factory automation equipment. In general, it is almost impossible to check the fault of all parts, coming from part-feeding system, with only manual inspection because of time limitation. Therefore, most of manual inspection is applied to specific samples, not all coming parts, and manual inspection neither guarantee consistent measuring accuracy nor decrease working time. Thus, in order to improve the measuring speed and accuracy of the inspection, a computer-aided measuring and analysis method is highly needed. In this paper, a computer-vision-based pipe inspection system is proposed, where the front and side-view profiles of three different kinds of pipes, coming from a forming line, are acquired by computer vision. And the edge detection is processed by using Laplace operator. To reduce the vision processing time, modified Hough transform is used with clustering method for straight line detection. And the center points and diameters of inner and outer circle are found to determine eccentricity of the parts. Also, an inspection system has been built so that the data and images of faulted parts are stored as files and transferred to the server.

3

Realtime Analysis of Sasang Constitution Types from Facial Features Using Computer Vision and Machine Learning

Abdullah, Shah Mahsoom Ali, Hee-Cheol Kim

[Kisti 연계] 한국정보통신학회 Journal of information and communication convergence engineering Vol.22 No.3 2024 pp.256-266

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Sasang constitutional medicine (SCM) is one of the best traditional therapeutic approaches used in Korea. SCM prioritizes personalized treatment that considers the unique constitution of an individual and encompasses their physical characteristics, personality traits, and susceptibility to specific diseases. Facial features are essential for diagnosing Sasang constitutional types (SCTs). This study aimed to develop a real-time artificial intelligence-based model for diagnosing SCTs using facial images, building an SCTs prediction model based on a machine learning method. Facial features from all images were extracted to develop this model using feature engineering and machine learning techniques. The fusion of these features was used to train the AI model. We used four machine learning algorithms, namely, random forest (RF), multilayer perceptron (MLP), gradient boosting machine (GBM), and extreme gradient boosting (XGB), to investigate SCTs. The GBM outperformed all the other models. The highest accuracy achieved in the experiment was 81%, indicating the robustness of the proposed model and suitability for real-time applications.

4

Comparison of Muscle Activity and Input Performance of Operators Using a Computer Mouse and a Trackball

Yoo, Hwan-Suk, Yi, Chung-Hwi, Kwon, Ho-Yun, Jeon, Hye-Seon, Yoo, Won-Gyu

[Kisti 연계] 한국전문물리치료학회 한국전문물리치료학회지 Vol.16 No.4 2009 pp.37-43

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This study compared the electromyographic activities and input performance of computer operators using a computer mouse and a trackball. Muscle activities were assessed at the upper trapezius (UT), middle deltoid (MD), extensor digitorum (ED), and first dorsal interosseous muscle (FDI). Twenty-six healthy subjects were recruited, and the test order was selected randomly for each subject. The task set was to click moving targets on a Windows program. The EMG amplitude was normalized using the percentage of reference voluntary contraction for UT and MD and the percentage of maximal voluntary contraction for ED and FDI. To analyze the differences in EMG activity, a paired t-test was used. UT muscle activities were significantly greater when the computer mouse was used (p<.05). FDI muscle activities were significantly greater when the trackball was used (p<.05). Using a trackball can reduce the load on the UT during computer work and help to prevent and manage work-related musculoskeletal disorders.

5

Fast Generation Methods for Computer-Generated Hologram Using a Modified Recursive Addition Algorithm

Choi, Hyun-Jun

[Kisti 연계] 한국정보통신학회 Journal of information and communication convergence engineering Vol.11 No.4 2013 pp.282-287

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A real-time digital holographic display is the core technology for the next-generation 3DTV. Holographic display requires a considerably large amount of calculation. If generating a large number of digital holograms is intended, the amount of calculation and the time required increase exponentially. This is a significant obstacle in a real-time hologram service. This paper proposes an algorithm that increases the speed of generating a Fresnel hologram by using a recursive addition operation covering the entire coordinate array of a digital hologram. The 3D object designed to calculate the digital hologram uses a depth-map image produced by computer graphics. The proposed algorithm is a technique that performs the computer-generated holography (CGH) operation with only recursive addition of all of the hologram's coordinates by analyzing the regularity between the 3D object and the digital hologram coordinates. The experimental results show that the proposed algorithm increases the operation speed by 70% over the technique using the conventional CGH equation and by more than 30% over the previously proposed recursive technique.

