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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

The Influence of Virtual Environment Parameters on Elderly People Standing on One Leg

摘要


本研究以Kinect動作感應器擷取人體影像及紅外線深度資料,製作體感視覺互動遊戲作為姿勢控制訓練的方式,比較在不同虛擬場景下,以高齡者為受測者進行單腳站立的姿勢控制,量測其動作控制表現趨勢,藉此尋找設計體感互動視覺虛擬遊戲作為姿勢控制能力訓練時,虛擬場景中可用來調整困難度的參數。實驗設計四種虛擬場景參數當作自變項包括:靜態場景參數:姿勢框寬度(大/小)、姿勢框移動時間(1秒/2秒);以及動態場景參數:姿勢框抬腳角度(45度/90度)與姿勢框抬腳速度(1秒/2秒)。受測者為8位(3位男性及5位女性),介於55到74歲,平均年齡為61歲(±6.21歲)的高齡者,實驗依變項為受測者姿勢控制表現參數,包括虛擬替身對姿勢框碰撞次數(靜態:左手、右手、右腳;動態:右腳)與受測者在三維測力板上人體重心移動軌跡前後方向平均距離(MDIST-AP)、左右方向平均距離(MDIST-ML)、總位移面積(TOTEX)以及總偏移量(AREA-SW)。實驗結果為靜態參數姿勢框移動時間(p=0.011)會影響左手碰撞次數以及受測者人體重心前後方向平均距離(p=0.010)、左右方向平均距離(p=0.030)、總偏移量(p=0.003);動態參數抬腳角度(p=0.001)與抬腳速度(p=0.029)對於右腳的碰撞次數皆有顯著差異但對於人體重心僅抬腳速度在總位移面積有顯著影響(p=0.002)。本研究結果發現不同的電玩場景參數會對高齡者的動作控制產生影響,值得更進一步實驗以提供未來設計體感遊戲調整姿勢控制能力訓練的困難度依據。

關鍵字

體感電玩 平衡訓練 姿勢框

並列摘要


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.

並列關鍵字

exergames balance training posture frame

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