{"title":"按摩游戏系统与互动安装","authors":"Jinghui Xu, Chun-Tsai Wu, Szu-Ming Chung","doi":"10.1109/SeGAH.2016.7586259","DOIUrl":null,"url":null,"abstract":"Due to the decreasing average age of Taiwanese internet users, developing 3C (computer, communication, consumer electronics) products for them becomes an important factor in education. The purpose of this research intends was to design a game system with interactive installations to enhance child-parent interaction through playing an acupressure game. After implementation, the researchers evaluated its validity and usability with two sets of questionnaires: experts' assessment and system usability scale (SUS).","PeriodicalId":138418,"journal":{"name":"2016 IEEE International Conference on Serious Games and Applications for Health (SeGAH)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2016-05-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"2","resultStr":"{\"title\":\"Acupressure game system with interactive installations\",\"authors\":\"Jinghui Xu, Chun-Tsai Wu, Szu-Ming Chung\",\"doi\":\"10.1109/SeGAH.2016.7586259\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Due to the decreasing average age of Taiwanese internet users, developing 3C (computer, communication, consumer electronics) products for them becomes an important factor in education. The purpose of this research intends was to design a game system with interactive installations to enhance child-parent interaction through playing an acupressure game. After implementation, the researchers evaluated its validity and usability with two sets of questionnaires: experts' assessment and system usability scale (SUS).\",\"PeriodicalId\":138418,\"journal\":{\"name\":\"2016 IEEE International Conference on Serious Games and Applications for Health (SeGAH)\",\"volume\":\"1 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2016-05-11\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"2\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2016 IEEE International Conference on Serious Games and Applications for Health (SeGAH)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/SeGAH.2016.7586259\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2016 IEEE International Conference on Serious Games and Applications for Health (SeGAH)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/SeGAH.2016.7586259","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Acupressure game system with interactive installations
Due to the decreasing average age of Taiwanese internet users, developing 3C (computer, communication, consumer electronics) products for them becomes an important factor in education. The purpose of this research intends was to design a game system with interactive installations to enhance child-parent interaction through playing an acupressure game. After implementation, the researchers evaluated its validity and usability with two sets of questionnaires: experts' assessment and system usability scale (SUS).