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An Impact Study of the Design of Exergaming Parameters on Body Intensity from Objective and Gameplay-Based Player Experience Perspectives Based on Balance Training Exergame

机译:基于目标平衡和基于游戏性的玩家体验视角的锻炼参数设计对身体强度的影响研究基于平衡训练Exergame

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摘要

Kinect-based exergames allow players to undertake physical exercise in an interactive manner with 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 investigates how parameters of a Kinect-based exergame, combined with balance training exercises, influence the balance control ability and intensity level the player can tolerate, by analyzing both objective and gameplay-based player experience, and taking enjoyment and difficulty levels into account.The exergame tested required participants to maintain their balance standing on one leg within a posture frame (PF) while a force plate evaluated the player's balance control ability in both static and dynamic gaming modes. The number of collisions with the PF depended on the frame's travel time for static PFs, and the leg-raising rate and angle for dynamic PFs. In terms of center of pressure (COP) metrics, significant impacts were caused by the frame's travel time on MDIST-AP for static PFs, and the leg-raising rate on MDIST-ML and TOTEX for dynamic PFs. The best static PF balance control performance was observed with a larger frame offset by a travel time of 2 seconds, and the worst performance with a smaller frame and a travel time of 1 second. The best dynamic PF performance was with a leg-raising rate of 1 second at a 45-degree angle, while the worst performance was with a rate of 2 seconds at a 90-degree angle.The results demonstrated that different evaluation methods for player experience could result in different findings, making it harder to study the design of those exergames with training purposes based on player experience.
机译:基于Kinect的exergames允许玩家在视觉刺激下以互动方式进行体育锻炼。先前的研究集中在根据卡路里或心率来调查身体健康状况,以确定运动游戏的有效性。然而,针对特定训练目的设计一款极限游戏,其强度水平要适合玩家的需求和技能,这需要对运动表现进行调查以研究玩家的体验。本研究调查了基于Kinect的极限游戏的参数如何与平衡训练相结合通过分析客观和基于游戏玩法的玩家体验,并考虑娱乐性和难度级别,练习会影响玩家可以承受的平衡控制能力和强度水平。姿势框(PF),同时用力板评估静态和动态游戏模式下玩家的平衡控制能力。与PF的碰撞次数取决于静态PF的帧移动时间,以及动态PF的抬腿速率和角度。就压力中心(COP)度量而言,帧的行进时间对静态PF的MDIST-AP的移动时间以及对动态PF的MDIST-ML和TOTEX的升腿速率产生了重大影响。较大的帧偏移(经过2秒的传播时间)观察到最佳静态PF平衡控制性能,而较小的帧和1秒的传播时间则观察到最差的性能。动态PF表现最佳,在45度角下的立腿速度为1秒,而最差表现为90度角的下肢为2秒速度。结果表明,不同的玩家体验评估方法可能会得出不同的发现,从而使基于玩家体验进行训练的Exergames设计变得更加困难。

著录项

  • 期刊名称 other
  • 作者

    Tien-Lung Sun; Chia-Hsuan Lee;

  • 作者单位
  • 年(卷),期 -1(8),7
  • 年度 -1
  • 页码 e69471
  • 总页数 14
  • 原文格式 PDF
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