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資訊電子學刊

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篇名 以Kinect為基礎的健身自行車娛樂系統
卷期 8:2
並列篇名 A Fitness Bicycle System Based on Kinect for Recreation
作者 楊健貴陳昱銓許竣智張博崴吳肇華
頁次 011-020
關鍵字 健身自行車體感互動遊戲KinectUnity人機互動Fitness bicycle systemSomatosensory GameUnity 3DHuman-Machine Interaction
出刊日期 201911

中文摘要

現今室內健身風氣盛行,相較於以往單調乏味的健身,使用人機互動的健身系統使遊戲與健身並行來增加運動的意願。本研究透過Kinect 體感裝置,進行身體移動或膝蓋移動時即時偵測到骨架資訊變化於Unity3D遊戲引擎,經由場景動畫和程式設計成娛樂性的體感健身系統。此系統提供兩種健身模式讓使用者選擇:運動模式和障礙賽模式。運動模式透過膝蓋踩踏動作的高低位移差次數作為腳踏車加速度的判斷,並計數運動時間,透過公式計算出卡路里;障礙賽模式則加上身體左右傾的骨架資訊判斷,使系統進行虛擬自行車左右轉移的依據,並以避開路障、獲取金幣等娛樂設施,即時的紀錄使用者的運動狀況,讓使用者在運動的同時也能進行遊戲來增加系統的娛樂性,透過虛實合一的人機互動健身方式來提高健身意願。實作結果透過兩所高中資訊巡迴展覽時,收集高中生試騎系統的滿意度問卷,以探討本研究的趣味性、穩定性、有效性和可用性,皆有不錯的表現。

英文摘要

Today's indoor fitness is prevalent. Compared with the tedious fitness of the past, the human-machine interactive fitness system makes the game and fitness parallel to increase the willingness to exercise. This study uses the Kinect somatosensory device to detect the change of skeleton information in the Unity3D game engine when the body moves or the knee moves. Through the scene animation and programming design the system to be an entertaining somatosensory fitness system. This system offers two fitness modes for the user to choose from: sport mode and obstacle course mode. The exercise mode determines the calorie according to the number of high and low displacement differences of the knee pedaling action, and counts the mile with the exercise time, and calculates the calories by the formula. The obstacle course mode is combined with the skeleton information of the body tilting left and right, so that the system can be used to transfer the virtual bicycle left and right, and to avoid roadblocks and obtain gold coins and other entertainment facilities. Instantly record the user's exercise record, allow users to play games while conducted the fitness exercise to increase the entertainment of the system. Improve the willingness of fitness exercise through a combination of virtual and real human-computer interaction. The results of the implementation of the high school students' test ride satisfaction questionnaires were collected through two high school information exhibitions to explore the interest, stability, effectiveness and usability of the study.

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