目的:本研究旨在探討不穩定站姿平衡球體追蹤與接水果互動遊戲系統整合之有效性。方法:研究對象以銘傳大學健康男大生25名(年齡:19.81±1.18歲,身高:175.24±6.01公分,體重:69.64±6.86公斤,BMI:22.66±1.68 kg/m^2),每人接受各一分鐘的球體追蹤與接水果遊戲的站姿量測(共五次)。不穩定平衡台為氣壓式手動充氣平衡台(氣壓值設定為10),平衡台面水平為基準,前後左右傾斜角度設定為12度。又,為即時擷取平衡台X、Y、Z晃動角度,於平衡台上前方中央位置,裝置一只無線三維陀螺儀發射器,並結合藍芽傳輸接收器連接電腦,進行精準演算同步投影接水果介面。獲得結果,以描述統計平均值與標準差表示,並以皮爾森相關係數分析,探討站姿球體追蹤與接水果間成績的相關性?結果:本研究結果分析,得到站姿球體軌跡追蹤距離單位(13.40±6.22)與接水果得分(24.84±8.98)的成績,有相當高的正向關係(R^2 = 0.613; r = -0.783, p<.05)。結論:本研究結果說明,站姿球體軌跡追蹤(動態站姿平衡能力),可藉由數位站姿遊戲的互動,有效作為站姿平衡量測的方法。在未來研究方向,可在站姿遊戲互動上,針對運動學身體晃動量測,以探討虛擬實境與站姿平衡控制的關係?
Purpose: The purpose of this study is to investigate the integrative system effectively between the sphere trajectory tracking and catch fruits of interactive game by unstable platform. Methods: Twenty-five healthy male college students are asked to participate in this study on standing balance responses to virtual reality (VR) for one minute sphere trajectory and catch fruits game with open eyes respectively. The unstable platform is a pneumatic circular platform (Barometric pressure value is set 10) and the platform was set to 12 degree around as horizontal plane. In addition, in order to record the three-dimension (X, Y, Z) value in real-time, the wireless gyroscope installed on center-front of the platform and connected to a Bluetooth transmission for calculation. The results of the mean and standard deviation are showed by descriptive statistics and the correlation between the sphere trajectory tracking and catch fruits score is analyzed by Pearson product-moment correlation coefficient. Results: The results show that significant positive correlation (R^2=0.613; r=-0.783, p<.05) between the sphere trajectory tracking and catch fruits score on standing posture appears. Conclusion: The digital standing interactive game can be used as the methods to measure the standing balance effectively. The future study is suggested to use the digital interactive game to discuss the relationship between the virtual reality and balance control on kinematics analysis.