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完整後設資料紀錄
DC 欄位 | 值 | 語言 |
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dc.contributor.advisor | 周瑞仁(Jui-Jen Chou) | |
dc.contributor.author | Yu-Hsiang Lin | en |
dc.contributor.author | 林毓祥 | zh_TW |
dc.date.accessioned | 2021-07-11T14:36:03Z | - |
dc.date.available | 2019-09-04 | |
dc.date.copyright | 2017-09-04 | |
dc.date.issued | 2017 | |
dc.date.submitted | 2017-08-18 | |
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dc.identifier.uri | http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/77853 | - |
dc.description.abstract | 在地老化的長照理念在全世界已經越來越盛行,為了讓長者可以在自己的居住地安全地、舒適地且獨立地生活,本研究希望能減緩長者在運動與認知能力上的退化。為了達到這個目的,本研究利用感測器、微控制器以及遊戲開發的技術開發了一個適合長者的娛樂系統。這個系統可以輕易的讓長者採用,並且可以取得長者在認知能力上的重要資訊,這些資訊可以做為未來相關專家分析之用。這個娛樂系統包含一個特殊的體感控制器、一個節奏遊戲以及遊戲資料分析的方法。首先,長者玩家要利用拍打功的動作例如搖擺雙手與經穴拍打來激發這個體感遊戲控制器。統計研究結果顯示這樣的動作對於玩過我們娛樂系統的長者來說具有吸引力。另外,長者還必須要克服節奏遊戲中的各項挑戰。每項挑戰都是由三種遊戲情境所構成,每個遊戲情境都可以特別針對長者的反應時間、短期記憶以及工作記憶等認知能力加以刺激。在遊戲互動的過程中,本娛樂系統會將長者的遊戲行為資料記錄下來。最後,本研究提出一套資料分析的方法來評鑑長者在遊戲中的反應時間、短期記憶與工作記憶這三種認知能力,進行量化分析。此外,本系統除了成本低廉、操作親和外,模組化的結構容許在軟硬體上做快速的擴充,易於大量的推廣。 | zh_TW |
dc.description.abstract | In this research, we attempt to assist the elderly to live in their personal house safely, comfortably and independently by retaining their cognitive and physical abilities. We utilize sensors, a microcontroller, gaming technologies to create a cost effective entertainment system. The system can be easily adopted by the elderly and can acquire useful information of their cognitive skills for further analysis by the specialists or diagnosis systems. The system consists of a special motion-sensing controller, a rhythm game and a gameplay data analysis approach. Firstly, to interact with our system, the elderly players are asked to perform physical actions like hands flapping and acupressure points’ slapping to activate the motion sensing controller. Statistical results show this kind of physical motion is attractive to the elderly having played our system. Secondary, the elderly players need to overcome challenges from the rhythm game. The challenges are composed of three game scenarios. Each game scenario can activate a specific cognitive skills like response time, short-term memory or working memory. During the game’s playing, the system will record the elderly’s gameplay data. With the gameplay data, we propose a data analysis approach to evaluate the elderly players’ performances in response time, short-term memory and working memory. The approach can quantify each cognitive skill mentioned above. Finally, the system is available and friendly for the elderly to use. Besides, the modular design allows the system to be extended or modified easily and rapidly. Therefore, it can be widely promoted to the public in future. | en |
dc.description.provenance | Made available in DSpace on 2021-07-11T14:36:03Z (GMT). No. of bitstreams: 1 ntu-106-R03631025-1.pdf: 2158471 bytes, checksum: edb1112a2f1b898c81c5ea75a5a227b1 (MD5) Previous issue date: 2017 | en |
dc.description.tableofcontents | 口試委員會審定書 I
謝詞 II 摘要 III ABSTRACT IV 目錄 V 圖目錄 VII CHAHPER 1 INTRODUCTION 1 1.1 Our Overall Strategy 1 1.2 Motive Derived from Insufficient Exercise 2 1.3 Motive Derived from Declining Cognitive Skills 3 1.4 Motive Derived from Promotion 4 1.5 Summary 5 CHAPTER 2 LITERATURE REVIEW 6 2.1 Cognitive Training Games 6 2.2 Humanoid Robot as Game Instructor 7 2.2.1 The first program 8 2.2.2 The Second Program 8 2.3 Instinctive Platform for Musical Interaction 10 2.4 Game for Memory Training 11 2.5 Summary 12 CHARPTER 3 MATERIALS AND METHODS 14 3.1 Overview of Entertainment System 14 3.2 Basic Gameplay 16 3.3 Rhythm Game 18 3.3.1 The First Scenario 21 3.3.2 The Second Scenario 25 3.3.3 The Third Scenario 27 3.4 Motion Sensing Controller 28 3.4.1 Bolster Pillow 29 3.4.2 Buttons and the Sensors 31 3.4.3 Control Brick 34 3.5 Gameplay Data Analysis 37 3.5.1 Cognitive Skills Evaluation 38 3.5.2 Data Segmentation and Integration 40 3.5.3 Dynamic Time Warping 42 CHAPTER 4 EXPERIMENTS AND RESULTS 46 4.1 The First Experiment 46 4.1.1 Game Session 47 4.1.2 The Result and Discussion 47 4.2 The Second Experiment 49 4.2.1 Game Session 49 4.2.2 The Result and Discussion 49 4.3 The Third Experiment 51 4.3.1 Game Session 52 4.3.2 The Result and Discussion 52 4.4 The Result from Questionnaire 54 CHAPERT 5 SUMMARY AND FUTUREWORK 56 REFERENCE 57 | |
dc.language.iso | en | |
dc.title | 鼓勵銀髮族做肢體運動與認知能力訓練之娛樂系統 | zh_TW |
dc.title | An Entertainment System to Motivate the Elderly to Do Physical and Cognitive Hybrid Activities | en |
dc.type | Thesis | |
dc.date.schoolyear | 105-2 | |
dc.description.degree | 碩士 | |
dc.contributor.oralexamcommittee | 毛慧芬(Hui-fen Mao),郭重顯(Chung-Hsien Kuo) | |
dc.subject.keyword | 認知功能,肢體運動,節奏遊戲,體感,反應速度,短期記憶,工作記憶,穴道, | zh_TW |
dc.subject.keyword | Cognitive Training,Physical Activity,Rhythm Game,Motion Sensing,Response Time,Short-term Memory,Working Memory,Acupressure Points, | en |
dc.relation.page | 61 | |
dc.identifier.doi | 10.6342/NTU201703984 | |
dc.rights.note | 有償授權 | |
dc.date.accepted | 2017-08-19 | |
dc.contributor.author-college | 生物資源暨農學院 | zh_TW |
dc.contributor.author-dept | 生物產業機電工程學研究所 | zh_TW |
顯示於系所單位: | 生物機電工程學系 |
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