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  1. NTU Theses and Dissertations Repository
  2. 電機資訊學院
  3. 資訊網路與多媒體研究所
請用此 Handle URI 來引用此文件: http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/103769
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dc.contributor.advisor陳彥仰zh_TW
dc.contributor.advisorMike Y. Chenen
dc.contributor.author李燿丞zh_TW
dc.contributor.authorYao-Cheng Leeen
dc.date.accessioned2026-08-19T16:34:34Z-
dc.date.available2026-08-20-
dc.date.copyright2026-08-19-
dc.date.issued2026-
dc.date.submitted2026-08-10 08:27:03-
dc.identifier.citationHere are the references extracted into plain text from the provided images:

[1] I. Alves, A. P. Moreira, T. Sousa, P. Teles, C. S. Fernandes, F. Goncalves, and B. Magalhães. Exergame-based rehabilitation for cancer patients undergoing abdominal surgery: Effects on pain, anxiety, depression, and fatigue - A pilot study. European Journal of Oncology Nursing: The Official Journal of European Oncology Nursing Society, 72:102665, Oct. 2024.

[2] American College of Sports Medicine. ACSM's Guidelines for Exercise Testing and Prescription. Wolters Kluwer, Philadelphia, PA, 12th edition, 2025.

[3] E. Biddiss and J. Irwin. Active Video Games to Promote Physical Activity in Children and Youth: A Systematic Review. Archives of Pediatrics & Adolescent Medicine, 164(7), July 2010.

[4] E. A. Boyle, T. M. Connolly, T. Hainey, and J. M. Boyle. Engagement in digital entertainment games: A systematic review. Computers in Human Behavior, 28(3):771–780, May 2012.

[5] M. Brehmer, T. C. N. Graham, and T. Stach. Activate your GAIM: a toolkit for input in active games. In Proceedings of the International Academic Conference on the Future of Game Design and Technology, pages 151–158, Vancouver British Columbia Canada, May 2010. ACM.

[6] A. Chatta, T. Hurst, G. Samaraweera, R. Guo, and J. Quarles. Get off the Couch: An Approach to Utilize Sedentary Commercial Games as Exergames. In Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, pages 47–56, London United Kingdom, Oct. 2015. ACM.

[7] FitXR. Fitxr, 2020. Virtual Reality Fitness Application.

[8] A. Fitzgerald, S. Huang, K. Sposato, D. Wang, M. Claypool, and E. Agu. The Exergame Enjoyment Questionnaire (EEQ): An Instrument for Measuring Exergame Enjoyment. 2020.

[9] Y. Gao and R. Mandryk. The acute cognitive benefits of casual exergame play. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, pages 1863–1872, Austin Texas USA, May 2012. ACM.

[10] R. Guo and J. Quarles. Converting Sedentary Games to Exergames: A Case Study with a Car Racing Game. In 2013 5th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES), pages 1–8, Sept. 2013.

[11] HAL Laboratory. Kirby and the Forgotten Land, 2022. Nintendo Switch Game.

[12] S. G. Hart and L. E. Staveland. Development of NASA-TLX (Task Load Index): Results of Empirical and Theoretical Research. In Advances in Psychology, volume 52, pages 139–183. Elsevier, 1988.

[13] C.-W. Hung, C.-W. Hsu, W.-T. Hsu, T.-C. Chiu, L. Lin, Y. C. Lee, T.-W. Chang, H.-H. Tang, B.-Y. Chen, and M. Y. Chen. Elderplay: Supporting age-inclusive gameplay for older adults via real-time gesture-to-controller translation. In Proceedings of the 2026 Designing Interactive Systems Conference, DIS '26, page 853–872, New York, NY, USA, 2026. Association for Computing Machinery.

[14] S. A. Jackson and H. W. Marsh. Development and Validation of a Scale to Measure Optimal Experience: The Flow State Scale. Journal of Sport and Exercise Psychology, 18(1):17–35, Mar. 1996.

[15] C. Jennett, A. L. Cox, P. Cairns, S. Dhoparee, A. Epps, T. Tijs, and A. Walton. Measuring and defining the experience of immersion in games. International Journal of Human-Computer Studies, 66(9):641–661, Sept. 2008.

[16] M. Kabir, Q. F. F. Dhruba, H. Mahmud, M. K. Hasan, and A. R. Zaman. Gaming Insight: Conversion of Popular Sedentary Games into Motion-Based Form. International Journal of Human-Computer Interaction, 36(13):1205–1215, Aug. 2020.

[17] M. Karg, G. Venture, J. Hoey, and D. Kulic. Human Movement Analysis as a Measure for Fatigue: A Hidden Markov-Based Approach. IEEE Transactions on Neural Systems and Rehabilitation Engineering, 22(3):470–481, May 2014.

