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http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/103769| 標題: | GameFitter : 將未經修改的靜態遊戲轉換為可調整運動強度之體感遊戲 GameFitter: Transforming Unmodified Sedentary Games into Exergames with Adjustable Exercise Intensity |
| 作者: | 李燿丞 Yao-Cheng Lee |
| 指導教授: | 陳彥仰 Mike Y. Chen |
| 關鍵字: | 運動遊戲; 動作映射; 運動強度; 主機遊戲; 運動即輸入 Exergame; Motion Mapping; Exercise Intensity; Console Gaming; Exercise-as-Input |
| 出版年 : | 2026 |
| 學位: | 碩士 |
| 摘要: | 運動遊戲(Exergames)將身體活動與遊戲結合,使運動更具動力與樂趣。為了擴展運動遊戲的選擇與多樣性,近期許多研究探索了如何將未經修改的商業靜態遊戲轉換為運動遊戲。然而,目前的轉換設計在運動強度與動作關聯性之間面臨了取捨:「邊玩邊運動」(exercise while playing)能引發高體力消耗,但會使實體動作與遊戲操作脫節;「運動即輸入」(exercise as input)將兩者結合以提升沉浸感,卻固定了單次動作的運動強度。我們提出了 GameFitter,透過三種機制探索單次動作的強度調整:1) 動作幅度縮放(movement scaling)、2) 動作替換(substitution),以及 3) 重複次數縮放(repetition scaling)。我們使用基於電腦視覺的追蹤技術與控制器指令注入,將兩款受歡迎的任天堂 Switch 遊戲轉換為運動遊戲,並進行了形成性(formative)與總結性(summative)研究。研究一(n=12)探討了這三種強度調整機制在感知直覺性、疲勞感與反應速度方面的權衡。基於這些發現,研究二(n=12)比較了三種運動設計在使用者體驗與體力消耗(以儲備心率測量)上的差異:a) 基準強度的「運動即輸入」、b) 提升強度的「運動即輸入」,以及 c) 「邊玩邊運動」。結果顯示,在「運動即輸入」的設計中,提升強度能達到較高的體力消耗,且偏好度相當,但玩家的控制感較低。與「邊玩邊運動」相比,提升強度的「運動即輸入」能在動態遊戲中帶來更高的樂趣與沉浸感,且體力消耗程度相當。 Exergames integrate physical activity with gameplay, making physical activity more motivating and enjoyable. To expand the exergame selection and variety, numerous recent work have explored the conversion of unmodified commercial sedentary games. However, current conversion designs trade exercise intensity for movement relevance: "exercise while playing" can elicit high exertion but disconnects movement from actions; "exercise as input" connects them to improve immersion but fixes per-action intensity. We present GameFitter, which explores per-action intensity adjustment through three mechanisms: 1) movement scaling, 2) substitution, and 3) repetition scaling. We conducted a formative and a summative study by converting two popular Nintendo Switch games into exergames using computer vision-based tracking and controller-command injection. Study 1 (n=12) explored the trade-offs of the three intensity-adjustment mechanisms in terms of perceived intuitiveness, fatigue, and responsiveness. Informed by these findings, Study 2 (n=12) compared the user experience and exertion (measured by heart rate reserve) of three exercise designs: exercise-as-input with a) baseline intensity and b) increased intensity, and c) exercise-while-playing. Results showed that between exercise-as-input designs, increased intensity achieved higher exertion with comparable preference, but lower sense of control. Compared to exercise-while-playing, exercise-as-input with increased intensity achieves higher enjoyment and immersion, with comparable exertion for active games. |
| URI: | http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/103769 |
| DOI: | 10.6342/NTU202602568 |
| 全文授權: | 同意授權(全球公開) |
| 電子全文公開日期: | 2026-08-20 |
| 顯示於系所單位: | 資訊網路與多媒體研究所 |
文件中的檔案:
| 檔案 | 大小 | 格式 | |
|---|---|---|---|
| ntu-114-2.pdf | 2.55 MB | Adobe PDF | 檢視/開啟 |
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