6

Introducing an Online Measurement System Using Item Response Theory and Computer Adaptive Testing Methods for Measuring the Physical Activity of Community-Dwelling Frail Older Adults

Choi, Bong-sam

[Kisti 연계] 한국전문물리치료학회 한국전문물리치료학회지 Vol.26 No.3 2019 pp.106-114

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Background: It is difficult to assess whether community-dwelling frail older adults may remain pre-frail status or improve into a robust state without being directly checked by health care professionals. The health information perceived by older adults is considered to be one of best sources of potential concerns in older adult population. An online measurement system combined with item response theory (IRT) and computer adaptive testing (CAT) methods is likely to become a realistic approach to remotely monitor physical activity status of frail older adults. Objects: This article suggests an approach to provide a precise and efficient means of measuring physical activity levels of community-dwelling frail older adults. Methods: Article reviews were reviewed and summarized. Results: In comparison to the classical test theory (CTT), the IRT method is empirically aimed to focus on the psychometric properties of individual test items in lieu of the test as a whole. These properties allow creating a large item pool that can capture the broad range of physical activity levels. The CAT method administers test items by an algorithm that select items matched to the physical activity levels of the older adults. Conclusion: An online measurement system combined with these two methods would allow adequate physical activity measurement that may be useful to remotely monitor the activity level of community-dwelling frail older adults.

8

Due to high ergonomic risks, forestry considered a high-priority issue in forest workers' health. Timber production workers usually work in open environments, where harsh conditions such as rough terrain and extreme weather. Lack of experience, improper equipment and other related factors can negatively impact occupational health and safety (OHS). In this study, work posture analysis was performed by using computer vision technique. Real-time joint angles were calculated using a MediaPipe-supported system based on machine learning (ML) technique. Real-time joint angle data extracted from video frames were used to compute Rapid Entire Body Assessment (REBA) scores instantly. Besides the entire body analysis, each limb could be assessed separately. The initial user impressions regarding the system were assessed. This method enables the collection of detailed data, which can regularly accumulate into a largescale dataset appropriate for big data applications. CV-based work posture analysis is promising technique as a method open to development as an adaptive system. The risk of biased evaluations in expert observations during body posture analysis can be minimized.

9

Traffic Safety Trends over Time using Computer based Learning Approaches

Urim Chang, Donghyeok Park, Yeji Sung, Sue Han Kang, Juneyoung Park

한국ITS학회 한국ITS학회 학술대회 ITS와 함께하는 미래 스마트 시티 2022.06 pp.1205-1210

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4,000원

10

4,000원

본 연구는 뇌졸중 환자의 상지 재활에 사용되는 컴퓨터-인간 연동을 이용한 가상현실 기반 훈련 프로그램 중재의 효과를 알아보고자 하였다. 2015년 2월까지 Medline 데이터베이스에서 뇌졸중 환자의 상지 재활을 위한 가상 현실 중재를 다루는 무작위 대조군 임상 연구들을 검색하였다. PEDro 스케일이 연구의 질을 사정하기 위해 사용되 었다. 선정된 8개의 연구가 분석되어졌다. PEDro 스케일은 5 부터 8/10까지 다양했다. 모든 연구들은 가상현실 기반 훈련 그룹에서 상지 기능 회복에 유의한 결과를 보였다. 본 연구는 뇌졸중 환자의 상지 회복을 위해 사용되는 가상 현실 기반 훈련 프로그램의 적용이 다양하고 예측할 수 없는 실행으로 구성된 과제 지향적이고 점진적인 학습을 제 공함을 통해 특히 배움에 효과가 있음을 보여주었다. 본 연구에서는 가상현실 훈련 프로그램을 뇌졸중 환자의 상지 기능 재활에 탁월한 학습 효과를 기대할 수 있으며 과제-지향과 등급화된 학습을 제공하는데 효과적이다.

To identify virtual reality (VR) interventions used for upper extremity rehabilitation in stroke patients. The Medline database was searched up to February 11, 2015. Randomized controlled and clinical trials that included a VR intervention for upper extremity rehabilitation in stroke patients were included. The Physiotherapy Evidence Database (PEDro) scale was used to assess the quality of the included studies. In total, 8 studies were included. PEDro scores varied from 5 to 8/10. All studies showed significant improvement in outcomes in favor of the VR group. This review suggests that VR applications used for upper extremity rehabilitation in stroke patients predominantly mediate learning through providing task-oriented and graduated learning with variable and unpredictable practice.

