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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/123456789/62768
完整後設資料紀錄
DC 欄位值語言
dc.contributor.advisor陳彥仰(Mike Y. Chen)
dc.contributor.authorSheng-Jhe Hsuen
dc.contributor.author徐聖哲zh_TW
dc.date.accessioned2021-06-16T16:09:52Z-
dc.date.available2013-06-21
dc.date.copyright2013-06-21
dc.date.issued2013
dc.date.submitted2013-03-17
dc.identifier.citation[1] D. Acromed. A patient’s guide to adolescent idiopathic scoliosis.
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[2] R. D. Adobor, S. Rimeslatten, H. Steen, and J. I. Brox. School screening and point prevalence of adolescent idiopathic scoliosis in 4000 norwegian children aged 12 years. Scoliosis, 6(23), Oct. 2011.
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[4] B. Bostan. Player motivations: A psychological perspective. Comput. Entertain., 7(2):22:1–22:26, June 2009.
[5] J. W. Burke, M. D. J. McNeill, D. K. Charles, P. J. Morrow, J. H. Crosbie, and S. M. McDonough. Optimising engagement for stroke rehabilitation using serious games. Vis. Comput., 25(12):1085–1099, Oct. 2009.
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[7] D. Edge, E. Searle, K. Chiu, J. Zhao, and J. A. Landay. Micromandarin: mobile language learning in context. In Proceedings of the 2011 annual conference on Human factors in computing systems, CHI ’11, pages 3169–3178, New York, NY, USA, 2011. ACM.
[8] K. Gerling, I. Livingston, L. Nacke, and R. Mandryk. Full-body motion-based game interaction for older adults. In Proceedings of the 2012 ACM annual conference on Human Factors in Computing Systems, CHI ’12, pages 1873–1882, New York, NY, USA, 2012. ACM.
[9] Health Grades, Inc. Statistics by country for scoliosis.
http://www.rightdiagnosis.com/s/scoliosis/stats-country.htm, February 2012.
[10] H. A. Hernandez, T. N. Graham, D. Fehlings, L. Switzer,
Z. Ye, Q. Bellay, M. A. Hamza, C. Savery, and T. Stach. Design of an exergaming station for children with cerebral palsy. In Proceedings of the 2012 ACM annual conference on Human Factors in Computing Systems, CHI ’12, pages 2619–2628, New York, NY, USA, 2012. ACM.
[11] H. Hong, H. Y. Jeong, R. I. Arriaga, and G. D. Abowd. Triggerhunter: designing an educational game for families with asthmatic children. In Proceedings of the 28th of the international conference extended abstracts on Human factors in computing systems, CHI EA ’10, pages 3577–3582, New York, NY, USA, 2010. ACM.
[12] M. Howison, D. Trninic, D. Reinholz, and D. Abrahamson. The mathematical imagery trainer: from embodied interaction to conceptual learning. In Proceedings of the ACM. 2011 annual conference on Human factors in computing systems, CHI ’11, pages 1989–1998, New York, NY, USA, 2011. ACM.
[13] I. Iacovides. Exploring the link between player involvement and learning within digital games. In Proceedings of the 23rd British HCI Group Annual Conference on People and Computers: Celebrating People and Technology, BCS-HCI ’09, pages 29–34, Swinton, UK, UK, 2009. British Computer Society.
[14] S. Irawati, S. Hong, J. Kim, and H. Ko. 3d edutainment environment: learning physics through vr/ar experiences. In Proceedings of the 2008 International Conference on Advances in Computer Entertainment Technology, ACE ’08, pages 21–24, New York, NY, USA, 2008. ACM.
[15] K. Isbister, M. Flanagan, and C. Hash. Designing games for learning: insights from conversations with designers. In Proceedings of the 28th international conference on Human factors in computing systems, CHI ’10, pages 2041–2044, New York, NY, USA, 2010. ACM.
[16] A. Kumar, P. Reddy, A. Tewari, R. Agrawal, and M. Kam. Improving literacy in developing countries using speech recognition-supported games on mobile devices. In Proceedings of the 2012 ACM annual conference on Human Factors in Computing Systems, CHI ’12, pages 1149–1158, New York, NY, USA, 2012. ACM.
[17] P. Landry and N. Pares. Controlling the amount of physical activity in a specific exertion interface. In Proceedings of the 2012 ACM annual conference extended abstracts on Human Factors in Computing Systems Extended Abstracts, CHI EA ’12, pages 2393–2398, New York, NY, USA, 2012. ACM.
[18] C. Linehan, B. Kirman, S. Lawson, and G. Chan. Practical, appropriate, empirically-validated guidelines for designing educational games. In Proceedings of the 2011 annual conference on Human factors in computing systems, CHI ’11, pages 1979–1988, New York, NY, USA, 2011. ACM.
