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研究生:張鈞祺
研究生(外文):Chun Chi Chang
論文名稱:導入閉鎖鍊運動至高齡者體感遊戲 :以WaterBall介面設計為例
論文名稱(外文):Apply Close Chain Kinetic exercise to elderly Exergaming game : WaterBall UI design
指導教授:蔡采璇蔡采璇引用關係
指導教授(外文):T. H. Tsai
學位類別:碩士
校院名稱:長庚大學
系所名稱:工業設計學系
學門:設計學門
學類:產品設計學類
論文種類:學術論文
論文出版年:2012
畢業學年度:100
論文頁數:109
中文關鍵詞:高齡者體感遊戲閉鎖鍊運動
外文關鍵詞:the elderlydigital exergamingclosed kinetic chain exercise
相關次數:
  • 被引用被引用:4
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  • 下載下載:135
  • 收藏至我的研究室書目清單書目收藏:2
本研究將閉鎖鍊運動概念運用於高齡者體感遊戲設計與開發:WaterBall。WaterBall數位體感遊戲將復健運動-閉鎖鍊概念結合數位遊戲,讓高齡者使用WaterBall時能達到娛樂及復健的效果。此外,根據高齡使用者需求,WaterBall遊戲提供多點觸控控制,讓高齡者容易使用與降低身體負荷,並能以熟悉直覺的方式遊玩。WaterBall體感遊戲經由52位居住在高齡社區的長者實際操作使用,參與者皆認為WaterBall符合運動健身概念,在不造成身體負擔下增加運動的效率,並透過遊戲達到娛樂效果及促進彼此間的互動。
This study applied the concept of closed chain exercise to WaterBall, which combines rehabilitation exercises with a digital game. By using WaterBall, the elderly can enjoy the benefits of both entertainment and rehabilitation. In addition, WaterBall provides multi-touch control, is easy to use, and have the potential to improve physical activity in older adults The elderly can play the game intuitively. WaterBall Exergaming was used by 52 residents of an elderly community, and they reported that WaterBall offers exercise and fitness, enhances the efficiency of exercises, and provides entertainment and interaction.
目錄
致謝
摘要
Abstract
目錄
圖目錄
表目錄
第一章 緒論
1.1 質性觀點之使用者測試
1.2 研究目的與目標
1.3 研究架構圖
第二章 文獻探討
2.1 Exergaming
2.1.1 體感遊戲之年代發展
2.1.2 體感遊戲之型態
2.2 導入復健概念至體感遊戲設計
2.3 復健運動
2.4 以質性為導向使用者測試
2.5 小結
第三章 WaterBall概念設計與發展
3.1 介紹
3.2 WaterBall設計與開發
3.2.1 介面設計
3.2.2硬體與系統
3.2.3實驗室模擬
3.3 小結
第四章 以質性觀點導入WaterBall使用者測試
4.1 介紹
4.2 研究設計與研究流程
4.2.1 實驗對象
4.2.2 實驗設備與環境
4.2.3 測試流程
4.3 使用者驗證結果
4.3.1 體感遊戲效果
4.3.2 操作易用性
4.3.3 滿意度
4.4 小結
第五章 結論
5.1 結論
5.2 未來建議

圖目錄
圖1-1. 研究架構
圖2-1. 文獻架構
圖2-2. EXERGAMING DESIGN DEVELOPMENT FROM 1980 TO 2010
圖2-3. ATARIPUFFER
圖2-4. COMPUTRAINER
圖2-5. POWERPAD OR FAMILY TRAINER
圖2-6. POWER GLOVE
圖2-7. TECTRIX VR
圖2-8. VR CLIMBER
圖2-9. EXERTRIS
圖2-10. GAMEBIKE
圖2-11. YOURSELF! FITNESS
圖2-12. EYETOY
圖2-13. BODYPAD
圖2-14. XAVIX
圖2-15. WIIFIT
圖2-16. PCGAMERBIKE
圖2-17. CYBER COACH
圖2-18. NEORACER
圖2-19. CYBEX TRAZER
圖2-20. LIGHTSPACE PLAY FLOOR
圖2-21. GAMEBIKE
圖2-22. TACX FORTIUS TRAINER
圖2-23. SMART CYCLE
圖2-24. AMIGA JOYBOARD CONTROLLER
圖2-25. DANCE DANCE REVOLUTION
圖2-26. EYETOY
圖2-27.WII
圖2-28. PLAYSTATION MOVE
圖2-29. XBOX KINECT
圖2-30. KILOWATT
圖2-31. EXERSTATION
圖2-32. OPEN KINETIC CHAIN
圖2-33. CLOSE KINETIC CHAIN
圖3-1. WATERBALL發展流程圖
圖3-2. AIR-HOCKEY操作姿勢
圖3-3. WATERBALL 模型建構
圖3-4. WATERBALL 情境模擬
圖3-5. WATERBALL 操作模擬
圖3-6. WATERBALL 遊戲畫面
圖3-7. WATERBALL系統架構圖
圖3-8. WATERBALL 實驗室模擬
圖4-1. 使用者驗證模型
圖4-2. 實驗環境
圖4-3. WATERBALL遊戲操作狀況
圖4-4. WATERBALL遊戲操作狀況
圖4-5. 高齡者實際操作WATERBALL之情形
圖4-6. 社區高齡者交流與互動
圖4-7. 社區高齡者分享心得與建議

表目錄
表2-1. 體感遊戲之型態種類
表4-1. 使用者驗證之評估技巧
表4-2. 52位受測者統計資料
表4-3. 52位受測者資料
表4-4. 體感遊戲之效果分析
表4-5. 受測者操作易用性分析
表4-6. 受測者滿意度分析
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