Developing Customize Home-Based Exergames for Rehabilitation of the Elderly
碩士 === 南開科技大學 === 福祉科技與服務管理所 === 101 === Due to the speedy growth of the senior population in Taiwan, the number of the patients who require rehabilitation has also gone up. The key challenge for the rehabilitation professional today is to monitor whether or not the patients truly conduct the routin...
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ndltd-TW-101NKUT78360022015-10-13T22:06:55Z http://ndltd.ncl.edu.tw/handle/30099323379149597350 Developing Customize Home-Based Exergames for Rehabilitation of the Elderly 中高齡復健病人居家客製化體感遊戲系統開發研究 Hsu, Chungnan 徐仲楠 碩士 南開科技大學 福祉科技與服務管理所 101 Due to the speedy growth of the senior population in Taiwan, the number of the patients who require rehabilitation has also gone up. The key challenge for the rehabilitation professional today is to monitor whether or not the patients truly conduct the routine physical therapy at home. In this paper, a home-based exergame system with the built-in motion-sensor is presented. The scenes of the games in the system can be customized according to the unique health need of each patient. The data from the exergame system the patients created at home were transmitted to the server at the medical institute. Both the rehabilitation professional and the software engineers at the medical institute then analyze the data by adopting the ‘Flow Theory’ in order to evaluate the motivation of using the exergame system from the patients as well as to provide the counseling and the instructions for the health promotion process. If the result of data analysis indicates a low motivation of using the system, the ‘Dynamic Difficulty Adjustment Cycle (DDAC)’, also included in this paper, is for adjusting the parameters in the games to maintain patients’ motivation and to gain the maximum health benefits from this residential exergame system. A clinical pilot test for the system evaluation was conducted. Two volunteered patients participated the pilot test. The patients played with the game system for a month at home, and the Flow Theory was applied to our analysis. Two parameters were focus on: (1) The total daily play time, (2) The play time for two consecutive days. It shows that in the first two weeks, the average daily play time was longer and in the last two weeks the play time was dropped. The trend was because the patients were unfamiliar and anxious with the system in the first two weeks; once they are skillful the play time reduced. In the end, the patient was interviewed with a GEQ questionnaire. The survey results show that the system not only increases the efficiency of the home-based health promotion and enhanced the ADL of the patients, but also proves the rehabilitation-exercise execution rate at home can be successfully monitored. Ko, Honghsi Pei, Chun 柯鴻禧 裴駿 2013 學位論文 ; thesis 64 zh-TW |
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碩士 === 南開科技大學 === 福祉科技與服務管理所 === 101 === Due to the speedy growth of the senior population in Taiwan, the number of the patients who require rehabilitation has also gone up. The key challenge for the rehabilitation professional today is to monitor whether or not the patients truly conduct the routine physical therapy at home.
In this paper, a home-based exergame system with the built-in motion-sensor is presented. The scenes of the games in the system can be customized according to the unique health need of each patient. The data from the exergame system the patients created at home were transmitted to the server at the medical institute. Both the rehabilitation professional and the software engineers at the medical institute then analyze the data by adopting the ‘Flow Theory’ in order to evaluate the motivation of using the exergame system from the patients as well as to provide the counseling and the instructions for the health promotion process. If the result of data analysis indicates a low motivation of using the system, the ‘Dynamic Difficulty Adjustment Cycle (DDAC)’, also included in this paper, is for adjusting the parameters in the games to maintain patients’ motivation and to gain the maximum health benefits from this residential exergame system.
A clinical pilot test for the system evaluation was conducted. Two volunteered patients participated the pilot test. The patients played with the game system for a month at home, and the Flow Theory was applied to our analysis. Two parameters were focus on: (1) The total daily play time, (2) The play time for two consecutive days. It shows that in the first two weeks, the average daily play time was longer and in the last two weeks the play time was dropped. The trend was because the patients were unfamiliar and anxious with the system in the first two weeks; once they are skillful the play time reduced.
In the end, the patient was interviewed with a GEQ questionnaire. The survey results show that the system not only increases the efficiency of the home-based health promotion and enhanced the ADL of the patients, but also proves the rehabilitation-exercise execution rate at home can be successfully monitored.
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author2 |
Ko, Honghsi |
author_facet |
Ko, Honghsi Hsu, Chungnan 徐仲楠 |
author |
Hsu, Chungnan 徐仲楠 |
spellingShingle |
Hsu, Chungnan 徐仲楠 Developing Customize Home-Based Exergames for Rehabilitation of the Elderly |
author_sort |
Hsu, Chungnan |
title |
Developing Customize Home-Based Exergames for Rehabilitation of the Elderly |
title_short |
Developing Customize Home-Based Exergames for Rehabilitation of the Elderly |
title_full |
Developing Customize Home-Based Exergames for Rehabilitation of the Elderly |
title_fullStr |
Developing Customize Home-Based Exergames for Rehabilitation of the Elderly |
title_full_unstemmed |
Developing Customize Home-Based Exergames for Rehabilitation of the Elderly |
title_sort |
developing customize home-based exergames for rehabilitation of the elderly |
publishDate |
2013 |
url |
http://ndltd.ncl.edu.tw/handle/30099323379149597350 |
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