{"title":"与化身一起积极衰老:为老年人提供的虚拟锻炼课程","authors":"E. Cyarto, F. Batchelor, Steven Baker, B. Dow","doi":"10.1145/3010915.3010944","DOIUrl":null,"url":null,"abstract":"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.","PeriodicalId":309823,"journal":{"name":"Proceedings of the 28th Australian Conference on Computer-Human Interaction","volume":"1 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2016-11-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"17","resultStr":"{\"title\":\"Active ageing with avatars: a virtual exercise class for older adults\",\"authors\":\"E. Cyarto, F. Batchelor, Steven Baker, B. Dow\",\"doi\":\"10.1145/3010915.3010944\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"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.\",\"PeriodicalId\":309823,\"journal\":{\"name\":\"Proceedings of the 28th Australian Conference on Computer-Human Interaction\",\"volume\":\"1 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2016-11-29\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"17\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings of the 28th Australian Conference on Computer-Human Interaction\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/3010915.3010944\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 28th Australian Conference on Computer-Human Interaction","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3010915.3010944","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
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.