与化身一起积极衰老:为老年人提供的虚拟锻炼课程

E. Cyarto, F. Batchelor, Steven Baker, B. Dow
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引用次数: 17

摘要

在本文中,我们描述了使用主动游戏技术(微软Xbox 360的Kinect)为老年人实时提供的虚拟锻炼课程的开发和测试。4名老年人(女性,64- 74岁)参与。每个人都得到了一个游戏机和面对面的指导。在连续6周的时间里,参与者每周在固定的时间登录,参加由教练指导的30分钟的锻炼课程。在屏幕上,每个人都有一个化身(化身Kinect软件)。参与者可以在电视屏幕上看到化身,并通过耳机听到彼此的声音。总的来说,我们发现虚拟锻炼课程的形式是可行的,并且可以被老年人接受。虽然在硬件和软件方面有一些限制,但参加者都很享受学习使用新科技的体验。虚拟角色的使用增加了新鲜感,使程序变得有趣。利用游戏技术和虚拟形象开设虚拟健身课程,以增加澳大利亚老年人的体育活动和加强社会联系,这种可能性值得进一步调查。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Active ageing with avatars: a virtual exercise class for older adults
In this paper we describe the development and testing of a virtual exercise class for older people delivered in real-time using active gaming technology (Microsoft's Kinect for Xbox 360). Four seniors (women, aged 64--74) participated. Each person received a gaming console and face-to-face instruction. At a set time each week for 6 weeks, participants logged on to take part in a 30-minute exercise class led by an instructor. On-screen, each person was represented by an avatar (Avatar Kinect software). Participants were able to see the avatars on their television screen and hear each other via headsets. Overall, we found the virtual exercise class format to be feasible and acceptable to older people. Despite some limitations with the hardware and software, participants enjoyed the experience of learning to use new technology. The use of avatars added novelty and made the program fun. The potential for a virtual exercise class, using gaming technology and avatars, to increase physical activity and enhance social connection amongst older Australians warrants further investigation.
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