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技術學刊 EIScopus

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篇名 Kinect 體感訓練的體適能及視覺疲勞之研究: 不同顯示技術、性別與訓練難易度的影響
卷期 31:4
並列篇名 STUDY OF PHYSICAL FITNESS AND VISUAL FATIGUE FOR KINECT MOTION SENSING TRAINING: THE EFFECT OF DIFFERENT DISPLAY TECHNIQUES, GENDER, AND DIFFICULTY OF TRAINING CONDITIONS
作者 林伯鴻劉嘉尚蔡孟錡吳正憲
頁次 275-286
關鍵字 3DKinect性別困難度體適能genderdifficulty of trainingphysical fitnessEIScopusTSCI
出刊日期 201612

中文摘要

隨著科技的進步,無論室內、外的運動可被體感遊戲所取代,近年來Kinect 體感遊戲更已被應用於醫療復健領域。Kinect 體感遊戲一般都是在2D 顯示技術 下呈現,若能導入3D 呈現技術,即實際觀看3D 影像,也許可以增加臨場感而 提升Kinect 體感訓練的績效,因此本研究加入3D 顯示技術去探討其效果。過去 已有相關文獻針對國小男女學童進行體適能的研究,本研究以大學生較常做之 仰臥起坐、交互蹲跳及跳繩為主,並進一步探討大學男女生之間體適能的差異。 本研究的實驗共分成二個部分。第一部分的實驗探討使用Kinect (有、無) 及性別 (男、女) 在仰臥起坐、交互蹲跳及跳繩之完成時間、次數及心搏率增量 的影響。第二部分的實驗是在探討不同顯示技術、性別、難易度對於視覺疲勞 的影響。第一部分實驗的研究結果顯示有無使用Kinect 在三項體適能的完成 時間及次數下有顯著的影響,在交互蹲跳的心搏變化量亦有顯著的影響。性別 也在交互蹲跳及跳繩的完成時間及次數中有顯著的影響,在交互蹲跳的心搏 變化量亦有顯著的影響,而男性的體能普遍優於女性。第二部分實驗的結果 指出女性觀看3D 顯示較男性來的疲勞,未來建議使用Kinect 進行體感訓練時 要選擇難易度難的等級,視覺疲勞的績效才有顯著的差異。

英文摘要

With the promotion of the technology, physical exercises can be replaced by motion sensing games no matter whether it is in an office or an indoor environment. Motion sensing games are currently being applied in medical rehabilitation. In general, Kinect motion sensing games were used in a 2D game environment. If we can use a 3D technique, which is watching 3D images in Kinect motion sensing games, training performances could be improved through an increased presence in the game. Therefore, the effect 3D technique was investigated in this study. Past studies had conducted to investigate physical fitness for junior high school students. Sit up, split jump and rope skipping were the three common training physical exercises for college students and therefore we further investigated the difference in gender. An experiment with two parts was included in this study. The purpose of the first part of experiment was to investigate the effects of Kinect training (with, without) and gender (male, female) on operation time, frequency, and change of heart rate for sit ups, split jumps and skipping rope. The purpose of the second part of experiment was to investigate the effect of display technique, gender, and difficulty of training on visual fatigue. The results for the first part of experiment indicated that Kinect training has an impact on operation time and frequency for sit ups, split jumps and skipping rope, and also has the impact on change of heart rate for split jump. Gender was significant on operation time and frequency for slit jump and rope skipping, and also significant on change of heart rate for split jump. Male have better physical performance than female. The results for the second part of experiment indicated that females have the inferior visual fatigue than male when watching 3D images. The results also suggested that the “hard” difficulty level was an effective setting for visual fatigue of Kinect training.

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