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考察 Wii 游戏初步尝试过程中压力中心的变化。

Examining Changes to Center of Pressure During the First Trials of Wii Gameplay.

机构信息

1 Department of Applied Human Sciences, Faculty of Science, University of Prince Edward Island , Charlottetown, Canada .

2 School of Health Science & Kinesiology, Georgia Southern University , Statesboro, Georgia .

出版信息

Games Health J. 2017 Feb;6(1):61-64. doi: 10.1089/g4h.2016.0054. Epub 2016 Dec 27.

DOI:10.1089/g4h.2016.0054
PMID:28026984
Abstract

OBJECTIVE

Use of the Nintendo Wii™ as a balance assessment and rehabilitation tool continues to grow. One advantage of the Wii is that games can serve as a virtual reality training tool; however, a disadvantage of the Wii is the human-machine interface and the learning effect over multiple trials. The purpose of this study was to assess changes in postural control during Wii gameplay over a series of trials in novice players.

MATERIALS AND METHODS

Thirty-one university athletes (aged 18-25 years) completed four trials of the Nintendo Wii Fit™ soccer heading (SH) balance game. Center of pressure (COP) was calculated in the anterior-posterior (AP) and medial-lateral (ML) directions for each 70-second time trial at 1000 Hz. COP was assessed using six linear and two nonlinear measures. Repeated measures analysis of variances compared COP measures over the four trials.

RESULTS

Significant differences in COP magnitude and velocity were found between trials 1 and 2 in the ML direction. No significant effects of trial were found in the AP direction. In contrast, a measure of the overall area of COP using an ellipse method revealed a significant reduction to COP area between trials 3 and 4. No significant differences between trials were observed in nonlinear measures.

CONCLUSIONS

These results demonstrate how magnitude and velocity measures of COP control stabilize after the first trial of Wii SH game play in novice young adults. As Wii rehabilitation focuses on individuals with balance difficulties, an important consideration when using the game as an assessment tool is that more than four trials may be required to capture learning in these populations. In addition, contrasting results from ellipse measurement methods point to the use of multiple measures for robust description of COP behavior. This work provides understanding of normative postural control responses with further research in clinical populations needed.

摘要

目的

任天堂 Wii™作为平衡评估和康复工具的使用不断增加。Wii 的一个优点是游戏可以作为虚拟现实训练工具;然而,Wii 的一个缺点是人机界面和多次试验的学习效果。本研究的目的是评估新手玩家在一系列 Wii 游戏过程中姿势控制的变化。

材料和方法

31 名大学生运动员(18-25 岁)完成了四次任天堂 Wii Fit™足球头球(SH)平衡游戏的试验。在 1000 Hz 的每个 70 秒时间试验中,计算了前-后(AP)和内-外(ML)方向的中心压力(COP)。COP 使用六个线性和两个非线性测量值进行评估。重复测量方差分析比较了四个试验中的 COP 测量值。

结果

在 ML 方向上,第 1 次和第 2 次试验之间的 COP 幅度和速度存在显著差异。在 AP 方向上,试验无显著影响。相比之下,使用椭圆法测量 COP 的整体面积显示,在第 3 次和第 4 次试验之间,CO 的面积显著减小。非线性测量值之间无显著差异。

结论

这些结果表明,在新手年轻成年人进行 Wii SH 游戏的第一次试验后,CO 控制的幅度和速度测量值如何稳定下来。由于 Wii 康复侧重于平衡困难的个体,因此当将游戏用作评估工具时,一个重要的考虑因素是,可能需要超过四次试验才能捕获这些人群的学习。此外,椭圆测量方法的对比结果表明,需要使用多种测量方法来对 COP 行为进行稳健描述。这项工作提供了对正常姿势控制反应的理解,需要在临床人群中进行进一步研究。

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