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研究生(外文):Chi-Yen Chiang
論文名稱(外文):Developed 3D game-based rehabilitation system to explore the related factors of TKR patient’s rehabilitation achievement
指導教授(外文):Ching-Hsue Cheng
口試委員(外文):Ching-Hsue ChengJong-hen ChenDuen-Yian Yeh
中文關鍵詞:全人工膝關節置換術遊戲式復健自我效能KinectUnity 3D
外文關鍵詞:Total knee replacementGame-based rehabilitationSelf-efficacyKinectUnity 3D
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全人工膝關節置換術的病例逐年增加,復健的議題越來越受到重視。而隨著虛擬實境以及動作捕捉技術的發展與普及,讓物理治療師在改善病人復健的方法有了更多樣的選擇。本論文在探討將虛擬實境結合動作捕捉技術,讓全人工膝關節置換術後病患在虛擬環境下進行遊戲,有那些相關因素會影響其復健的成效,並解釋自我效能對於持續復健的意志力以及復健的成效會產生哪些影響。本研究以Unity 3D遊戲引擎搭配Microsoft Kinect感應器開發射擊遊戲當作是PRS,全人工膝關節置換術復健者將透過抬腿的動作去控制射擊遊戲的板機,進行持續一周的復健療程。試圖透過遊戲的趣味性以及擬真環境來提高復健動機,並使用Kinect的影像捕捉技術,克服以往的捕捉復健部位影像的困難。本研究採用準實驗設計,將受測病患分為實驗組與控制組,比較有無使用PRS在復健成效是否有所差異,並針對實驗組的受測者發放系統滿意度問卷,透過復健結果來評估自我效能的變化對於復健效果的影響。
Total knee replacement (TKR) cases has increased year by year, the issues of rehabilitation are more concerned by people. Nowadays the development of virtual reality (VR) and motion capture technology have been ripe, the physical therapists have more alternatives to improve patient’s rehabilitation achievement. This paper aims to explore what factors will affect patient’s achievement of rehabilitation after TKR patient had completed a game rehabilitation system which is combined VR and motion capture technology, and explain the influence of self-efficacy in keeping rehabilitation’s willpower to finish the rehabilitate process.
This study developed kicking game embedded in physical rehabilitation system (PRS), the developed system employs Unity 3D game engine and Microsoft Kinect sensor to implement the PRS system which could capture rehabilitant’s motion, and the rehabilitants can control the PRS by leg lift. This study tried to improve rehabilitant’s self-efficacy based on interesting game and using Kinect’s motion capture technology to overcome the difficulty of capture rehabilitant’s motion. This quasi-experimental design will sustain one month to collect the data of PRS rehabilitation treatment, the participants were divided into experimental group and control groups, the experimental group rehabilitated with PRS who had to fill out the questionnaire. And evaluate whether the system operations and self-efficacy changes would affect rehabilitation achievement.

摘要 i
Content iii
List of Tables v
List of Figures vi
1. Introduction 1
2. Literature Review 4
2.1 Game-based rehabilitation 4
2.2 Self-efficacy theory 5
2.3 System Usability Scale (SUS) 6
2.4 Total Knee Replacement (TKR) 7
3. Methodology 8
3.1 Research design 8
3.1.1 Operational definition 9
Dependent variable:Rehabilitation Achievement 9
Independent variable:Demographic variables 9
Independent variable:Self-efficacy 10
Independent variable:System Usability 11
3.1.2 Hypothesis 12
3.2 Participants and Questionnaire Design 15
3.2.1 Participants. 15
3.2.2 Questionnaire Design. 16
3.3 System development 23
3.3.1 Setting. 26
3.3.2 PRS guideline. 27
3.4 Experiment procedure 31
4. Data Analysis and Results 32
4.1 Collected Data and description statistics 33
4.2 Results of Hypothesis 34
4.3 Findings 41
4.3.1 Demographic variables 41
4.3.2 Self-efficacy and PRS usability 43
4.3.3 Effects of intervention 44
5. Conclusion 46
Reference 47 

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