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Rehabilitation Practice and Science

Authors

Tien-Lung Sun

Translated Title

體感互動虛擬場景參數對高齡者單腳站立動作表現之影響

Abstract

Kinect-based exergames enable players to undertake physical exercise in an interactive manner through visual stimulation. Previous studies focused on investigating physical fitness based on calories or heart rate to ascertain the effectiveness of exergames. However, designing an exergame for specific training purposes, with intensity levels suited to the needs and skills of the players, requires the investigation of motion performance to study player experience. This study investigated how the parameters of a Kinect-based exergame combined with balance training exercises influence the balance control of the player and the intensity level that the player can tolerate by analyzing both objective and gameplay-based player experience and considering the levels of enjoyment and difficulty. The exergame adopted in this study required participants to maintain their balance when standing on one leg within a posture frame (PF) while a force plate evaluated the player's balance control in both the static and dynamic gaming modes. The number of collisions with the PF depended on the frame's travel time (p=.011) for static PFs, and the leg-raising rate (p=.029) and angle (p=.001) for dynamic PFs. Regarding center of pressure metrics, the frame's travel time significantly affected MDIST-AP (p=.010), MDIST-ML (p=.030), and AREA-SW (p=.003) for static PFs, and both the leg-raising rate and angle affected TOTEX for dynamic PFs. The results indicated that using different methods used for evaluating player experience can result in different findings, making it difficult to study the design of exergames for training purposes based on player experience.

Language

Traditional Chinese

First Page

89

Last Page

98

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