년 - 년
A Study on the Correlation Between Board Game Balance Factors and Play Experience KCI 등재
한국컴퓨터게임학회 컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) 제38권 제5호 2025.09 pp.15-22
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4,000원
Board games are steadily growing, re-evaluating the value of analog communication in the digital age. This market growth has heightened players' expectations for quality, leading to a growing demand for well-crafted, or "well-balanced" games. Game balance is a key element in providing players with a fair and engaging experience. However, to date, balancing efforts have relied primarily on designers' intuition and small-scale testing, which is time-consuming, costly, and carries the risk of bias. Therefore, this study aimed to empirically analyze the core factors of balance perceived by players. Based on prior research, we identified four balance factors (Parity: fairness, Rich: diversity, Innovative: scalability, and Mitigate: mitigating randomness) and three play experiences (Flow: immersion, Aesthetics: aesthetics, and Interaction: interaction). A survey was conducted with 78 college students who played eight board games over an eight-week period. The collected data were analyzed for correlation and multiple regression using SPSS 26.0. The analysis results revealed that fairness (Parity) and variety (Rich) were key predictors of players' "immersion" experiences. Variety (Rich), randomness mitigation (Mitigate), and scalability (Innovation) significantly influenced the "aesthetic" experience, while scalability (Innovation) and variety (Rich) were found to have the greatest impact on the "interaction" experience. This study is significant in that it leads the discussion on board game balance to a data-driven empirical analysis and provides objective balancing guidelines for game designers.
Decision-Making and Optimization Strategies Across Player's Skill Levels in League of Legends KCI 등재후보
한국e스포츠학회 e스포츠 연구: 한국e스포츠학회지 5권 1호 2023.06 pp.106-127
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5,800원
본 연구는 리그 오브 레전드(LoL)의 다양한 스킬 레벨에 따른 챔피언, 아이템, 룬, 주문 선택 전략의 차이를 조사하여 다양한 기술 수준의 플레이어가 사용하는 의사 결정 과정과 최적화 전술에 대한 통찰력을 제공합니다. 데이터를 유명 LoL 통계 웹사이트인 U.GG에서 수집하여 기술 통계, 상관관계 분석, 군집 분석을 통해 분석했습니다. 그 결과 챔피언 선택, 아이템 빌드, 룬 선택, 소환사 주문이 스킬 레벨에 따라 상당한 차이를 보였으며, 이는 게임 지식, 경험, 적응력 등의 요인에 기인하는 것으로 밝혀졌습니다. 이번 연구 결과는 플레이어 교육, 게임 밸런스, 디자인에 영향을 미치며 게임과 e스포츠의 의사 결정 및 최적화 전략에 대한 폭넓은 이해에 기여할 수 있습니다.
This study investigates the differences in champion, item, rune, and spell selection strategies across various skill levels in League of Legends (LoL) to provide insights into the decision-making processes and optimization tactics used by players at different skill tiers. Data were collected from a popular LoL statistics website, U.GG, and analyzed using descriptive statistics, correlation analyses, and cluster analysis. The results revealed significant variations in champion selection, item builds, rune choices, and summoner spells across skill levels, which can be attributed to factors such as game knowledge, experience, and adaptability. The findings have implications for player education, game balance, and design, and contribute to a broader understanding of decision-making and optimization strategies in gaming and eSports.
