题名

人體站姿平衡與互動遊戲系統整合關係之研究

并列篇名

A study on relay race performance of junior high school students by means of planned behavior theory

DOI

10.29423/JSRR.201909_14(1).02

作者

黃漢年(Han-Nien Huang);周文俢(Wen-Shou Chou);歐正聰(Cheng-Tsung Ou);陳秀華(Show-Hwa Chen);林新龍(Hshing-Lung Lin);賈叢林(Tsorng-Lin Chia)

关键词

動態平衡 ; 姿勢 ; 數位 ; dynamic balance ; posture ; digital

期刊名称

運動與遊憩研究

卷期/出版年月

14卷1期(2019 / 09 / 01)

页次

17 - 27

内容语文

繁體中文

中文摘要

目的:本研究旨在探討不穩定站姿平衡球體追蹤與接水果互動遊戲系統整合之有效性。方法:研究對象以銘傳大學健康男大生25名(年齡:19.81±1.18歲,身高:175.24±6.01公分,體重:69.64±6.86公斤,BMI:22.66±1.68 kg/m^2),每人接受各一分鐘的球體追蹤與接水果遊戲的站姿量測(共五次)。不穩定平衡台為氣壓式手動充氣平衡台(氣壓值設定為10),平衡台面水平為基準,前後左右傾斜角度設定為12度。又,為即時擷取平衡台X、Y、Z晃動角度,於平衡台上前方中央位置,裝置一只無線三維陀螺儀發射器,並結合藍芽傳輸接收器連接電腦,進行精準演算同步投影接水果介面。獲得結果,以描述統計平均值與標準差表示,並以皮爾森相關係數分析,探討站姿球體追蹤與接水果間成績的相關性?結果:本研究結果分析,得到站姿球體軌跡追蹤距離單位(13.40±6.22)與接水果得分(24.84±8.98)的成績,有相當高的正向關係(R^2 = 0.613; r = -0.783, p<.05)。結論:本研究結果說明,站姿球體軌跡追蹤(動態站姿平衡能力),可藉由數位站姿遊戲的互動,有效作為站姿平衡量測的方法。在未來研究方向,可在站姿遊戲互動上,針對運動學身體晃動量測,以探討虛擬實境與站姿平衡控制的關係?

英文摘要

Purpose: The purpose of this study is to investigate the integrative system effectively between the sphere trajectory tracking and catch fruits of interactive game by unstable platform. Methods: Twenty-five healthy male college students are asked to participate in this study on standing balance responses to virtual reality (VR) for one minute sphere trajectory and catch fruits game with open eyes respectively. The unstable platform is a pneumatic circular platform (Barometric pressure value is set 10) and the platform was set to 12 degree around as horizontal plane. In addition, in order to record the three-dimension (X, Y, Z) value in real-time, the wireless gyroscope installed on center-front of the platform and connected to a Bluetooth transmission for calculation. The results of the mean and standard deviation are showed by descriptive statistics and the correlation between the sphere trajectory tracking and catch fruits score is analyzed by Pearson product-moment correlation coefficient. Results: The results show that significant positive correlation (R^2=0.613; r=-0.783, p<.05) between the sphere trajectory tracking and catch fruits score on standing posture appears. Conclusion: The digital standing interactive game can be used as the methods to measure the standing balance effectively. The future study is suggested to use the digital interactive game to discuss the relationship between the virtual reality and balance control on kinematics analysis.