11

4,200원

EQPS (Effluent Quality Predication System)로 간헐 주입 SBR (Sequencing Batch Reactor) 운전 성과를 파악하였다. EQPS는 질산화에 대한 pH 영향을 파악할 수 있는 관계로 질산화를 통해 발생된 산을 중화시키기 위한 가성 소다 필요량 을 파악할 수 있다. SBR 후단에 설치된 화학적 인 제거 시설이 인과 고형물을 제거하는 관계로 질소제거가 간헐 주입 SBR 의 주 목적이다. 동일한 유기물량을 1, 2, 3, 3, 4, 5회로 나누어 주입시키는 경우 3회로 나누어 주입하는 경우 질소제거 효 율은 93.1%로 가장 높고, 5회로 나누어 주입시키는 경우는 77.9%로 가장 낮은 것으로 니타났다. 시뮬레이션은 간헐 주입 횟 수가 증가할수록 MLSS농도가 낮아지는 것을 보여주어 간헐 주입을 사용하는 경우, 최적의 질소제거를 위해서는 질산 화에 대한 평가가 선행되어야 한다. 간헐 주입 SBR에서 유입수 분할 횟수는 시뮬레이션을 통해 파악되어야 한다.

The performance of intermittent feed SBR (Sequencing Batch Reactor) was evaluated by simulator called as EQPS (Effluent Quality Predication System). Since the EQPS can simulate the effect of pH on nitrification, the required amount of caustic soda to neutralize acids produced from nitrification can be estimated. Also, chemical phosphorus removal can be simulated. Since the phosphorus and particulate are removed at chemical phosphorus removal unit followed by SBR, the main objective of intermittent feed SBR is nitrogen removal. Five feeding schedule such as 1, 2, 3, 4, and 5 divided feeds with same organic load were studied and the simulation revealed that the 3 divided feed showed the highest percentage of nitrogen removal as 93.1 %, in contrast that the 5 divided feed showed the lowest percentage of nitrogen removal as 77.9 %. Also, simulation revealed that the higher division of feed, the lower the concentration of MLSS (Mixed Liquor Suspended Solid) in SBR. Since the MLSS concentration is inversely proportional to the number of feed, the nitrification that is prerequisite of denitrification has to be carefully evaluated when influent to SBR is divided. Before considering the division of influent to maximize nitrogen removal, the number of division has to be determined by simulation before implementing.

12

4,000원

2018년에 수립된 제4차 영재교육진흥계획에서는 영재교육원의 역할을 특수 분야 재능계발을 위한 심화 및 사사(Research & Education, 이하 R&E) 과정 운영으로 정립하였다. 영재교육원이 영재교육을 성공적으로 수 행하기 위해서는 적절한 수준의 R&E 교육프로그램을 제공할 수 있어야 한다. 본 논문에서는 정보과학 영재 들의 창의적 사고력과 문제해결능력을 향상시키기 위해 컴퓨터 게임을 직접 개발하는 R&E 교육프로그램을 제안한다. 컴퓨터 게임은 화면에 그래픽을 출력하는 기술, 캐릭터와 배경을 움직이는 애니메이션 기술, 캐릭 터 간의 충돌 감지 기술, 사운드 출력, 동영상 출력, 사용자가 편리한 인터페이스 기술 등의 다양한 요소를 포함한 분야이다. 따라서 컴퓨터 게임을 직접 개발해 봄으로써 다양한 게임 요소들을 배우고 정보과학적 개 념과 자료구조 등을 활용하여 알고리즘을 익힐 수 있다. 본 논문에서는 Python과 PyGame을 이용하여 켈러 의 ARCS 모델에 기반한 교육용 게임을 개발하는 R&E 교육프로그램을 제안하였고, 실제 영재교육원의 중학 교 정보과학반 학생들의 R&E 수업에 적용하였다. 학생들은 게임 개발 R&E 수업을 통해 실제 프로그래머들 의 프로그램 개발 과정을 체험할 수 있었고, 주어진 문제 상황들이 프로그램에 의해 어떻게 표현되고 해결되 는지를 탐구하였다. 또한, 학생들이 그동안 게임의 수요자로서 단순히 게임을 즐기기만 했다면, 본 R&E 수업 을 통해 게임의 공급자로써 사용자의 흥미와 동기를 증가시킬 수 있는 방법을 스스로 고안하고 도입할 수 있는 기회를 얻게 되었다.