[NRF 연계] 대한재활의학회 Annals of Rehabilitation Medicine Vol.42 No.4 2018.08 pp.514-520
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Objective To investigate the dose-related effect of trunk control training (TCT) using Trunk Stability Rehabilitation Robot Balance Trainer (TSRRBT) in chronic stroke patients with poor sitting balance. Methods This was a retrospective study of 38 chronic stroke patients with poor sitting balance that underwent TCT with TSRRBT. The participants were assigned either to the low-dose training (LDT) group (n=18) or to the high-dose training (HDT) group (n=20). In addition to the conventional rehabilitation therapy, the LDT group received 5 sessions of TSRRBT intervention per week, whereas the HDT group received 10 sessions of TSRRBT intervention per week. The outcome measures were the scores on the Trunk Impairment Scale (TIS) and its subscales, Berg Balance Scale (BBS), Functional Ambulation Classification (FAC), and the Korean version of Modified Barthel Index (K-MBI). All outcome measures were assessed before the training and at the end of the 4-week training. Results After the 4-week intervention, TIS, BBS, FAC, and K-MBI scores showed improvement in both LDT and HDT groups. Furthermore, the improvements in TIS scores and its subscales were significantly greater in the HDT group than in the LDT group (p<0.05). Conclusion TCT using TSRRBT could be an additional treatment for the conventional rehabilitation therapy of chronic stroke patients with poor sitting balance. HDT may provide more beneficial effects on improving patients’ sitting balance than LDT.
Game design to determine the balance and difficulty of the game based on the synesthesia KCI 등재
한국컴퓨터게임학회 컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) 제33권 제1호 2020.03 pp.64-73
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4,000원
An automated note generation system has been designed that improves the disadvantages of creating notes in music using BMS programs. In this paper, using FFT algorithm, the sound scale was extracted through frequency analysis of audio file and converted to color information. This was used to create automatic notes and balance the game in the rhythm game. In the case of non-complexed music such as children's songs, sound extraction was possible, but music such as K-pop, which had complex voices mixed, lacked accuracy. In this paper, the existing research on the relationship between pitch and color was objectively quantified and the system was designed to determine the balance and difficulty of the game based on the synesthesia felt by human.
Exploring Study of PokemonGo Game and Place Attachment Applying Balance Theory
한국경영정보학회 한국경영정보학회 정기 학술대회 지능정보화 시대의 ICT 전략 2017.06 pp.473-478
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4,000원
This research will take PokemonGo, as a case of location-based augmented reality (AR) mobile game, and explore the existence of its links to tourism within the full spectrum of mobile AR games. So far this field of empirical study in tourism is yet the minority due to the uncommon characteristics mobile AR technology holds. By illuminating the aspect of AR games which wholly immerses with the real geographic space, the study seeks to find the relation between AR satisfaction and destination satisfaction. The research model and measurement indices are drawn from the balance theory and data collection from PokemonGo users will be analyzed.
한국컴퓨터게임학회 컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) 제35권 제1호 2022.03 pp.29-40
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4,300원
오늘날 게임 산업은 지속적으로 성장하고 있는 추세이다. 이런 배경에서 게임 이용자들은 다양한 게임 장르를 경험하고 있으며, 또한 게임 내의 승률을 높이기 위한 다양한 활동에 많은 관심을 가지고 있다. 게임 이용자 들은 자신이 즐기는 게임 캐릭터들의 승률 및 픽률과 같은 다양한 정보들을 인터넷 검색을 통해 수집하고 있 으며, 그에 따라 자신이 즐기는 게임 플레이어의 밸런스에 관해서 많은 관심을 나타내고 있다. 본 연구자는 밸런스 관련 다양한 연구를 탐색하는 과정에서 게임 속의 밸런스를 맞추는 기준이 있다면, 또한 그 기준에 대 한 예측이 가능하다면 그 기준을 중심으로 이용자들의 다양한 밸런스 패치 활용 및 게임 전략 수립에 도움이 될 수 있을 것으로 판단하였다. 본 연구에서는 플레이어들의 밸런스 패치가 중요하게 인식되고 있는 MOBA 장르 게임을 중심으로 밸런스 패치 예측 기준을 수립하는 데 초점을 맞추었다. 특별히 밸런스 패치를 진행할 때 캐릭터들의 특성 및 개발자의 패치 코멘트, 그리고 승률 및 픽률 변화에 따른 이후 패치 로드맵까지 고려 할 수 있는 체계를 제시한 점에서 큰 의의가 있다고 볼 수 있다. 이를 통해 개발자는 플레이어들의 밸런스를 더 쉽게 맞출 수 있도록 유도하고, 플레이어는 밸런스 패치를 예측하여 더욱 효율성 있는 게임 전략을 실행할 수 있도록 유도하여 MOBA 장르 게임의 이해관계자 모두에게 도움이 되는 정보를 전달할 것이다.
