运用力平台进行动平衡训练的严肃游戏方案:初步研究。

IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH
Mariana da Palma Valério, Silvia Regina Matos da Silva Boschi, Danilo Luque Ribeiro, André Roberto Fernandes da Silva, Luan de Almeida Moura, Gabrielli Delbone Alexandre, Thamires da Silva Copeski, Giovanna Cordeiro Longuinho, Silvia Cristina Martini, Terigi Augusto Scardovelli, Alessandro Pereira da Silva
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引用次数: 0

摘要

背景:通过体育锻炼来提高老年人的平衡能力已经取得了很好的效果,但是保持对这些项目的持续参与是具有挑战性的。为了解决这个问题,我们开发了一个由双轴力平台控制的外侧平衡模拟游戏,以支持平衡康复并鼓励定期训练。方法:游戏使用Unity引擎创建,使用Blender设计3D模型,包括角色的“relax Man Character”资产。玩家的目标是在一个由圆柱体支撑的虚拟板上保持平衡,通过双轴力平台控制。验证包括结构测试、可用性测试(系统可用性量表)和10名健康青年志愿者的先导测试。采用Jamovi软件的Shapiro-Wilk检验和t-Student检验进行统计学分析(P < 0.05)。结果:结果表明,游戏的表现符合预期,可用性测试获得了专家的优秀分数(81.5分)。试点测试显示,个性化校准允许个性化训练,志愿者的分数在第1天的第2次提高了17.6%,在第2天的第1次提高了26%,在第2天的第2次提高了8.5%。结论:平衡模拟有效地复制了控制虚拟板上角色所需的足压力运动。这种个性化的方法使游戏易于玩家使用。未来的工作将包括在目标老年人群中测试游戏,增加会话次数,并分析肌肉激活,以充分确定游戏的影响。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Proposal of a Serious Game for Dynamic Balance Training Using a Force Platform: A Pilot Study.

Background: Physical training to improve balance in the elderly has shown excellent results, but maintaining consistent participation in such programs is challenging. Objective: To address this, a laterolateral balance simulation game controlled by a biaxial force platform was developed to support balance rehabilitation and encourage regular training. Method: The game was created using the Unity engine, with 3D models designed in Blender, including the "Relaxed Man Character" asset for the avatar. The player's objective is to maintain balance on a virtual board supported by a cylinder, controlled via the biaxial force platform. Validation involved structural tests, usability testing (System Usability Scale), and a pilot test with 10 healthy young volunteers. Statistical analysis was conducted using the Shapiro-Wilk and t-Student tests (P < 0.05) in Jamovi software. Results: Results indicated that the game performed as expected, and the usability test yielded an excellent score (81.5 points) from experts. The pilot test revealed that individualized calibration allowed for personalized training, with volunteers' scores improving by 17.6% in the second session of day 1, 26% in the first session of day 2, and 8.5% in the second session of day 2. Conclusion: The balance simulation effectively replicated the foot pressure movements needed to control an avatar on a virtual board. This personalized approach made the game accessible and easy to use for players. Future work will involve testing the game with the target elderly population, increasing the number of sessions, and analyzing muscle activation to fully determine the game's impact.

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来源期刊
CiteScore
6.70
自引率
11.40%
发文量
56
期刊介绍: Games for Health Journal is the first peer-reviewed journal dedicated to advancing the impact of game research, technologies, and applications on human health and well-being. This ground-breaking publication delivers original research that directly impacts this emerging, widely-recognized, and increasingly adopted area of healthcare. Games are rapidly becoming an important tool for improving health behaviors ranging from healthy lifestyle habits and behavior modification, to self-management of illness and chronic conditions to motivating and supporting physical activity. Games are also increasingly used to train healthcare professionals in methods for diagnosis, medical procedures, patient monitoring, as well as for responding to epidemics and natural disasters. Games for Health Journal is a must for anyone interested in the research and design of health games that integrate well-tested, evidence-based behavioral health strategies to help improve health behaviors and to support the delivery of care. Games for Health Journal coverage includes: -Nutrition, weight management, obesity -Disease prevention, self-management, and adherence -Cognitive, mental, emotional, and behavioral health -Games in home-to-clinic telehealth systems
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