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激发运动障碍人群参与外游戏体验的新方法。

New Approaches to Exciting Exergame-Experiences for People with Motor Function Impairments.

机构信息

Centro de Investigación en Tecnologías Software y Sistemas Multimedia para la Sostenibilidad (CITSEM), Campus Sur Universidad Politécnica de Madrid (UPM), Madrid 28031, Spain.

出版信息

Sensors (Basel). 2017 Feb 12;17(2):354. doi: 10.3390/s17020354.

DOI:10.3390/s17020354
PMID:28208682
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC5336067/
Abstract

The work presented here suggests new ways to tackle exergames for physical rehabilitation and to improve the players' immersion and involvement. The primary (but not exclusive) purpose is to increase the motivation of children and adolescents with severe physical impairments, for doing their required exercises while playing. The proposed gaming environment is based on the Kinect sensor and the Blender Game Engine. A middleware has been implemented that efficiently transmits the data from the sensor to the game. Inside the game, different newly proposed mechanisms have been developed to distinguish pure exercise-gestures from other movements used to control the game (e.g., opening a menu). The main contribution is the amplification of weak movements, which allows the physically impaired to have similar gaming experiences as the average population. To test the feasibility of the proposed methods, four mini-games were implemented and tested by a group of 11 volunteers with different disabilities, most of them bound to a wheelchair. Their performance has also been compared to that of a healthy control group. Results are generally positive and motivating, although there is much to do to improve the functionalities. There is a major demand for applications that help to include disabled people in society and to improve their life conditions. This work will contribute towards providing them with more fun during exercise.

摘要

本文提出了新的方法来解决用于物理康复的运动游戏,并提高玩家的沉浸感和参与度。主要目的(但不是唯一目的)是增加严重身体残疾的儿童和青少年进行规定运动的积极性,让他们在玩游戏的同时完成锻炼。所提出的游戏环境基于 Kinect 传感器和 Blender 游戏引擎。实现了一个中间件,能够有效地将传感器数据传输到游戏中。在游戏中,开发了不同的新机制来区分纯粹的运动手势和用于控制游戏的其他动作(例如,打开菜单)。主要贡献是放大微弱的动作,使身体残疾者能够获得与普通人相似的游戏体验。为了测试所提出方法的可行性,实现了四个小游戏,并由一组 11 名具有不同残疾的志愿者进行了测试,他们中的大多数人都坐在轮椅上。还将他们的表现与健康对照组进行了比较。结果总体上是积极和有启发性的,尽管还有很多工作要做以改进功能。社会对帮助残疾人融入社会并改善他们的生活条件的应用程序有很大的需求。这项工作将有助于为他们提供更多锻炼时的乐趣。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1d46/5336067/232a5ff382c4/sensors-17-00354-g009.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1d46/5336067/1d1466199f5b/sensors-17-00354-g001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1d46/5336067/fac903ef4b02/sensors-17-00354-g002.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1d46/5336067/6d8ab563b065/sensors-17-00354-g003.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1d46/5336067/f2c8b512e3ff/sensors-17-00354-g004.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1d46/5336067/bc8a6f7a3131/sensors-17-00354-g005.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1d46/5336067/55d45cbd6f18/sensors-17-00354-g006.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1d46/5336067/aa1ae794075e/sensors-17-00354-g007.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1d46/5336067/6de787b34e04/sensors-17-00354-g008.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1d46/5336067/232a5ff382c4/sensors-17-00354-g009.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1d46/5336067/1d1466199f5b/sensors-17-00354-g001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1d46/5336067/fac903ef4b02/sensors-17-00354-g002.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1d46/5336067/6d8ab563b065/sensors-17-00354-g003.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1d46/5336067/f2c8b512e3ff/sensors-17-00354-g004.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1d46/5336067/bc8a6f7a3131/sensors-17-00354-g005.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1d46/5336067/55d45cbd6f18/sensors-17-00354-g006.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1d46/5336067/aa1ae794075e/sensors-17-00354-g007.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1d46/5336067/6de787b34e04/sensors-17-00354-g008.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1d46/5336067/232a5ff382c4/sensors-17-00354-g009.jpg

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