The 4th Gifted Education Promotion Plan, in 2018, established the role of the Gifted Education Center as a Research & Education (R&E) course for talent development in special fields. To be successful in gifted education, gifted education centers must be able to provide appropriate levels of R&E education programs. In this paper, we propose an R&E education program that develops computer games to improve the creative thinking and problem solving ability of informatics gifted students. Computer games are a field that includes various elements such as the technology of outputting graphics on the screen, the animation technology of moving characters and backgrounds, the collision detection technology between characters, the sound output technology, the video output technology, and the user-friendly interface technology. Therefore, by developing computer games, students can learn various game elements and learn algorithms using informatics concepts and data structures. In this paper, we proposed an R&E education program for developing educational games based on Keller's ARCS model using Python and PyGame, and applied it to the R&E class of middle school informatics class students. Through the game development R&E class, students could experience the program development process of real programmers and explore how given problem situations are represented and solved by the program. In addition, while the students have simply enjoyed playing games as consumers of games, this R & E class gives them the opportunity to devise and include their own ways to increase the interest and motivation of users as suppliers of games.

13

4,000원

본 연구는 화재 발생 시 스마트폰 네비게이션 어플리케이션을 이용한 화재 대피 유도 서비스 시스템이 화재대피 시간에 어떤 영향을 미치는지 살펴보고자 하는 연구이다. 컴퓨터 시나리오 시뮬레이션에서 네비게이션 어플리케이션을 사용하였을 때 대피시간이 22초 단축되었고 실증시뮬 레이션 또한 네비게이션 어플리케이션을 사용하였을 때 대피시간이 40초 감소되어 화재 발생 시 피난 시간 단축에 효과적이라는 점을 알 수 있다. 실증 시나리오 시뮬레이션을 한 결과는 피난유도를 실시한 경우가 실시하지 않은 경우보다 피난 종료까지 시간이 39초 더 빠르게 나타났다. 실증 시나리오 시뮬레이션은 피난 경로에 병목현상이 발 생하지 않았고 이로인해 컴퓨터 시나리오 시뮬레이션과 실증 시나리오 시뮬레이션의 대피 완료 소요시간의 차이가 발생하였다. 추후 시나리오 시뮬레이션에 학생실습 연구에 기여할 것이다.

This study examined how the fire evacuation induction service system using a smartphone navigation application in the event of a fire affects the fire evacuation time, and the following conclusions were drawn. 1. The evacuation time was reduced by 22 seconds when the navigation application was used in computer scenario simulation. Even in the demonstration simulation, the evacuation time was reduced by 40 seconds when the navigation application was used. This indicates that the navigation application is effective in shortening the evacuation time in case of fire. 2. As a result of the demonstration scenario simulation, the time until the end of evacuation was 39 seconds faster in the case of evacuation guidance than in the case where it was not conducted. 3. No bottlenecks occurred in the evacuation route during the demonstration scenario simulation. As a result, there was a difference in the time required to complete the evacuation between the computer scenario simulation and the demonstration scenario simulation.

15

4,000원

The purpose of this study was to investigate the environmental factors that affect the computer literacy of childcare teachers. A survey was conducted to get information about teachers' ICT utilization ability and their physical and educational condition. Binary logistic regression analysis was performed using SPSS 17.0 program on the data of 293 teachers who work in childcare centers in capital area, and the following results were obtained. First, computer-related physical environment and computer training did not affect the teachers' computer literacy. Second, taking computer course had effects on the basic skills, word-processing ability, internet communication ability and computer program utilization. Third, the number of hours of using computers affected the ability to install and maintain computers. Fourth, the purchase of computer-related books and magazines and the number of computer programs they use had an effect on their computer program utilization. These results have significance in that they imply what is needed for improving childcare teachers' computer literacy in terms of institutional support.

