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六週虛擬實境平衡訓練對人體站姿重心表現之影響

Effect of six-week of virtual reality balance training on gravity center of body postural stance

摘要


目的:本研究主要目的,在探討六週互動遊戲平衡訓練對人體站姿重心擺動效益的影響。方法:徵召健康男大生20名(控制組=10;實驗組=10),赤足接受連續六週動態站姿接水果遊戲訓練。受試者接受每天一次每次一分鐘,連續5次的互動遊戲。為釐清訓練前、訓練後的訓練效益,使用重心測試儀,以量測站姿重心位移量的變化。每位受試者在睜眼、閉眼等兩種情境,接受一分鐘隆伯格式靜態站姿的量測。資料考驗水準定為α=.05。結果:實驗組訓練後閉眼條件的擺動總長、擺動面積、擺動速度、前後擺動距離及與左右擺動距離等訓練效益,顯著優於訓練前。但在睜眼條件訓練前與訓練後的比較結果,擺動總長、擺動面積、擺動速度、前後擺動距離及左右擺動距離,並無達到顯著的水準。結論:體感互動遊戲結合動態站姿平衡,實施六週短期密集式訓練,有效的檢知訓練前、訓練後的訓練效益。此結果說明,本研究所提出六週密集式體感接水果遊戲訓練,除依賴於運動學習過程中習得養成姿勢控制的有效性外,更加以提升人體視覺、前庭覺及本體受覺等多方適應統合的連結,且在訓練過程中強調接水果體感遊戲對健康成人的站姿平衡,就所謂足底壓力中心的平衡能力,有顯著的效益表現。

並列摘要


Purpose: The main objective of this study was to investigate the effects of six weeks of balance training in interactive games and the effectiveness of the center of gravity sway in the human body's postural stance. Method: Twenty healthy male university students (control group=10; experimental group=10) were recruited to undergo six weeks of continuous dynamic standing Fruit Rain Game training in bare feet. The subjects were subjected to a one-minute interactive game once a day for five consecutive sessions. To clarify the training effects before and after training, the center of gravity tester was used to measure the change in standing center of gravity displacement. Each subject received a one-minute Romberg Test with standing posture measurement in two situations, one with eyes open and one with eyes closed. The data test level was set at α=.05. Results: After the treatment group's training, the total sway length, sway area, sway velocity, anterior and posterior sway distance, and left-right sway distance in the closed-eyes condition group was significantly better than those before the training. However, the comparison results before and after training under the open-eyes condition group, sway total length, sway area, sway velocity, anterior-posterior sway distance, and left-right sway distance did not reach the significance level. Conclusion: The motion sensing game combined with dynamic postural balance in the six-week short-term intensive training was effective in detecting the pre-training and post-training benefits. The results show that the six-week intensive Fruit Rain Game training proposed in this study not only depends on the effectiveness of postural control acquired during the motor learning process but also enhances the linkage between the human visual, vestibular, and proprioceptive senses and so forth. In addition to the link of adaptation and integration, the training process emphasizes the postural balance of the healthy adult in the Fruit Rain Motion Sensing Game, which is the so-called CoP balance ability, and the insignificant benefit performance.

參考文獻


黃漢年、周文俢、歐正聰、陳秀華、林新龍、賈叢林(2019)。人體站姿平衡與互動遊戲系統整合關係之研究。運動與遊憩研究,14(1),17-27。
黃漢年、陳錦偉、陳秀華、歐正聰、賈叢林(2022)。六週互動遊戲平衡訓練對人體站姿晃動之影響。運動與遊憩研究,16(2),25-36。
Agmon, M., Perry, C. K., Phelan, E., Demiris, G., & Nguyen, H. Q. (2011). A pilot study of Wii Fit exergames to improve balance in older adults. Journal of Geriatric Physical Therapy, 34(4), 161-167.
Almeida, G. L., Carvalho, R. L., & Talis, V. L. (2006). Postural strategy to keep balance on the seesaw. Gait & Posture, 23(1), 17-21.
Durlak, J. A. (2009). How to select, calculate, and interpret effect sizes. Journal of Pediatric Psychology, 34(9), 917-28.

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