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Development and Usability of a Low-Cost Kinect Game to Promote Movement Competence in Children with and Without Intellectual Disability

机译:低成本Kinect游戏的开发和可用性,以提高和降低智障儿童的运动能力

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Many children fail to meet recommendations for daily physical activity (PA). Skills like jumping and hopping indicate movement competence may positively shape PA trajectory. Because these skills are learned, it is important that children are exposed to them early. This paper presents the development and usability assessment of a low-cost 2.5D Kinect scroller obstacle avoidance game that integrates player ability and makes game object spatial properties editable using a text file. Seven children (age ± SD: 5.7 ± 1.5 years; height: 117.3 ± 12.4 cm; mass: 24.4 ± 8.0 kg) participated in the assessment. The game was developed using Unity game engine. The input device was Kinect v2. The objective of the game is to negotiate obstacles along the travel path and cross the finish line. Participants avoided obstacles by jumping, hopping, ducking, and sliding. Participants answered questions related to gameplay difficulty, discomfort, and desire to play the game again. Eighty six percent of participants had positive general impressions of the game, 14% reported feeling dizzy or experiencing pain/discomfort during gameplay, and 86% reported jumping as the difficult movement during gameplay. All participants reported that they would play again and felt the game could help them. It is concluded that young children found the game appealing and physically beneficial. Since the game is intended to help children practice joint stiffness regulation and improve their movement competence, future assessments should determine the longitudinal effect of exposure to the game on these parameters.
机译:许多儿童没有达到每日体育锻炼(PA)的建议。跳跃和跳跃等技能表明运动能力可能会积极影响PA的轨迹。因为学习了这些技能,所以让儿童尽早接触它们很重要。本文介绍了一种低成本的2.5D Kinect滚动体避障游戏的开发和可用性评估,该游戏集成了玩家的能力并使用文本文件可编辑游戏对象的空间属性。七名儿童(年龄±SD:5.7±1.5岁;身高:117.3±12.4 cm;体重:24.4±8.0 kg)参加了评估。该游戏是使用Unity游戏引擎开发的。输入设备是Kinect v2。游戏的目的是在行进路线上越过障碍物并越过终点线。参加者通过跳跃,跳跃,回避和滑行避免了障碍。参与者回答了有关游戏难度,不适感和渴望再次玩游戏的问题。 86%的参与者对游戏总体印象良好,14%的参与者在游戏过程中感到头晕或感到疼痛/不适,86%的参与者认为在游戏过程中跳跃是困难的动作。所有参与者报告说,他们会再次参加比赛,并认为游戏可以帮助他们。结论是,幼儿发现该游戏具有吸引力并且对身体有益。由于该游戏旨在帮助孩子练习关节僵硬度调节并提高他们的运动能力,因此未来的评估应确定游戏暴露于这些参数的纵向影响。

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