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컴퓨터 그래픽스를 활용한 조경수목 형상자료의 가시화 - AccuRender의 수목 모델링 모듈 활용을 중심으로 -

박시훈, 조동범

[Kisti 연계] 한국조경학회 한국조경학회지 Vol.27 No.4 1999 pp.143-150

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The purpose of this research is to find som ways to model tree forms more efficiently in reference with surveying structural data and handling parameters in plant Editor of AccuRender, the AutoCAD-based rendering software adopting the procedural plant modeling technique. In case of modelling a new tree, because it is efficient to modify an existing tree data as a template, we attempted to classify 81 species' data from existing plant library including conifers and deciduous tree. According to the qualitative characteristics and quantitative parameters of geometrical and branching structure, 8 types of tree form were classified with factor and cluster analysis. Some critical aspects found in the distributions of standardized scores of parameters in each type were discussed for explaining the tree forms intuitively. For adaptability of the resulted classification and typical parameters, 10 species of tree were measured and modelled, and proved to be very similar to the real structures of tree forms. CG or CAD-based plant modelling technique would be recommended not only as a presentation tool but for planting design, landscape simulation and assessment.

17

기관내 삽관 환자를 위한 컴퓨터 활용 의사소통 도구의 적용 효과

박상임, 윤호연, 천혜경, 이지현, 안선미, 안효찬, 강선자, 최종희

[NRF 연계] 병원간호사회 임상간호연구 Vol.13 No.1 2007.04 pp.65-77

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기관내 삽관 치료를 받는 대상자는 기관내 삽관 자체로 인해 언어적 의사소통이 어려우며, 이로 인해 좌절, 분노 등 부정적인 정서를 경험하게 된다. 대상자들이 느끼는 부정적 정서 반응은 대상자들이 인지하는 의사소통의 어려움이 클수록 많이 느끼고 이러한 경험을 기억하는 것은 기관내 삽관 치료를 받은 기간이 영향을 미친다. 또한 기관내 삽관 동안 의사소통을 하면서 피곤함이나 탈진됨을 경험하였다.적절한 정보의 제공은 대상자들의 안도감을 위해 꼭 필요한 간호중재임을 알 수 있었다.

18

컴퓨터비전을 활용한 건설현장 중장비의 단독작업 자동 인식 모델 개발

정인수, 김진우, 지석호, 노명일

[Kisti 연계] 대한토목학회 대한토목학회논문집 Vol.41 No.4 2021 pp.441-447

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건설현장에서는 수많은 중장비와 작업자가 다양한 작업을 동시다발적으로 수행하기 때문에 복잡하고 위험한 상황이 자주 발생한다. 복잡한 현장에서 중장비가 단독으로 작업할 경우 운전자의 시야제한, 판단오류 등으로 인해 안전사고가 발생할 수 있으며, 이에 따라 중장비는 신호수와의 상호작용을 통해 주변 상황에 대한 정보를 수집하면서 작업을 수행해야 한다. 중장비를 자동으로 모니터링하고 위험상황을 탐지하기 위해 많은 컴퓨터비전 기술들이 개발되었지만, 기존의 방법들은 중장비 단독작업 인식에 필요한 중장비와 신호수 간 상호작용을 고려하지 않았다는 한계가 있다. 이러한 한계를 보완하기 위해 본 연구는 중장비-신호수 간의 상호작용을 고려한 컴퓨터비전 기반 중장비의 단독작업 자동 인식 모델을 제안함을 목표로 한다. 개발된 모델을 검증하기 위해 실제 건설현장으로부터 영상 데이터를 수집하여 실험을 수행하였다. 그 결과, 학습된 모델은 중장비와 사람을 83.4 %의 정확도로 인식하였고, 일반 작업자와 신호수를 84.2 %의 정확도로 분류하였으며, 중장비-신호수 간 상호작용 또한 95.1 %의 높은 정확도로 분석하였다. 본 연구결과는 건설현장에서 위험한 상황을 초래할 수 있는 중장비의 단독작업을 사전에 탐지하여 안전사고를 예방할 수 있다.

Construction sites are complex and dangerous because heavy equipment and workers perform various operations simultaneously within limited working areas. Solitary works of heavy equipment in complex job sites can cause fatal accidents, and thus they should interact with spotters and obtain information about surrounding environments during operations. Recently, many computer vision technologies have been developed to automatically monitor construction equipment and detect their interactions with other resources. However, previous methods did not take into account the interactions between equipment and spotters, which is crucial for identifying solitary works of heavy equipment. To address the drawback, this research develops a computer vision-based solitary work detection model that considers interactive operations between heavy equipment and spotters. To validate the proposed model, the research team performed experiments using image data collected from actual construction sites. The results showed that the model was able to detect workers and equipment with 83.4 % accuracy, classify workers and spotters with 84.2 % accuracy, and analyze the equipment-to-spotter interactions with 95.1 % accuracy. The findings of this study can be used to automate manual operation monitoring of heavy equipment and reduce the time and costs required for on-site safety management.