[19] R. Magielse and P. Markopoulos. Heartbeat: an outdoor pervasive game for children. In Proceedings of the 27th international conference on Human factors in computing systems, CHI ’09, pages 2181–2184, New York, NY, USA, 2009. ACM.
[20] S. W. McQuiggan, J. P. Rowe, and J. C. Lester. The effects of empathetic virtual characters on presence in narrative-centered learning environments. In Proceedings of the twenty-sixth annual SIGCHI conference on Human factors in computing systems, CHI ’08, pages 1511–1520, New York, NY, USA, 2008. ACM.
[21] National Institute of Arthritis and Musculoskeletal and Skin Diseases. Questions and answers about scoliosis in children and adolescents.
http://www.niams.nih.gov/ health_info/scoliosis/#causes, July 2008.
[22] E. Ochsmann, C. Escobar-PinzAs ̧n, S. Letzel, K. T., M. Michaelis, and E. Muenster. Prevalence of diagnosis and direct treatment costs of back disorders in 644,773 children and youths in germany. BMC Musculoskeletal Disorders, 11(193), Aug. 2010.
[23] E. S. Poole, A. D. Miller, Y. Xu, E. Eiriksdottir, R. Catrambone, and E. D. Mynatt. The place for ubiquitous computing in schools: lessons learned from a school-based intervention for youth physical activity. In Proceedings of the 13th international conference on Ubiquitous computing, UbiComp ’11, pages 395–404, New York, NY, USA, 2011. ACM.
[24] M. Roussou. Interactivity and conceptual learning in virtual environments for children. In CHI ’04 extended abstracts on Human factors in computing systems, CHI EA ’04, pages 1049–1050, New York, NY, USA, 2004. ACM.
[25] J. R. Smith, D. M. Sciubba, and A. F. Samdani. Scoliosis: a straightforward approach to diagnosis and management. JAAPA, 21(11):40–5, 2008.
[26] F. Tian, F. Lv, J. Wang, H. Wang, W. Luo, M. Kam, V. Setlur, G. Dai, and J. Canny. Let’s play chinese characters: mobile learning approaches via culturally inspired group games. In Proceedings of the 28th international conference on Human factors in computing systems, CHI ’10, pages 1603–1612, New York, NY, USA, 2010. ACM.
[27] T.-W. Tsai, H. Y. Lo, and K.-S. Chen. An affective computing approach to develop the game-based adaptive learning material for the elementary students. In Proceedings of the 2012 Joint International Conference on Human-Centered Computer Environments, HCCE ’12, pages 8–13, New York, NY, USA, 2012. ACM.
[28] E. d. C. Valderrama Bahamondez, C. Winkler, and A. Schmidt. Utilizing multimedia capabilities of mobile phones to support teaching in schools in rural panama. In Proceedings of the 2011 annual conference on Human factors in computing systems, CHI ’11, pages 935–944, New York, NY, USA, 2011. ACM.
[29] G. Walsh. Wii can do it: using co-design for creating an instructional game. In Proceedings of the 27th international conference extended abstracts on Human factors in computing systems, CHI EA ’09, pages 4693–4698, New York, NY, USA, 2009. ACM.
[30] Y. Wang and J. Zhu. Interactive digital violin tutor (idvt): an edutainment system for violin learners. In Proceedings of the international conference on Advances in computer entertainment technology, ACE ’07, pages 300–301, New York, NY, USA, 2007. ACM.
[31] L. M. Widman, C. M. McDonald, and R. T. Abresch. Effectiveness of an upper extremity exercise device integrated with computer gaming for aerobic training in adolescents with spinal cord dysfunction. J Spinal Cord Med, 29(4):363–70, 2006.