Today's game industry is in a trend of continuous growth. Game users are experiencing various game genres in this background, and they are also very interested in various activities to increase the winning rate in the game. Game users collect various information such as win rate and pick rate of game characters they enjoy through internet searches and show a lot of interest in balances of game players. It was judged that it will be helpful for users to utilize various balance patches and establish game strategies based on the standard in the process of exploring various balance-related studies if there is a standard for balancing the game and it is possible to predict the standard. This study focused on establishing the prediction criteria for balance patches, focusing on MOBA genre games where players' balance patches are recognized as important. In particular, it is very meaningful to present a system that can take into account the subsequent patch roadmap according to changes in character's characteristics, developer's patch comments, win rate and pick rate, etc. during the balance patch process. This will make it easier for developers to balance players and help players execute more efficient game strategies by predicting balance patches, transmitting beneficial information strategically to all stakeholders in MOBA genre games. make it easier for developers to balance players and help players execute more efficient game strategies by predicting balance patches, transmitting beneficial information strategically to all stakeholders in MOBA genre games. by predicting balance patches, transmitting beneficial information strategically to all stakeholders in MOBA genre games.
체감형 댄스게임이 여성노인의 균형능력에 미치는 효과 KCI 등재
중소기업융합학회 융합정보논문지(구 중소기업융합학회논문지) 제8권 제4호 2018.08 pp.73-80
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4,000원
본 연구는 체감형 댄스게임이 여성노인의 정적 및 동적 균형에 미치는 영향을 조사하는 데 목적이 있다. 연구 참가자 들은 무작위 배정하여 체감형 댄스 게임 실험집단(n=10)과 통제집단(n=10)으로 나눈 후 실험집단은 일주일에 세번, 60분씩 6주간의 기간 동안 참여했고 통제집단은 일상생활 외 운동을 진행하지 않았다. 댄스게임의 균형 능력을 평가하기 위해 버그 균형검사(BBS), 기능적 팔 뻗기 검사(FRT), 일어나 걸어가기 검사(TUG)를 사용하여 평가하였다. 데이터는 통계적 유의성 을 결정하기 위해 대응표본 t검정(paired t-test)과 독립표본 t검정을 사용하여 분석했다. 체감형 댄스 게임 그룹의 BBS, FRT, TUG 연구 결과, 통계적으로 유의한 차이를 보였다(p<.05). 결론적으로, 체감형 댄스 게임은 여성노인들의 균형 능력 향상에 효과가 있는 것으로 나타났다. 여성노인들에게 체감형 댄스게임 “댄스센트럴” 프로그램을 규칙적으로 지속한다면 균형성 향상에 도움이 될 것으로 생각된다. 후속적으로 노인에게 적합한 댄스게임 개발에 대한 연구가 이루어져야 할 것으 로 생각된다.
The purpose of this study was to investigate the effect of motion-based dance game on static and dynamic balance in elderly women. The participants were randomly divided into 2 group, Motion Based dance game group(n=10), control group(n=10). After they were divided into an Motion Based dance game group and a control group the Motion Based dance game group participated in six-week period of time, three times a week, 60 minutes each, and the control group didn't exercise outside of their daily lives. To evaluated the balance ability of exercise, it was evaluated by using Berg Balance Scale(BBS), Functional Reach Test(FRT), Timed Up and Go test(TUG). The data was analysis using a paired t-test and independent t-test to determine the statistical significance. The results of this study between BBS, FRT, TUG and Motion Based dance game group had statistically significant difference rather than control group(p<.05). In conclusion, the Motion based Dance Game showed improvement on the balance ability in the elderly. Regular maintenance of the Dance Game “Dance Central" program for the elderly will assistance improve the balance. Consequently, studies on the development of dance games suitable for the elderly are believed to be necessary.
