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技術學刊 EIScopus

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篇名 KINECT 體感技術的應用:性別與訓練的難易度對體適能的影響
卷期 31:2
並列篇名 THE APPLICATION OF KINECT MOTION SENSING TECHNIQUES: EFFECTS OF GENDER AND DIFFICULTY FOR KINECT TRAINING IN PHYSICAL FITNESS
作者 林伯鴻余承翰陳韋達陳德駿張煥痒
頁次 119-126
關鍵字 Kinect體感遊戲復健心搏率motion sensing gamesrehabilitationheart rateEIScopusTSCI
出刊日期 201606

中文摘要

隨著科技的進步,辦公室或是室內的運動可被體感遊戲所取代,近年來 Kinect 體感遊戲更被應用於醫療復健領域。有鑑於此,本研究共徵募20 名受試 者來探討應用Kinect 於體感訓練的影響。本研究的目的為評估性別 (男、女)、 Kinect 訓練的難易度 (無使用、難度易、難度中、難度難) 在仰臥起坐、交互 蹲跳及肌力抬舉之完成時間和心率增量的影響。研究方法為二因子變異數分 析,結果發現性別在完成時間與心率增量有顯著差異且男性的績效顯著優於女 性,Kinect 訓練的難易度在完成時間及心率增量均有顯著的影響。結論建議廠 商應使用難以上的訓練程度才能讓有無使用Kinect 進行訓練有所差異。整體而 言,應用Kinect 體感遊戲能有效提升仰臥起坐、交互蹲跳和肌力抬舉的績效。

英文摘要

With the advancement of technology, physical exercises can be replaced by motion sensing games, no matter if it is in an office or an indoor environment. In recent years, motion sensing games have been applied in medical rehabilitation. Based on the above facts, twenty participants were recruited to train using a Kinect sensor. The purpose of this research is to investigate the role of gender (female and male) and the difficulty of training (none, easy, medium, and hard) on operation time and change of heart rate for three exercises including sit ups, split jump squats, and lifting. A two-way analysis of variance (ANOVA) was used as the research methodology. The results found significant differences for gender in operation time and in change of heart rate. Male participants had better performance in their operation time for three exercises and in their change of heart rate for sit ups. The results also found significant differences in difficulty of training for operation time and change of heart rate. The conclusion suggests that the hard difficulty level set by manufacturers is an effective setting in Kinect training. In general, using a motion sensing game could effectively improve people’s performance in sit ups, split jump squats, and lifting.

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