dc.identifier.urihttp://tdr.lib.ntu.edu.tw/jspui/handle/123456789/62768-
dc.description.abstract脊椎側彎(scoliosis)是指患者的脊椎有不正常的側向曲線(有時會伴隨脊椎旋轉)的一種症狀。它可能會引發神經壓迫、容易不時沒有原因以及解決方案的腰酸背痛、畸形的外表等併發症,並且根據先前的研究指出,有些國家甚至有高達12%的人口患有脊椎測彎。因此即早教導那些,骨骼還在發育中並且生活的習慣還正在養成的孩童正確的脊椎保健概念是非常重要的。而現在的脊椎保健教育主要都是依賴課本,但是課本的內容非常稀少並且很難激起孩童的學習興趣。因此我們與孩童還有諸多脊椎保健教育相關領域的專家一起合作,設計出了一個以Kinect作為身體偵測器的寓教於樂系統iSpine,它以體感互動的方式讓孩童去做治療性運動以及學習脊椎保健的概念,來改善孩童的脊椎健康。我們的系統結合了獎勵機制、寵物劇情去激勵使用者,並找了七個學童進行了四週的使用者測試。那些孩童的測試結果顯示出: 1) 明顯的改善了他們的身體對稱性 (ROM) – 一個臨床診斷脊椎測彎與否的重要數據 – 對稱性的差異從19◦ 進步到 7◦,2) 回答相關的脊椎保健題目的正確率從本來的78% 明顯進步到 94% 3) 喜愛iSpine的程度遠大於原本的脊椎教學課程 4) 明顯的表現出每天都想使用iSpine。zh_TW
dc.description.abstractScoliosis is a medical condition in which a person’s spine is abnormally curved. It could lead to permanent nerve damage, unprovoked pain, and deformed appearances, and afflicts up to 12% of the population according to recent studies. While early spinal health education is especially important for children and adolescents and their developing bones and habits, current education primarily relies on textbooks and has limited student motivation and engagement. We present iSpine, a Kinect-based edutainment system co-designed with children and domain experts for improving spinal health through motion-based therapeutic exercises and educational content. Our system incorporates a reward system and a pet-based storyline to motivate users and was conducted over a 4-week field study with 7 children. Results showed that children had: 1) significantly improved their asymmetry in range of motion (ROM) – an important indicator for diagnosing scoliosis – from 19◦ to 7◦, 2) significantly improved their scores on spinal health concepts from 78% to 94%, 3) strongly favored iSpine to the current spinal health curriculum, and 4) showed strong interest in using iSpine daily.en
dc.description.provenanceMade available in DSpace on 2021-06-16T16:09:52Z (GMT). No. of bitstreams: 1
ntu-102-R99944050-1.pdf: 11028638 bytes, checksum: fce2310b7a8fb6cbab510cf330291750 (MD5)
Previous issue date: 2013
en
dc.description.tableofcontentsChapter 1 Introduction 1
1.1 Background 1
1.2 Observation 1
1.3 Solution Design 3
1.4 Contribution 5
1.5 Thesis Organization 5
Chapter 2 Related Work 6
2.1 Enhancing Motivation 6
2.2 Improving Health 6
2.3 Learning with Games 7
2.4 Designing and Evaluating Interactions 8
Chapter 3 Problem Analysis 9
3.1 Lack of Interest 9
3.2 Lack of Positive Reinforcement 10
3.3 Lack of Understanding 10
Chapter 4 Design 11
4.1 Pet Simulation 11
4.2 Story Mode 12
4.3 Achievement System 13
4.4 Motion-Based Interactivity 13
4.5 Virtual Tutor 14
4.6 Pet Selection and X-Ray Representation 14
4.7 Game Design 15
4.7.1 Content 15
4.7.2 Gameplay 16
4.7.3 Data Collection and Analysis 22
Chapter 5 Implementation 23
5.1 Software and Hardware Setup 23
5.2 Skeletal Joint Tracking 23
5.3 Body Pose Tracking 23
Chapter 6 Evaluation 25
6.1 Participants 25
6.2 Methodology 25
6.2.1 Pre-Evaluation 25
6.2.2 Evaluation 26
6.2.3 Post-Evaluation 27
Chapter 7 Results 28
7.1 Improvement on Spinal Health Care Concepts 28
7.2 The Training Effect on the ROM Measurement 29
7.3 The Results of Children’s Five-Point Likert Scale 33
Chapter 8 Discussion 35
8.1 Motivation 35
8.2 Responsibility 35
8.3 Learning Efficiency 36
8.4 Self-Esteem 37
8.5 Incentive 37
8.6 Sensor Limitations 38
8.7 Exercise Design Issues 39
Chapter 9 Future Work 40
Chapter 10 Conclusion 41
REFERENCE 42
dc.language.isoen
dc.subject寓教於樂zh_TW
dc.subject脊椎保健zh_TW
dc.subject脊椎側彎zh_TW
dc.subject體感互動zh_TW
dc.subjectgamingen
dc.subjectedutainmenten
dc.subjectvertebrae healthen
dc.subjectplayful learningen
dc.subjecteducational gameen
dc.subjectchildhood educationen
dc.subjectKinecten
dc.subjectScoliosisen
dc.subjectmotion-baseden
dc.titleiSpine:改善孩童脊椎健康的體感互動系統zh_TW
dc.titleiSpine: A Motion-Sensing Edutainment System for Improving Children’s Spinal Healthen
dc.typeThesis
dc.date.schoolyear101-2
dc.description.degree碩士
dc.contributor.oralexamcommittee陳顥齡(Hao-ling Chen),許維君(Wei-Chun Hsu),唐玄輝(Hsien-Hui Tang)
dc.subject.keyword體感互動,脊椎側彎,脊椎保健,寓教於樂,zh_TW
dc.subject.keywordScoliosis,Kinect,motion-based,gaming,edutainment,vertebrae health,childhood education,educational game,playful learning,en
dc.relation.page47
dc.rights.note有償授權
dc.date.accepted2013-03-19
dc.contributor.author-college電機資訊學院zh_TW
dc.contributor.author-dept資訊網路與多媒體研究所zh_TW
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