상지재활을 위한 기능성 게임 : “Balance Ball For Rhythm" KCI 등재
한국컴퓨터게임학회 컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) 제28권 제1호 2015.03 pp.29-36
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4,000원
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.
가상현실 비디오게임 운동이 뇌성마비 아동의 균형과 대동작에 미치는 영향: 단일사례연구
한국신경근육물리치료학회(구 한국신경근육재활학회) 한국신경근육재활학회지 제3권 제1호 2013.06 pp.9-16
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4,000원
This study was performed to investigate the effects of virtual reality exercise with video game on gross motor performance and balance in a child with spastic cerebral palsy. The subject of study was cerebral palsy with spastic diplegia presenting 4th level in gross motor function classification system. The subject received virtual reality video game exercise using Wii Fit system, which was performed for 35 minutes in each session, 2 sessions per week over a 5-week period (a total of 10 sessions). Assessment tools were made with the pediatric balance scale, the gross motor function measure, and balance evaluation in Wii Fit system in each session. After the training, gross motor performance and balance ability were improved. The exercise using virtual reality video game may be a beneficial tool to improve gross motor performance and balance in the spastic cerebral palsy at clinics and home-based setting.
가상현실 게임기반 훈련프로그램을 이용한 체간조절훈련이 아급성기 뇌졸중 환자의 균형 및 상지기능에 미치는 영향 KCI 등재
중소기업융합학회 융합정보논문지(구 중소기업융합학회논문지) 제9권 제5호 2019.05 pp.172-179
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4,000원
본 연구는 가상현실 게임기반을 이용한 훈련이 아급성기 뇌졸중환자의 균형 및 상지기능에 미치는 영향에 대하여 알아보기 위하여 실시하였다. 아급성기 뇌졸중환자 30명을 가상현실 게임기반 훈련프로그램을 적용한 실험군(n=15)과 대 조군(n=15)으로 무작위 배정하였다. 중재는 6주간 주 3회, 1회당 30분씩 적용하였다. 대상자의 기능 향상정도를 평가하기 위하여 중재 전·후 균형능력과 상지기능을 평가하였다. 연구결과 실험군에서 균형능력과 상지기능(FMUE), 체간 장애척도 (TIS)에 유의한 향상이 있었으며(p<.05), 두 그룹 간 차이는 버그균형척도(BBS), 일어나 걷기(TUG), 체간 장애척도(TIS)에 서 유의한 차이가 있었다(p<.05). 이러한 결과를 바탕으로 가상현실 게임기반 훈련 프로그램은 아급성기 뇌졸중환자에게 임상적으로 유익한 운동프로그램이라 할 수 있다.
The purpose of this study was to investigate the effects of virtual reality game based training on balance and upper limb function in subacute stroke patients. Thirty patients with subacute stroke were randomly assigned to experimental groups(n=15) and control groups(n=15) applying virtual reality game-based training programs. Intervention is applied three times a week for 6 weeks, 30 minutes for 1 time. In the study group, there was a significant improvement in balance ability, upper extremity function, and trunk impairment scale(p<.05), and the difference between the two groups was significant in the BBS, TUG, TIS(p<.05). Based on these results, the virtual reality game based training program is clinically useful exercise program for subacute stroke patients.
