首页> 外文会议>Human-computer interaction >Influence of Real-World Ten-Pin Bowling Experience on Performance during First-Time Nintendo Wii Bowling Practice
【24h】

Influence of Real-World Ten-Pin Bowling Experience on Performance during First-Time Nintendo Wii Bowling Practice

机译:真实世界的10针保龄球体验对任天堂Wii保龄球首次练习的性能的影响

获取原文
获取原文并翻译 | 示例

摘要

In order to understand if proficiency in a real-world activity influences performance or movement characteristics in a simulation of that activity, six expert real-world ten-pin bowlers, ten novice real-world ten-pin bowlers and eight expert Wii bowlers completed 3 games of Nintendo Wii Sports' bowling game. Two values were recorded for each throw: the (score) and the total range of motion (ROM) for the participant's throwing arm (using two-dimensional motion capture). Averages across the first five trials were compared to averages across the last five trials. From the first five to last five trials, there were significant increases in both the mean score and mean ROM values, when collapsing data across experience level. While there was a significant main effect of experience level on the overall ROM values, differences between each experience group's ROM values were not detected. A larger sample size is necessary to confirm if real-world ten-pin bowling experience influences score and ROM during first-time Wii bowling.
机译:为了了解现实活动中的熟练程度是否会影响该活动的模拟表现或运动特性,完成了六个专家现实世界十针保龄球,十个新手现实世界十针保龄球和八个Wii保龄球3任天堂Wii Sports的保龄球游戏。每次投掷记录两个值:参与者的投掷臂的得分(分数)和总运动范围(ROM)(使用二维运动捕捉)。将前五个试验的平均值与最近五个试验的平均值进行比较。从前五个试验到最后五个试验,当跨经验水平折叠数据时,平均得分和平均ROM值均显着增加。虽然经验水平对整个ROM值有重大的主要影响,但未检测到每个经验组的ROM值之间的差异。必须确定更大的样本量,以确认现实世界中的十针保龄球体验是否会在首次Wii保龄球期间影响得分和ROM。

著录项

相似文献

  • 外文文献
  • 中文文献
  • 专利
获取原文

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号