DOI QR코드

DOI QR Code

Development and Analysis of a Walking Game 'Paldokangsan3' Using Kinect

키넥트를 이용한 걷기게임 '팔도강산3' 개발 및 효과성 연구

  • Received : 2013.12.27
  • Accepted : 2014.01.14
  • Published : 2014.02.20

Abstract

We have developed a serious game for the elderly named 'Paldokangsan3' as a next version of 'Paldokangsan2' which was a walking game with memorization in shopping streets using controllers of hand buttons and foot boards with PC developed in 2012. The interface of had buttons and food boards were changed into the interface of motion capture with the aid of Kinect. The expected effects are improvement of memorization, improvement of concentration ability to find out items in the vision, improvement of vitality through physical walking actions, as well as improvement of mental health through entertainment activities of game play. We have tested 25 volunteers of more than 65 years old in Cheonan city community center for the elderly for 2 weeks. We got the result that the game play was showing positive effectiveness on memorization, physical exercise and self-esteem in mental health area of the elderly.

본 연구진에서 개발한 '팔도강산3'은 노인용 기능성게임으로서 2012년에 개발된 '팔도강산2'(손잡이/발판을 이용한 기억력 증진 걷기게임)의 후속 작이며, 팔걸이와 발판 인터페이스를 없애고 대신 키넥트를 이용하여 동작인식을 통해 인터페이스를 가능하게 했다. 기대되는 효과는 기억력 증진, 시야 속의 물품을 찾아야하는 집중력 향상, 걷기 운동을 통한 활력감 증진 등이며, 게임플레이의 여가 활동을 통한 정신 건강의 향상을 목표하고 있다. 천안시 노인종합복지관에서 65세 이상 고령자들 25명을 대상으로 2주간의 단기 실험을 하였으며, 기억력과 신체 운동, 정신 건강 영역 중 자아존중감 수준에서 유의미하게 향상된 결과를 획득하였다.

Keywords

References

  1. Statistics Korea, http://kostat.go.kr/portal/korea/index.action
  2. 2012 White Paper on Korean Games, Guide to Koran Games Industry and Culture, Korea Content Agency, 2012. 10.
  3. HyeKyung Jeon, MangYeom Kim, "The Benefits of Aquatic Exercise Programs for Older Adults", Journal of Coaching Development, Vol. 5, No. 2. pp. 69-76, 2003.
  4. http://taikopsp3.namco-ch.net/
  5. http://www.namcobandaigames.com/
  6. JeongMan Seo, "A Design Consideration Element and Serious Game for Disabled person", The Korea Society of Computer & Information, Vol. 16, No. 1, pp. 81-87, 2011. https://doi.org/10.9708/jksci.2011.16.1.081
  7. WanSeok Ryu ,Hansoo Kang, HyuJung Kim, "Development of Personal Training System Using serious Game for Rehabilitation Training", Journal of Korea Game Society, Vol. 9, No. 3, pp. 121-128, 2009.
  8. G. Yavuzer, A. Senel, M. B. Atay, H. J. Stam, "Playstation Eyetoy Games Improve Upper Extremity-related Motor Functioning in Subacute Stroke: a Randomized Controlled Clinical Trial", European Journal of Physical and Rehabilitation Medicine, Vol. 44, No. 3, pp. 237-44, 2008.
  9. SooYeol Ok, DalHyun Kim, "Serious Game Design for Rehabilitation Training with Infrared Ray Pen", Journal of Korea Game Society, Vol. 9. No. 6, pp. 151-161, 2009.
  10. Guan Feng He, Jin Woong, SunKyung Kang, SungTae Jung, "Development of Gesture Recognition-Based 3D Serious Games", Journal of Korea Game Society, Vol.11, No. 6, pp. 103-113, 2011.
  11. KyungSik Kim, SeongSuk Oh, JinHo Ahn, SunHyung Lee, and KyungChoon Lim, "Development and Analysis of a Walking Game Using controllers of Armrests and Footboards (Title: Paldokangsan)", Journal of Korea Game Society, Vol. 11, No. 6, pp. 43-52, 2011. 12.
  12. KyungSik Kim, SeongSuk Oh, JunHee Ahn, and JinHo Ahn, "Development and Analysis of Walking Game Using Controllers of Hand Buttons and Footboards (Title: Paldokangsan2)", Journal of Korea Game Society, Vol. 13, No. 3, pp. 95-104, 2013. 6. https://doi.org/10.7583/JKGS.2013.13.3.95
  13. SeungJe Park, Development of Siljeon-Game Learning Unity3D, Jpop, 2012. 04. 17.
  14. MicroSoft, Kinect for Windows, Sewan Mobile, 2011.
  15. http://en.wikipedia.org/wiki/Useful_field_of_view
  16. Sekuler, A.B., P.J. Bennett, and M. Mamelak, Effects of aging on the useful field of view. Exp Aging Res, 2000. 26(2): p. 103-120. https://doi.org/10.1080/036107300243588

Cited by

  1. Application of Serious Games for Science Education in Elementary/Middle Schools: A case of Science Heroes Game Development vol.14, pp.6, 2014, https://doi.org/10.7583/JKGS.2014.14.6.89