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一种新颖的舞蹈革命(DDR)系统,用于老年人居家进行踏步能力训练:系统使用的基本参数。

A novel Dance Dance Revolution (DDR) system for in-home training of stepping ability: basic parameters of system use by older adults.

机构信息

Falls and Balance Research Group, Prince of Wales Medical Research Institute, Sydney, Australia.

出版信息

Br J Sports Med. 2011 Apr;45(5):441-5. doi: 10.1136/bjsm.2009.066845. Epub 2009 Nov 29.

DOI:10.1136/bjsm.2009.066845
PMID:19948529
Abstract

OBJECTIVE

This series of studies was conducted to develop and establish characteristics of exercise videogame play in older adults. The videogame was a modified version of the popular Dance Dance Revolution (DDR; Konomi).

METHODS

Participants aged ≥70 were asked to make simple step movements in response to vertically drifting arrows presented on a video screen. Step responses were detected by a modified USB DDR mat, and characteristics of stepping performance such as step timing, percentage of missed target steps and percentage of correct steps were recorded by purpose-built software. Drift speed and step rate of visual stimuli were modified to increase task difficulty.

RESULTS

Significant linear relationships between stepping performance and stimulus characteristics were observed. Performance of older adults decreased as stimulus speed and step rate were increased. Optimal step performance occurred for a stimulus speed of 17° of visual angle per second and a step rate of one step every 2 s. At fast drift speeds (up to 35°/s), participants were more than 200 ms too slow in coordinating their steps with the visual stimulus. Younger adults were better able to perform the stepping task across a wider range of drift speeds than older adults.

CONCLUSION

The findings suggest that older adults are able to interact with video games based upon DDR but that stepping performance is determined by characteristics of game play such as arrow drift speed and step rate. These novel "exergames" suggest a low-cost method by which older adults can be engaged in exercises that challenge balance and which can be conducted in their own homes.

摘要

目的

本系列研究旨在开发和建立老年人运动视频游戏的特点。该视频游戏是流行的跳舞机(DDR;Konomi)的修改版本。

方法

要求年龄≥70 岁的参与者根据视频屏幕上出现的垂直漂移箭头做出简单的踏步动作。踏步反应由经过修改的 USB DDR 垫检测,通过专门设计的软件记录踏步性能的特征,例如踏步时间、错过目标踏步的百分比和正确踏步的百分比。视觉刺激的漂移速度和踏步率被修改以增加任务难度。

结果

观察到踏步性能与刺激特征之间存在显著的线性关系。随着刺激速度和踏步率的增加,老年人的表现下降。当刺激速度为 17°/秒且踏步率为每 2 秒一步时,表现最佳。在快速漂移速度(高达 35°/s)下,参与者协调踏步与视觉刺激的时间滞后超过 200 毫秒。与老年人相比,年轻人能够在更宽的漂移速度范围内更好地完成踏步任务。

结论

研究结果表明,老年人能够根据 DDR 与视频游戏互动,但踏步表现取决于游戏玩法的特征,如箭头漂移速度和踏步率。这些新颖的“运动游戏”为老年人提供了一种低成本的方法,可以进行挑战平衡的运动,并且可以在他们自己的家中进行。

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