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Quality of physical activity of children in exergames: Sequential body movement analysis and its implications for interaction design

机译:儿童在运动游戏中的身体活动质量:顺序身体运动分析及其对交互设计的影响

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Exergames are videogames based on full-body interaction that foster physical exercise during gameplay. Much research has focused on whether exergames foster sufficient physical activity and with which intensity they do so. This is usually measured through energy expenditure and compared to traditional physical activities such as sports or physical education exercises. However, little research has been undertaken on the quality of the physical activity, understood not as how well the movement is done, but as the richness and diversity of physical activity defined by experts, such as diverse types of motor skills (jumps, turns, pivots, manipulative actions, etc) and diverse types of conditioning capabilities (endurance, stretch, general strength, coordination, etc.). Hence, exergames typically address only aerobic (cardiovascular) activity and other types tend to be ignored. In this paper we propose a method for analyzing the types of physical activity (quality) that an exertion interface elicits. We propose this method as an analytical tool which can provide key information to categorize exergames, aid to their design and help designers make sure they achieve game mechanics that elicit the desired types of physical activity. We describe the method through the analysis of two exergames that we developed in the past for our exertion interface for children, called the Interactive Slide. We present the results of a systematic observational method, until now used mainly in sports analysis, which is based on applying sequential body movement analysis to obtain the play characteristics of 48 children. These results -action events and time-based patterns- typify the movement found in the two aforementioned exergames for this platform. We have found significant movement differences between the two, as well as some differences associated to age. Moreover, we show that sequential body movement analysis, which has already been successfully used in the past to analyze sports, can also be effective in analyzing exergames and hence allow grounded discussion on health issues related to their use. (C) 2016 Elsevier Ltd. All rights reserved.
机译:Exergames是基于全身互动的视频游戏,可促进游戏过程中的体育锻炼。很多研究都集中在运动游戏是否促进足够的体育锻炼上以及以何种强度进行锻炼。这通常通过能源消耗来衡量,并与传统的体育活动(例如体育或体育锻炼)进行比较。但是,关于体育活动质量的研究很少,不是将运动做得很好,而是专家定义的体育活动的丰富性和多样性,例如各种运动技能(跳跃,转弯,旋转,操纵动作等)和各种类型的调节能力(耐力,伸展力,综合力量,协调能力等)。因此,运动游戏通常只解决有氧(心血管)活动,而其他类型的游戏往往被忽略。在本文中,我们提出了一种分析劳累界面引起的身体活动(质量)类型的方法。我们将这种方法作为一种分析工具提出,它可以提供关键信息来对游戏进行分类,帮助其设计并帮助设计师确保他们达到能够激发出所需体育活动类型的游戏机制。我们通过分析过去为儿童的运动界面开发的两个exergames(称为交互式幻灯片)来描述该方法。我们介绍了一种系统的观察方法的结果,到目前为止,该方法主要用于运动分析,该方法基于应用顺序身体运动分析来获得48名儿童的游戏特征。这些结果(动作事件和基于时间的模式)代表了该平台在上述两个exergames中发现的运动。我们发现两者之间存在明显的运动差异,以及与年龄相关的一些差异。此外,我们表明,顺序身体运动分析(过去已成功用于分析运动)也可以有效地分析运动游戏,因此可以就与其使用有关的健康问题进行有基础的讨论。 (C)2016 Elsevier Ltd.保留所有权利。

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