eSail:一款针对老年人和运动系统有问题的患者的身体追踪互动游戏

S. Shapoval, B. G. Zapirain, Amaia Méndez Zorilla, Iranzu Mugueta Aguinaga
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摘要

提出了一种基于计算机摄像机采集的四肢康复人体自动检测与跟踪计算机游戏。然而,通过正确应用不同的功能和游戏机制,这种娱乐可以直接为有运动问题的患者或老年人带来好处。本研究旨在研究电脑游戏平台与传统体育锻炼相比的有效性和优势。该实验涉及13人。患者年龄从22-32岁(包括有运动系统问题的人)到60-70岁不等。对他们每个人来说,研究分为两个阶段:在第一个阶段,受试者被要求进行一系列旨在热身上半身和下半身的体育锻炼。在第二天举行的第二阶段,受试者们进行了同样的练习,但已经以电脑游戏的形式进行了。在每个阶段之后,进行了一项预先准备的调查,该调查描述了每个受试者对康复体育锻炼方法的不同的情绪反应。通过数值指标(得分表)的有效性和治疗师的分析来评估游戏与标准练习的有效性差异。所进行的测试表明,在实验室测试阶段,通过游戏平台当前构建的平均时间为512.8秒(8.7分钟),不包括实现任务的时间。包括考试所有方面在内的总时间为762.6秒(12.71分钟)。目标受众测试阶段:平均通过时间为1115.9秒(18.5分钟),总时间为1809秒(30.15分钟)。通过评估情绪状态和动机水平可以发现,玩家在听到互动游戏时比在镜子前进行常规体育锻炼更感兴趣。根据获得的数据,可以得出结论,如果以电脑游戏的形式呈现,一套普通的康复体育锻炼会更有效。患者在治疗过程中参与度更高,也更有动力去改善治疗结果。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
eSail: a body tracking interactive game for elderly and patients with locomotor system problems
This paper presents a computer game with automatic body detection and tracking based on the computer camera acquisition for arms and legs rehabilitation. However, with the correct application of different functions and game mechanics, this entertainment can be directed for the good of patients with motor problems, or for elderly people. This research is aimed to study the effectiveness and advantages of computer game platforms in comparison with conventional physical exercise. The experiment involved 13 people. The age of patients ranged from 22-32 (including people with locomotor system problems) to 60-70 years. For each of them the study was divided into two stages: in the first one, the subject was offered to perform a series of physical exercises aimed at warming up the upper and lower body parts. In the second stage, which was held the next day, the subjects performed the same set of exercises, but already in the form of a computer game. After each stage, a pre-prepared survey was conducted which characterized the emotional reaction of each of the subjects to the difference in approaches to rehabilitative physical exercises. The difference in the effectiveness of the game over standard exercises was evaluated by the means of the effectiveness of numerical indicators (table of scores) and the analysis of the therapist. The conducted tests show that at the stage of laboratory testing the average time to pass the current build of the game platform is 512.8 seconds (8.7 minutes), excluding the time to realize the task. The total time including all aspects of the test is 762.6 seconds (12.71 minutes). At the stage of tests with the target audience: the average passing time was 1115.9 seconds (18.5 minutes), the total time was 1809 seconds (30.15 minutes). Evaluating the emotional state and level of motivation shows that player is more interested when hear about an interactive game than the usual physical exercises in front of the mirror. According to the obtained data, it can be concluded that an ordinary set of physical exercises for rehabilitation is more effective if presented as a computer game. The patients have a higher involvement in the process, as well as motivation to improve their results.
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