가정용 콘솔 게임 장치를 이용한 가상현실 운동프로그램이 노인의 균형능력에 미치는 효과
한국지역사회건강관리협회 대한건강과학학회 대한건강과학학회지 제9권 제1호 (통권 9권 13호) 2012.06 pp.55-64
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4,000원
P urpose : The purpose of this study was to investigate the effect of Virtual Reality-based Exercise Program using Domestic Console Game machine on balance in elderly. Methods : 13 female took part in this study. The average age of the elderly was 78.84 years. All subjects could walk without an assistive device. All subjects were participated in this study during 6 weeks(3 days per week). All participants were assessed on berg balance scale(BBS), functional reach test(FRT), timed up & go test(TUG) and measured on range of motion(ROM) of hip and ankle joint. The data were analyzed using paired t-test. Results : After 6 weeks exercise training, the result of this study were as follows: 1. BBS of the elderly was significant difference between test-retest(p<0.05). 2. FRT of the elderly were significant difference between test-retest(p<0.05). 3. TUG of the elderly were significant difference between test-retest(p<0.05). 4. ROM of hip joint in the elderly were not statistically significant difference between test-retest(p>0.05). But, ROM of ankle joint in the elderly were show statistically significant difference between test-retest(p<0.05). Conclusion : the findings suggest that elderly person could improve their balance through Virtual Reality-based Exercise Program using Domestic Console Game machine.
목적 : 본 연구는 가상현실 게임인 Wii-Fit 밸런스 게임을 실시하여 노인의 균형능력 향상에 효과가 있는지 알아보 았다. 연구 방법 : 대구광역시에 거주하고 있는 건강한 노인 20명을 대상으로 6주간 균형훈련을 실시한 뒤 버그 균형 검 사와 한발 서기 검사를 실시하였다. 결과 : 균형훈련을 한 결과 버그 균형 검사와 한발 서기 검사 모두에서 통계적으로 유의 하였다(p<.05). 성별에 따른 균형유지 능력은 한발 서기 검사결과 균형훈련 전 눈 뜨고 오른쪽 다리로 서기, 눈 감고 오른쪽 다리로 서기, 눈 뜨고 왼쪽 다리로 서기와 균형훈련 후 눈 뜨고 왼쪽 다리로 서기에서 통계적으로 유의한 차이가 있었다 (p<.05). 연령에 따른 60대, 70대의 균형능력은 버그 균형 검사 결과 훈련 전, 후 각각 통계적으로 유의하였고, 한 발서기 검사 결과 눈 뜨고 오른쪽 다리로 서기의 경우 통계적으로 유의하였다(p<.05) 결론 : Wii-fit 밸런스 게임을 이용하여 균형훈련을 실시한 결과 버그 균형 검사와 한발 서기 검사 모두 통계적으로 유의하므로 가상현실 게임이 노인의 균형능력향상을 위한 중재방법으로 사용되어질 수 있는 가능성을 제시하였 다. 향후 노인층을 대상으로 한 다양한 소프트웨어가 연구, 개발되어질 필요성이 있다.
Objectives : The purpose of this study is to evaluate the improvement of balancing ability of the elderly after the virtual reality game, Wii-Fit. Methodology : For 20 elderly in good health, living in Daegu metropolitan city we took them the balance training called Balance scale test and One-leg stand test for six weeks. Results : There were significant differences in both static and dynamic balance as a result of balance training(P<0.05). The balance ability depending on the sex shows statistically meaningful difference at the right leg standing with open eyes, right leg standing with closed eyes, left leg standing with open eyes before balance training, left leg standing with open eyes after balance training(P<0.05). The balance ability of 60s and 70s has statistically meaningful result before and after training through berg balance test result. As a result of one leg test, statistical data of right leg standing with open eyes shows difference(P<0.05). Conclusion : Virtual reality game can be used to improve balancing ability of the elderly because Wii-Fit balancing program turns out statistically meaningful. This suggests that it is necessary variety of software need to be developed for the elderly.
가상현실 게임을 이용한 4주간 훈련이 노인의 균형 및 보행 능력과 우울증에 미치는 효과
대한고유수용성신경근촉진법학회 대한고유수용성신경근촉진법학회지 제10권 제2호 2012.06 pp.41-46
※ 원문제공기관과의 협약기간이 종료되어 열람이 제한될 수 있습니다.