19

컴퓨터 기반 실내실험을 통한 고속도로 차선의 적정 규격

강민정, 오흥운

[Kisti 연계] 한국도로학회 한국도로학회논문집 Vol.17 No.1 2015 pp.99-104

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PURPOSES : It is well known that experts determined the current standard dimensions of freeway lane markings. However, rigorous engineering rationale could be insufficient regarding whether or not the standard dimensions account for how visible the markings are to the driver. In this study, we seek to optimize the dimensions of freeway lane markings to improve their visibility to drivers. METHODS : The study was conducted as follows. First, alternative lane marking dimensions were selected which could be installed in a test construction site. Second, a video recording was made while driving on the test construction site. Third, subjects were shown the recorded video and then instructed to indicate their preference from among the various lane markings. Lastly, t-tests were applied to assess the statistical significance of differences in the preferences expressed. RESULTS : According to the t-test results, there was no significant difference in the preferences expressed regarding the lane marking widths. However, with regard to the dimensions of freeway lane marking, which represents line marking lengths, gap lengths, and widths of marking, the subjects expressed a preference for specific dimensions such as 6 m:12 m,13 cm, 8 m:12 m,10 cm and 6 m:12 m,10 cm. CONCLUSIONS : In considering the dimensions of freeway lane markings and their relation to visibility by the driver, it was found that dimensions such as 6 m:12 m,13 cm, 8 m:12 m,10 cm and 6 m:12 m,10 cm.

20

ADHD 아동을 위한 컴퓨터 훈련 프로그램 기반 CBT 효과검증

박미영, 박순말, 조성준, 신민섭

[NRF 연계] 한국임상심리학회 Korean Journal of Clinical Psychology Vol.29 No.3 2010.08 pp.639-657

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본 연구의 목적은 ADHD 아동의 주의력 훈련을 위해 개발된 컴퓨터 게임을 이용하여 CBT 훈련을 ADHD 아동들에게 실시하고 그 효과를 검증하고자 하였다. S대병원에 내원하여 ADHD 진단을 받은 아동 중 부모의 동의를 받은 45명의 아동을 선발하였고 치료 집단 26명, 통제 집단 19명이 선정되었다. 훈련은 주 1회, 매회 30분, 총 10회기 동안 훈련을 실시하였다. ADHD 아동의 훈련을 위해 사용된 컴퓨터 프로그램은 본 연구에 앞서 책임저자 등이 개발한 시각주의력, 청각 주의력, 작업 기억력, 행동조절능력, 조직화능력, 실행기능으로 이루어진 총 16개의 게임이다. 효과를 검증하기 위해 훈련전후 신경심리검사(ROCF, ADS, CCTT, STROOP, WCST)를 실시하였다. 측정 결과 유의한 향상을 보였으며 효과를 보이지 않은 검사에서도 전반적으로 향상된 경향성을 보였다. 따라서 본 연구 결과 ADHD 아동에게 컴퓨터 훈련 프로그램을 활용하여 실시한 CBT가 효과적인 것으로 나타났다.

CBT-based computerized attention and executive function training for ADHD children was developed and its effect was evaluated before and after the raining. The total subjects were 45 school-aged children diagnosed as ADHD in Seoul National University Children's Hospital. They were divided into 26 in the experimental and 19 in the control group. The total training sessions consisted of 10 sessions, once per week and each session lasted for 30 minutes. The training program based on Min Sup Shin and Sung Zoon Cho's program(2008) was used for the experimental: It was consisted of total 16 games including visual attention, auditory attention, working memory, behavioral inhibition, organization, executive function. Attention and executive functions of ADHD children were individually assessed by using neuropsychological tests, including ADS, Stroop Test, Children's Color Trail making Test, ROCF, and WCST before and after the training. ADHD symptoms and executive functions(attention, behavioral inhibition, and cognitive flexibility) in experimental group significantly improved after the training. These results that CBT-based training using computerized game would for effective for helping ADHD children.

 
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