一个踝关节运动的移动运动游戏的可用性评估

Danielle Steffen, M. Muhm, Corinna A. Christmann, G. Bleser
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引用次数: 4

摘要

尽管运动项目对康复有好处,但患者的坚持度却很低。特别是,重复和单调的运动损害了对康复计划的坚持。运动游戏被认为是支持常规训练的一种方式,其中包括这些平凡的练习。在这篇文章中,我们提出了一个踝关节运动的移动练习游戏,重点是背伸和跖屈,可以在不同的情况下使用。我们的系统由两个无线惯性测量单元(IMU)和一个移动设备组成。以年龄为自变量进行受试者间用户研究,其水平为年轻人(18-29岁)和老年人(50-67岁)。20名年轻人和21名老年人评估了可用性。此外,我们使用技术接受模型(TAM)的感知易用性、感知有用性和感知享受结构来预测使用我们系统的意图。我们介绍了所进行的用户研究的进一步结果,并对未来的研究方向进行了展望。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
A usability evaluation of a mobile exergame for ankle joint exercises
Despite the benefits of exercise programs in reha-bilitation, patients' adherence is known to be low. Especially, repetitive and monotonous exercises compromise adherence to the rehabilitation program. Exergames have been suggested as one way to support regular training which includes such mundane exercises. Within this contribution we present a mobile exergame for ankle joint exercises, focusing on dorsi-extension and plantar-flexion, that can be used in different contexts. Our system consists of two wireless inertial measurement units (IMU) and a mobile device. A between-subject user study was carried out with age-group as independent variable and its levels young adults (18-29 years old) and older adults (50-67 years old). 20 young and 21 older participants evaluated the usability. Additionally, we used the constructs perceived ease of use, perceived usefulness, and perceived enjoyment of the technology acceptance model (TAM) to predict the intention towards using our system. We present further results of the conducted user study and provide an outlook for future research directions.
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