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結合虛擬實境與動作捕捉系統作為姿勢控制訓練之可行性研究

A Feasibility Study Combining Virtual Reality with Motion Capture System for Postural Control Training

摘要


目的本研究以Kinect動作捕捉系統為基礎發展體感視覺互動遊戲作為姿勢控制訓練,並比較在不同虛擬場景下,以健康年輕人為受測者進行單腳站立的姿勢控制,量測其姿勢控制表現趨勢,藉此尋找適合之參數作為姿勢控制能力訓練時,可用來調整虛擬場景以增加困難度。方法本實驗設計四個自變頂包括,姿勢框(大/小)、姿勢框移動時間(1秒/2秒)、姿勢框抬腳角度(45度/90度)與姿勢框抬腳速度(1秒/2秒)共八種不同的訓練場景,受測者為23位18到30歲, 平均年齡為25(歲的健康年輕人,實驗的依變相為受測者人體壓力中心(Center of Pressure,COP)移動軌跡與姿勢框碰撞次數。結果四種姿勢框參數對於受測者與姿勢框的碰撞次數皆有顯著影響。受測者COP移動軌跡則顯示僅在姿勢框抬腳速度、姿勢框移動時間富有顯著差異。結論本研究結果可提供未來設計姿勢控制訓練體感遊戲中參數設計的考量,以調整姿勢控制能力訓練的困難度。

並列摘要


Objectives. To combine virtual reality (VR) with Kinect system for postural control training. A usability evaluation experiment was conducted to determine which parameters of postural frame design will affect a subject's posture control performance. Methods. The experimental design included four independent variables, humanoid frame (large/small), postural frame movement time (1 second/2 seconds), and postural frame lifting angle (45 degrees/90 degrees) and postural frame lifting speed (1 sec/2 sec) of eight different training scenarios. Subjects were 23 healthy young adults with a mean age of 25 years (±1.29). Dependent variables were COP trajectory and number of collisions. Results. All postural frame parameters had a significant effect on the number of collisions. However, with regard to subject's COP trajectory, only postural frame movement time and postural frame lifting speedwere found to have significantly effect. Conclusion. The results show that the visual stimulations created by different postural frame designs could positively affect the trainee's posture control ability.

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被引用紀錄


邱玉鈴(2016)。Kinect體感購物遊戲對國小集中式特教班購物技能之成效〔碩士論文,中原大學〕。華藝線上圖書館。https://doi.org/10.6840/cycu201800033

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