Purpose : This study investigated the effect of 4 weeks training of virtual reality game on balance and gait ability, depression of elderly people. Methods : The subjects of this study were 12 elderly people over 65 age. The subjects were treated by training using virtual reality gam (during 60 minutes, 3 times a week for 4 weeks). The results of the experiment were analyzed using paired T-test along with averages and standard deviations as the statistical methods for data analyses. Results : In comparison of depression, gait and balance ability between pre-test and post-test, there were statistically significant differences. Conclusion : Our study finding indicate that training using virtual reality game could improve balance and gait ability, depression in elderly people. According to our study, training using virtual reality game is judged to be used for elderly people with gait and balance problems, depression to prevent fall down.
배가로근 수축을 강조한 체간 안정화 훈련이 양궁선수들의 정적 균형 및 경기기록에 미치는 영향 KCI 등재
대한고유수용성신경근촉진법학회 PNF and Movement 제17권 제2호 2019.08 pp.283-291
※ 원문제공기관과의 협약기간이 종료되어 열람이 제한될 수 있습니다.
Purpose: The purpose of this study was to investigate the effects of trunk stability training on static balance and game records among archers. Methods: The subjects comprised 24 voluntary archers in middle and high school (aged 14–19 years). All the subjects received trunk stability training for an hour per day 3 days a week for 4 weeks. The Tetrax balance system was used to measure the stability index of the subjects’ static balance. The subjects’ game records were scored using a single FITA round system. All the subjects were measured before the intervention, 2 weeks into the intervention, and 4 weeks after the intervention, with a follow-up measurement 2 weeks later. Results: The results of this study showed that the stability index was significantly different across all the measuring positions after the intervention (p<0.05). Furthermore, the results of the measurements of the standing position with eyes open and closed were significantly different before the intervention compared to 4 weeks after the intervention (p<0.05). The archery position with the head turned to the left and eyes closed was also significantly different pre-intervention compared to 2 weeks after the start of the intervention (p<0.05). Additionally, the archery records were significantly different after the intervention (p<0.05), as well as before the intervention and 4 weeks after the intervention (p<0.05). Conclusion: Trunk stability training can improve static balance in archers. It may also be helpful in improving athletic performance and maintaining the life of the athlete. Accordingly, trunk stability training may prevent and resolve injuries through careful management when playing one-side sports.
[Kisti 연계] 물리치료재활과학회 Physical therapy rehabilitation science Vol.8 No.1 2019 pp.8-14
※ 협약을 통해 무료로 제공되는 자료로, 원문이용 방식은 연계기관의 정책을 따르고 있습니다.
Objective: Degenerative knee arthritis is the most common disease that occurs in older people. Constriction-induced movement therapy (CIMT) has been reported to be as an effective treatment for the impairments, such as asymmetric weight-bearing and reduced balance that occurs after receiving a total knee replacement (TKR). Game-based rehabilitation training for persons with TKR is interesting and provides a variety of feedback. Design: Randomized controlled trial. Methods: Thirty-six subjects with TKR were randomly assigned to either the CIMT game training (n=12), general game training (n=12), or the control (n=12) group. Each group underwent twelve sessions (30 min/d, 3 d/wk for 4 weeks). In the CIMT game training group, the application of CIMT adjusted the weight of the pressure delivered from the two boards used in Wii games. In the general game training group, the game was played without adjusting the weight of pressure. The game training used the Wii Fit's Ski Slalom application. Subjects were assessed with the Western Ontario and McMaster Universities Osteoarthritis Index (WOMAC) and the Activities-specific Balance Confidence (ABC) Scale. Results: All three groups showed significant improvements in pain, stiffness and physical function, total WOMAC scores, and ABC scores after the intervention (p<0.05). Significant differences were observed in physical function, total WOMAC scores, and ABC scores of the CIMT game training group compared with the other groups (p<0.05). Conclusions: The CIMT game training and general game training exhibited improvements on stiffness, but the CIMT game training exhibited a larger effect on lower extremity function and balance confidence levels.