[18] M. Ketcheson, L. Walker, and T. N. Graham. Thighrim and Calf-Life: A Study of the Conversion of Off-the-Shelf Video Games into Exergames. In Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, pages 2681–2692, San Jose California USA, May 2016. ACM.

[19] C. Lugaresi, J. Tang, H. Nash, C. McClanahan, E. Uboweja, M. Hays, F. Zhang, C.-L. Chang, M. Yong, J. Lee, W.-T. Chang, W. Hua, M. Georg, and M. Grundmann. Mediapipe: A framework for building perception pipelines. 06 2019.

[20] J. Marshall, F. F. Mueller, S. Benford, and S. Pijnappel. Expanding exertion gaming. International Journal of Human-Computer Studies, 90:1–13, June 2016.

[21] MobyGames. Genre: Motion Control. https://www.mobygames.com/genre/motion_control/, 2026. Accessed: 2026-03-31. Motion control games, a superset of exergames, have only ~2,000 entries.

[22] F. Mueller, R. A. Khot, K. Gerling, and R. Mandryk. Exertion Games. Foundations and Trends® in Human–Computer Interaction, 10(1):1–86, 2016.

[23] F. F. Mueller, D. Edge, F. Vetere, M. R. Gibbs, S. Agamanolis, B. Bongers, and J. G. Sheridan. Designing sports: a framework for exertion games. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, CHI '11, pages 2651–2660, New York, NY, USA, May 2011. Association for Computing Machinery.

[24] Nintendo. Super Smash Bros. Ultimate, 2018. Nintendo Switch Game.

[25] Nintendo Co., Ltd. Top selling title sales units - Wii software, 2016. Accessed: 2026-03-31.

[26] Nintendo Co., Ltd. Financial results explanatory material: Fiscal year ended March 2021, 2023.

[27] Nintendo EPD. Ring fit adventure, 2019. Nintendo Switch Game.

[28] M. Pirovano, E. Surer, R. Mainetti, P. L. Lanzi, and N. Alberto Borghese. Exergaming and rehabilitation: A methodology for the design of effective and safe therapeutic exergames. Entertainment Computing, 14:55–65, May 2016.

[29] J. Rekimoto and H. Tsujita. Inconvenient interactions: an alternative interaction design approach to enrich our daily activities. In Proceedings of the 2014 International Working Conference on Advanced Visual Interfaces, pages 225–228, Como Italy, May 2014. ACM.

[30] R. Tadayon, W. Sakoda, and Y. Kurita. Stealth-Adaptive Exergame Design Framework for Elderly and Rehabilitative Users. In Q. Gao and J. Zhou, editors, Human Aspects of IT for the Aged Population. Healthy and Active Aging, pages 419–434, Cham, 2020. Springer International Publishing.

[31] S. G. Trost, D. Sundal, G. D. Foster, M. R. Lent, and D. Vojta. Effects of a Pediatric Weight Management Program With and Without Active Video Games: A Randomized Trial. JAMA Pediatrics, 168(5):407, May 2014.

[32] Ubisoft. Just dance, 2009–2024. Video Game Series.

[33] Ubisoft Entertainment. Ubisoft corporate press kit: Franchise performance and player engagement, 2026. Accessed: 2026-03-31.

[34] A. Velazquez, A. I. Martínez-García, J. Favela, and S. F. Ochoa. Adaptive exergames to support active aging: An action research study. Pervasive and Mobile Computing, 34:60–78, Jan. 2017.

[35] B. Walther-Franks, D. Wenig, J. Smeddinck, and R. Malaka. Exercise My Game: Turning Off-The-Shelf Games into Exergames. In J. C. Anacleto, E. W. G. Clua, F. S. C. Da Silva, S. Fels, and H. S. Yang, editors, Entertainment Computing – ICEC 2013, volume 8215, pages 126–131. Springer Berlin Heidelberg, Berlin, Heidelberg, 2013. Series Title: Lecture Notes in Computer Science.

[36] D. M. Wang, S. Cmentowski, R. Hadi Mogavi, K. Senthil Nathan, E. Kukshinov, J. Tu, and L. E. Nacke. From Solo to Social: Exploring the Dynamics of Player Cooperation in a Co-located Cooperative Exergame. In Proceedings of the 2025 CHI Conference on Human Factors in Computing Systems, CHI '25, pages 1–16, New York, NY, USA, 2025. Association for Computing Machinery.

[37] C.-Y. Wen, S. S.-K. Hong, J.-J. Liao, R. C. Lai, Z.-Y. Lai, S.-C. Liu, H.-H. Tang, and M. Y. Chen. Keeping everyone in the game: Bringing ability-inclusive family co-play to unmodified console games. In Proceedings of the 2026 CHI Conference on Human Factors in Computing Systems, CHI '26, New York, NY, USA, 2026. Association for Computing Machinery.