主题分类 醫藥衛生 > 預防保健與衛生學
社會科學 > 體育學
参考文献
  1. 蘇品嘉,翁福興,許太彥(2012)。Wii Fit平衡遊戲應用於動態平衡能力測量可行性之探討。華人運動生物力學期刊,7,165-167。
    連結:
  2. Andersen, G. J.,Dyre, B. P.(1989).Spatial orientation firom optic How in the central visualheld.Perception and Psychophysics,45(5),453-458.
  3. Bronstein, A. M.(1986).Suppression of visually evoked postural responses.Experimental Brain Research,63,655-658.
  4. Chang, W.D.,W.Y.Lee, C.L.,Lee, W.Y.,Feng, C.Y. J.(2013).Validity and Reliability of Wii Fit Balance Board for the Assessment of Balance of Healthy Young Adults and the Elderly.Journal of Physical Therapy Science,25,1251-1253.
  5. Field-Eaton, S. D.,Orloff, H.,Nakamura, B.,Pedersen, E.(2010).Summer ResearchSummer Research,未出版
  6. Goble, D.J.,Cone, B.L.,Fling, B.W.(2014).Using the Wii Fit as a tool for balance assessment and neurorehabilitation: the first half decade of “Wii-search”.Journal of Neuro Engineering and Rehabilitation,11,12.
  7. Lee, D. N.,Lishman, J. R.(1975).Visual proprioceptive control of stance.Journal of Human Movement Studies,1,87-95.
  8. Lestienne, F.,Soechting, J.,Berthoz, A.(1977).Postural readjustments induced by linear motion of visual scenes.Experimental Brain Research,28,363-384.
  9. Lim, D.,Kim, C.,Jung, H.,Jung, D.,Chun, K. J.(2015).Use of the Microsoft Kinect system to characterize balance ability during balance training.Clinical Interventions in Aging,10,1077-1083.
  10. Llorens, R.,Latorre, J.,Noé, E.,Emily, A.,Keshner, E. A.(2016).Posturography using the Wii Balance Board™: A feasibility study with healthy adults and adults post-stroke.Gait & Posture,43,228-232.
  11. Monteiro-Junior, R. S.,Ferreira, A. S.,Puell, V. N.,Lattari, E.,Machado, S.,Otero Vaghetti,da Silva, E. B.(2015).Wii Balance Board: Reliability and Clinical Use in Assessment of Balance in Healthy Elderly Women.CNS & Neurol Disord Drug Targets,14(9),1165-1170.
  12. Nichols, D. S.(1997).Balance Retraining After Stroke Using Force Platform Biofeedback.Physical Therapy,77(5),553-558.
  13. Paulus, W. M.,Stuabe, A.,Brandt, T.(1984).Visual stabilization of posture: physiological stimulus characteristics and clinical aspects.Brain,107,1143-1163.
  14. Rajaratnam, B. S.,Fang, H. W.,Jun, V. G. Y.,Chai, S. H. Y.,Shan, D. L. Y.(2010).A pilot study of the efficacy of interactive virtual reality sports on balance performance among older women.Journal Sains Kesihatan Malaysia,8(2),21-26.
  15. Sundermier, L.,Woollacott, M. H.,Jensen, J. L.,Moore, S.(1996).Postural sensitivity to visual flow in aging adults with and without balance problems.Journal of Gerontology,51,M45-M52.
  16. Wheat, J.S.,Heller, B.,Lovick, S.(2008).Computerized Games for Balance Training: A Pilot Study on Collegiate Females.The Engineering of Sport,7(1),687-696.
  17. 陳玫樺,高木榮,鄭誠功,賴弘仁,陳芳蒂,徐菁蕾(2013)。Wii Fit遊戲平台對慢性中風患者平衡能力復健之效果。北市醫學雜誌,10(4),295-308。
  18. 賴弘仁(2003)。臺北市,國立陽明大學復健科技輔具研究所。
被引用次数
  1. 賴志明,黃漢年,陳錦偉,陳秀華(2023)。六週虛擬實境平衡訓練對人體站姿重心表現之影響。運動與遊憩研究,17(3),36-46。
  2. 歐正聰,賈叢林,黃漢年,陳錦偉,陳秀華(2022)。六週互動遊戲平衡訓練對人體站姿晃動之影響。運動與遊憩研究,16(3),25-36。