[Kisti 연계] 물리치료재활과학회 Physical therapy rehabilitation science Vol.3 No.1 2014 pp.7-12
※ 협약을 통해 무료로 제공되는 자료로, 원문이용 방식은 연계기관의 정책을 따르고 있습니다.
Objective: The purpose of this study was to investigate the effects of a three dimensional balance trainer in combination with a video-game system and visual feedback on balance recovery and gait function in subacute stroke patients. Design: Randomized controlled trial. Methods: Twenty-three subacute stroke patients were assigned to either an experimental (n=12) or a control group (n=11) using a random permuted block design and sealed envelopes. The experimental group received additional 3-dimensional balance training combined with visual feedback and a game program for 30 min/day, 5 days/week for 4 weeks. Both groups received 30-min of conservative physical therapy sessions based on neurodevelopmental therapy. Before and after the 20 sessions, walking abilities were evaluated by the the GaitRite system and balances were evaluated using the Berg Balance Scale (BBS). The Trunk Impairment Scale (TIS) was used to assess trunk muscle performances. Results: After the 4-week intervention, BBS and TIS scores were significantly increased in both groups (p<0.05), and increases in these scores were significantly greater in the experimental group (p<0.05). After the 4-week intervention, gait speed and cadence were significantly increased in both groups (p<0.05), and as was observed for BBS and TIS scores, changes of gait speed and cadence were significantly greater in the experimental group (p<0.05). Conclusions: The study shows that the 3-dimensional balance trainer combined with visual biofeedback and a video-game system provides a therapeutic means for improving balance and gait ability in subacute stroke patients.
[Kisti 연계] 물리치료재활과학회 Physical therapy rehabilitation science Vol.11 No.4 2022 pp.509-516
※ 협약을 통해 무료로 제공되는 자료로, 원문이용 방식은 연계기관의 정책을 따르고 있습니다.
Objective: This study investigated the effect of a video game-based home exercise program on the improvement of balance and muscle strength in the elderly. Design: Randomized controlled trial Methods: Participants were randomly assigned to two groups: a video game-based home exercise training group (experimental group, n=16) and a control group (n=17). The experimental group trained three times a week for 50 minutes per session for six weeks, and the control group did not perform any exercise. To evaluate postural balance, one leg standing test, Berg balance scale, functional reach test, and timed up and go test were performed, and five times sit-to-stand was performed to evaluate lower extremity muscle strength. Results: In the experimental group, there were statistically significant improvements (p<0.05) in one leg standing test, Berg balance scale, functional reach test, and timed up and go test, and five times sit-to-stand after the intervention, but in the control group, the difference before and after the intervention was not significant. The difference between the groups according to the experimental method showed a significant increase in the experimental group (p<0.05). Conclusions: These results suggest that a video game-based home exercise program effectively improves balance and muscle strength in the elderly. A video game-based exercise program can contribute to the rehabilitation of the elderly as a method of home remote rehabilitation.
