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A study on development of VR-based tangible functional game for prevention of dementia 원문보기

The International journal of advanced culture technology, v.9 no.1, 2021년, pp.196 - 202  

Jang, Chun-Ok (Department of Social Welfare, Honam University)

Abstract AI-Helper 아이콘AI-Helper

Currently, as Korea enters into a fast aging society, the problem of dementia population is increasing. In this paper, we intend to contribute to the improvement of welfare for the elderly by developing virtual reality technology and related interface technology to effectively perform hand movements...

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표/그림 (6)

AI 본문요약
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제안 방법

  • the expected effect, interest and immersion. First, the system was designed by maximizing the characteristics of virtual reality, and developed so as to induce interest of experiencers by linking objects and contents. Two tangible functional games were selected as the theme of development, such as adding fruits in order and protect the castle.
  • In order to design and develop the functional dementia prevention game contents to be studied in this paper, the interaction function was first defined, and it was planned in a storytelling format in consideration of the expected effect, interest and immersion. First, the system was designed by maximizing the characteristics of virtual reality, and developed so as to induce interest of experiencers by linking objects and contents.
  • Will be able to help you. The research contents presented in this paper include convenience of use by applying VR interface technology, appropriateness and entertainment of content contents, appropriate hardware and application of virtual reality technology, effectiveness after using contents, and business and expandability of development results. Considered creative games and contents were developed.
  • The study of this paper was developed to induce mental and physical activation by consisting of three functions: stimulation of frontal lobe function, improvement of memory and concentration.
  • Therefore, the basic goal of this study is to analyze the needs of the elderly and to identify physical and mental characteristics to improve the quality of life of the elderly and to establish a cultural welfare for the elderly that can understand and respect the elderly creative games and contents that consider all of the convenience of use by applying VR interface technology [5-6], the appropriateness and entertainment of contents, appropriate hardware, the application of virtual reality technology, the effectiveness after using the contents, and the business and expandability of the development results.
  • This paper aims to develop games and contents that can induce activation of mental and physical activities for the elderly, who are marginalized in terms of cultural welfare, into two types. First, by making the most of VR characteristics, we design the system and select contents that can induce interest of the experiencers on the line of linking objects and contents, and second, a plan to finally optimize the functional game device for preventing dementia through user testing.

대상 데이터

  • The content to be developed in this paper uses HTC's VIVE, a virtual reality device, for game and interaction based on the Unity 3D engine. VIVE used HMD for 3D tracking of the camera in a 3D space and a display that can see the VR environment [7].
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참고문헌 (7)

  1. Chulhee Lee, Sungin Hong and Seongah Chin, "Dementia-prevention serious game reflecting color context and finger motion for new silver generation," The Institute of Electronics and Information Engineers, pp. 735-737, November, 2014. 

  2. Sang-Won Kim, Young-Wan Kim and Min-Young Kim, Wuk-Ho Son, "Development of Functional Game Contents for Dementia Treatment and Prevention", KORMARC NO4, June 2004. 

  3. Yun-Hee Son, Ji-On Park and Hyun-Sook Hwang, Research on the Effects of the Dementia Prevention Program on the Retired Seniors in the Industrial Age", JKIECS, Vol. 8, No.10, pp. 1601-1608, 2013. https://doi.org/10.13067/JKIECS.2013.8.10.1601 

  4. Cha-Hyun Kim and Jae-Ok Park, "A Study on the Consumer-required Attributes of Apparel Product for New Elderly Women," Journal of the Korea Fashion & Costume Design Association, Vol. 15, No. 1, pp. 123-138, 2013. 

  5. Sang-Hyun Lee, "Research and development of haptic simulator for Dental education using Virtual reality and User motion," The International Journal of Advanced Culture Technology (IJACT), Vol. 6, No. 4, pp. 52-57, 2018. https://doi.org/10.17703//IJACT2018.6.4.52 

  6. Kyu-Ha Kim and Sang-Hyun Lee, "Research and development of haptic simulator for Dental education using Virtualreality and User motion," The International Journal of Internet, Broadcasting and Communication (IJIBC), Vol. 11, No. 4, pp. 43-48, 2019. https://doi.org/10.17703//IJACT2018.6.4.52 

  7. Sang-Hyun Lee, "Development of Structured Light 3D Scanner Based on Image Processing," The International Journal of Advanced Smart Convergence (IJASC), Vol. 7, No. 4, pp. 114-120, 2018. https://doi.org/10.7236/IJIBC.2019.11.4.49 

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