[38] J. Wiemeyer, J. Deutsch, L. A. Malone, J. L. Rowland, M. C. Swartz, J. Xiong, and F. F. Zhang. Recommendations for the Optimal Design of Exergame Interventions for Persons with Disabilities: Challenges, Best Practices, and Future Research. Games For Health Journal, 4(1):58–62, Feb. 2015.

[39] J. Yu, H.-C. Huang, T. C. E. Cheng, M.-K. Wong, and C.-I. Teng. Effects of Playing Exergames on Quality of Life among Young Adults: A 12-Week Randomized Controlled Trial. International Journal of Environmental Research and Public Health, 20(2):1359, Jan. 2023.

[40] Zwift. Zwift, 2014. Massively Multiplayer Online Cycling and Training Program.
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dc.identifier.urihttp://tdr.lib.ntu.edu.tw/jspui/handle/123456789/103769-
dc.description.abstract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。zh_TW
dc.description.abstractExergames 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.en
dc.description.provenanceSubmitted by admin ntu (admin@lib.ntu.edu.tw) on 2026-08-19T16:34:34Z
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dc.description.provenanceMade available in DSpace on 2026-08-19T16:34:34Z (GMT). No. of bitstreams: 0en
dc.description.tableofcontents摘要 i
Abstract iii
Contents v
List of Figures ix
List of Tables xi
Chapter 1 Introduction 1
Chapter 2 Related Work 5
2.1 Exergame Intensity Adjustment 5
2.2 Converting Sedentary Games into Exergames 6
2.2.1 Exercise While Playing 6
2.2.2 Exercise as Input 7
Chapter 3 System Design and Implementation 9
3.1 System Overview 9
3.2 Multi-View Movement Capture 10
3.3 Rule-Based Movement Recognition 10
3.3.1 Angle Conditions 11
3.3.2 Position Conditions 11
3.3.3 Velocity Conditions 11
3.4 Movement-to-Input Mapping 12
3.5 Latency Analysis 14
3.5.1 Component-level Latency 14
3.5.2 End-to-End Latency 14
3.5.3 Observations 15
Chapter 4 STUDY #1: USER PREFERENCE COMPARISON STUDY 17
4.1 Intensity Adjustment Strategies 17
4.2 Study Design 18
4.3 Procedure, Tasks, and Participants 18
4.3.1 Upper-Body Task 19
4.3.2 Lower-Body Task 19
4.3.3 Participants 20
4.4 Quantitative Analysis 20
4.5 Qualitative Analysis 22
4.6 Summary of Intensity Adjustment Strategies 25
Chapter 5 STUDY #2: USER EXPERIENCE EVALUATION STUDY 27
5.1 Game Selection 27
5.2 Exercise-to-Control Mapping 28
5.3 Study Design and Procedure 31
5.3.1 Exercise While Playing 32
5.3.2 Tasks 32
5.3.3 Participants 32
5.4 Results 33
5.4.1 Increased Intensity vs. Baseline Intensity 33
5.4.2 Increased Intensity vs. Exercise-while-playing 34
5.4.3 Overall Qualitative Themes 36
Chapter 6 DISCUSSION, LIMITATIONS, AND FUTURE WORK 39
6.1 The Effects of Users’ Experience with Movements 39
6.2 Differences in Interpretation of Character Actions 40
6.3 Limitations 41
6.4 Future Work 41
6.4.1 Enhancing Increased-Intensity Trigger Feedback 41
6.4.2 Optimizing Repetition Scaling 42
6.4.3 Transitioning to Controller-Free Interaction 42
Chapter 7 Conclusion 43
References 45
-
dc.language.isoen-
dc.subject運動遊戲-
dc.subject動作映射-
dc.subject運動強度-
dc.subject主機遊戲-
dc.subject運動即輸入-
dc.subjectExergame-
dc.subjectMotion Mapping-
dc.subjectExercise Intensity-
dc.subjectConsole Gaming-
dc.subjectExercise-as-Input-
dc.titleGameFitter : 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zh_TW
dc.titleGameFitter: Transforming Unmodified Sedentary Games into Exergames with Adjustable Exercise Intensityen
dc.typeThesis-
dc.date.schoolyear114-2-
dc.description.degree碩士-
dc.contributor.oralexamcommittee唐玄輝;余能豪;顏羽君zh_TW
dc.contributor.oralexamcommitteeHsien-Hui Tang;Neng-Hao Yu ;Yu-Chun Yenen
dc.subject.keyword運動遊戲; 動作映射; 運動強度; 主機遊戲; 運動即輸入zh_TW
dc.subject.keywordExergame; Motion Mapping; Exercise Intensity; Console Gaming; Exercise-as-Inputen
dc.relation.page50-
dc.identifier.doi10.6342/NTU202602568-
dc.rights.note同意授權(全球公開)-
dc.date.accepted2026-08-11-
dc.contributor.author-college電機資訊學院-
dc.contributor.author-dept資訊網路與多媒體研究所-
dc.date.embargo-lift2026-08-20-
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