[Kisti 연계] 대한물리의학회 대한물리의학회지 Vol.8 No.2 2013 pp.201-207
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연구목적: 닌텐도 위를 이용한 가상현실기반 비디오게임 프로그램을 만성기 뇌졸중 환자에게 적용하여 균형능력 및 일상생활동작에 어떠한 영향을 미치는지 알아보고, 뇌졸중 환자의 재활프로그램으로서 적용 가능성이 있는지 알아보고자 한다. 연구방법: 만성기 뇌졸중 환자를 무작위로 가상현실기반 비디오게임 프로그램을 적용한 실험군(n=7)과 적용하지 않은 대조군(n=10)으로 구분하여 연구를 진행하였다. 연구에 참여한 모든 대상자에게 30분의 Bobath therapy와 15분간의 FES 치료를 기본적으로 실시하였다. 이에 더하여 실험군은 가상현실기반 비디오게임 프로그램을 1일 30분이내, 주 5회, 3주간 실시하였다. 대조군은 자전거 운동과 보행훈련으로 30분간 시행하였다. 실험 전 후 눈뜨고 외발서기(OLST; open leg standing test), Timed Up and Go(TUG) 검사, 10m 걷기 검사, Functional Independence Measure(FIM)를 측정하였다. 실험 전과 실험 후 측정값의 차이를 비교하기 위해 Wilcoxon Signed Ranks Test를 실시하였다. 그리고 각 측정값의 변화량에 대한 실험군과 대조군 사이의 차이를 알아보기 위해 Mann-Whitney U Test를 실시하였다. 연구결과: 실험결과는 다음과 같다. 1) 실험군에서는 FIM의 유의한 증가와 TUG, 10m 걷기 검사의 유의한 감소를(p<.05) 보였다. 대조군에서는 OLST의 증가와 TUG, 10m walking test의 감소가 나타났지만 통계적으로 유의하지 않았다. 오직 FIM에서만 유의한 증가가 나타났다(p<.05). 2) 실험 전 후의 실험군과 대조군의 각 측정값들의 평균차를 비교한 결과 실험군은 대조군보다 실험 전 후 OLST, TUG, 10m walking test 차이의 평균은 컸지만 통계적으로 유의하지 않았다. 결론: 이상의 결과로부터 가상현실기반 비디오게임이 만성기 뇌졸중 환자의 동적균형능력 및 일상생활동작 향상에 효과가 있음을 알 수 있었다.
[Kisti 연계] 대한물리치료학회 대한물리치료학회지 Vol.27 No.4 2015 pp.264-269
※ 협약을 통해 무료로 제공되는 자료로, 원문이용 방식은 연계기관의 정책을 따르고 있습니다.
Purpose: The objective of this study was to determine the effects of game based weight-bearing training (GBWBT) on lower extremity muscle activation and balance in stroke patients. Methods: Thirty subjects were randomly divided into two groups: experimental group I (n=15) and control group II (n=15). Each group was provided intervention under two conditions, as follows: in the Game based weight-bearing training (group I), 30 minutes per day, five times per week, with physical therapy for 30 minutes, and in the functional weight-bearing training (group II), 30 minutes per day, five times per week, with physical therapy for 30 minutes The training program was conducted for a period of eight weeks. Subjects were measured on lower extremity muscle (rectus femoris, biceps femoris, tibialis anterior, gastrocnemius) by electromyography and balance by Biorescue. ANCOVA was performed for comparison of lower extremity muscle activation and balance between different intervention methods. All patients were evaluated at baseline and at the end of the treatment protocol. Statistical significance was tested between the patients before and after treatment by t-test. Results: Significant difference in lower extremity muscle activation was observed in experimental group I compared with control group II (p<0.05). Significant difference in balance was observed in experimental group I compared with control group II (p<0.001). Conclusion: Findings of this study suggest that game based weight-bearing training may have a beneficial effect on improvement of lower extremity muscle activation and balance in stroke patients.
MOBA 게임 뉴시즌 Update를 위한 게임 만족 및 밸런스 연구
[Kisti 연계] 한국멀티미디어학회 멀티미디어학회논문지 Vol.24 No.8 2021 pp.1161-1170
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The MOBA game is updated every year with a new season, the new season update brings fun to the game users and also makes them feel unfamiliar with the new gameplay. In order to let game users better adapt to the new season, this study will extract the new season balance evaluation factors. Firstly, we used one-on-one review to collect the unbalanced factors that game users had encountered at the beginning of the new season of the MOBA game, and secondly, we organized the collected review data into a questionnaire and conducted a survey. The first step of the experiment was to filter out the lower factors through exploratory factor analysis and extract the balance evaluation factors of the MOBA game new season. The second step of the experiment was to examine the correlation between the factors through confirmatory factor analysis, as well as to confirm the appropriateness and explanatory value of the factors. The analysis resulted in "Game character experience", "Game view's expression", "Game level", and "Composition of the game setting" are the four factors. Finally, through correlation analysis, the most relevant factor for game satisfaction is the "Game character experience", and each factor is correlated with each other.
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