2014
DOI: 10.1007/978-3-662-44188-6_54
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User-Centered Design of Interactive Gesture-Based Fitness Video Game for Elderly

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Cited by 8 publications
(8 citation statements)
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“…Hung et al (2014) devised learning strategies for learners to engage arm movements as learning stimuli to deal with abstract concepts of fundamental optics and improve their comprehension of the learning content. Many other researchers have also designed learning strategies based on embodied cognition to improve learners' learning performance and decrease cognitive load in terms of learning English, Chinese, mathematics, and functional fitness (Alibali and Nathan 2011;Chen and Fang 2014;Fang et al 2015;Hao et al 2010;Kuo et al 2014;Macedonia et al 2011;McNeill 1992;Sheu and Chen 2014;Sheu et al 2015). These previous studies have suggested that appropriate learning approaches supported by technologies for natural user interaction can help learners in obtaining better learning outcomes.…”
Section: Introductionmentioning
confidence: 95%
“…Hung et al (2014) devised learning strategies for learners to engage arm movements as learning stimuli to deal with abstract concepts of fundamental optics and improve their comprehension of the learning content. Many other researchers have also designed learning strategies based on embodied cognition to improve learners' learning performance and decrease cognitive load in terms of learning English, Chinese, mathematics, and functional fitness (Alibali and Nathan 2011;Chen and Fang 2014;Fang et al 2015;Hao et al 2010;Kuo et al 2014;Macedonia et al 2011;McNeill 1992;Sheu and Chen 2014;Sheu et al 2015). These previous studies have suggested that appropriate learning approaches supported by technologies for natural user interaction can help learners in obtaining better learning outcomes.…”
Section: Introductionmentioning
confidence: 95%
“…Sheu et al [ 20 ] aimed to address issues on how to design a gesture-based system that allows older people to play in a secure, convenient, and enjoyable way. This study used two gesture-based games (EG I and EG II) developed by researchers for Kinect.…”
Section: Resultsmentioning
confidence: 99%
“…The focus for the elderly is justified by the fact that the game industry has been investing in this age group due to the growth of this population and increased life expectancy in most countries. In this systematic review, it was observed that some studies also used this population [ 12 , 17 , 18 , 20 ], with serious games for physical exercise and rehabilitation processes.…”
Section: Discussionmentioning
confidence: 99%
“…For evaluating the effects of the dual adaptive strategy for adjusting exercise intensity levels, an adaptive exercising system (i.e., EverGreen) has been used in this study by using Microsoft Kinect to provide the capability of sensing the elders' real-time movements. The EverGreen system was developed in previous studies (Sheu, Lee, Hsu, & Chen, 2015;Sheu, Lee, Yang, & Chen, 2015). Related operational logics and user interface of the EverGreen system was designed for elders to exercise in a safe, convenient, and enjoyable manner.…”
Section: The Exercise Intensity Levels In a Function Fitness Trainingmentioning
confidence: 99%