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2016 1st International Conference on Technology and Innovation in Sports, Health and Wellbeing (TISHW)最新文献

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Investigating the effectiveness of physical training through exergames: Focus on balance and aerobic protocols 通过运动游戏调查体能训练的有效性:关注平衡和有氧协议
V. Zilidou, E. Konstantinidis, E. Romanopoulou, M. Karagianni, Panagiotis Kartsidis, P. Bamidis
Games have been used extensibvely for physical training. In this study emphasis is placed on computerized physical exercise and its positive effects in the physical and mental capacity as well as the quality of life of participants. Improvements are considered in two cases of different physical exercise protocols: balance and aerobic protocol. Twenty two elderly women participated in the pilots (age range 60–78 years) through either an aerobic or balance oriented exergaming protocol. The intervention lasted 10 weeks (20 sessions, 2 times / week, 50') and was held at the Day Care Center of Municipality of Pella. The results showed statistically significant improvement in the upper and lower body strength, balance and aerobic capacity as well as shoulder flexibility, gait and fall prevention capacity. Finally, participant quality of life, mood and processing speed was statistically significant improved too.
游戏已被广泛用于体能训练。在本研究中,重点放在计算机体育锻炼及其对参与者的身心能力和生活质量的积极影响上。在两种不同的体育锻炼方案:平衡和有氧方案的改进考虑。22名老年妇女(年龄在60-78岁之间)通过有氧运动或以平衡为导向的运动方案参加了试验。干预持续10周(20次,每周2次,50分钟),在佩拉市日托中心进行。结果显示,在上肢和下肢力量、平衡和有氧能力以及肩部柔韧性、步态和预防跌倒能力方面有统计学上的显著改善。最后,参与者的生活质量、情绪和处理速度也有统计学上的显著改善。
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引用次数: 15
"Game-based psychotherapy" for active ageing: A game design proposal in non-game context 主动老龄化的“基于游戏的心理治疗”:非游戏背景下的游戏设计建议
L. Costa, A. Veloso
The aim of this paper is to propose a digital game as a learning strategy to encourage active ageing, based on the participants' learning context and their main motivations to adhere to healthy habits. Thirty-three participants of a Portuguese University of Third Age enrolled a twenty-nine-session course, in which the following topics were discussed: physical activity, nutrition, cognitive activity, security, participation in society, and information and communication technologies. Data were collected using field notes, group discussions and questionnaires. A game design proposal is presented and the main elements and techniques of game design that can be applied in non-game contexts are discussed.
本文的目的是根据参与者的学习背景和他们坚持健康习惯的主要动机,提出一种数字游戏作为鼓励积极老龄化的学习策略。葡萄牙第三年龄大学的33名参与者参加了一个29课时的课程,其中讨论了以下主题:体育活动、营养、认知活动、安全、社会参与以及信息和通信技术。通过实地记录、小组讨论和问卷调查收集数据。本文提出了一个游戏设计建议,并讨论了可以应用于非游戏环境的游戏设计的主要元素和技术。
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引用次数: 5
Multimodality by electronic games as assistive technology for visual disabilities 电子游戏作为视觉障碍的辅助技术
C. G. Bernardo, Alexandre Mori, Tomas Roberto da Cotta Orlandi, Cláudio Gottschalg-Duque
With increasingly attention to the digital gaming industry in entertainment, games have become more graphical, solidifying the visual modality. In this reality, visually impaired people have little participation in the market and lose all the culture involved in this industry. Across the planet 246 million people have low vision and 39 million are blind. In Brazil there are 6 million people with low vision and 582,000 blind, almost all excluded from digital gaming. Analyzing gaming market for the blind and the adaptations of titles seeking their inclusion, this research aims to propose from the perspective of Information Science, the initial studies in order to help accessibility studies for the visually impaired using electronic games, treated as Assistive Technology with concepts of Multimodality. It intends to be a new approach for a theoretical work by analyzing accessibility guidelines for visually impaired people, which can serve as steps for interpreting these public demands in digital games development, aimed at the greater inclusion of them. This is still a theoretical work with a suggestion that there is a market for games developed for the visually impaired. Its conclusion is there is a lack of concern by developers to deploy best items in this area and there is a lack of opportunity by Brazilian government to promote such research and development. Researches made by organizations were observed and used as a basis for checking possibility of a better inclusion of the visually impaired.
随着娱乐领域对数字游戏产业的关注度越来越高,游戏也变得更加图形化,视觉形态更加固化。在这样的现实中,视障人士几乎没有参与市场,也失去了这个行业所涉及的所有文化。全球有2.46亿人视力低下,3900万人失明。在巴西,有600万低视力人群和58.2万盲人,几乎所有人都被排除在电子游戏之外。本研究旨在透过分析盲人游戏市场及游戏的改编,从资讯科学的角度提出初步的研究,以协助视障人士使用电子游戏的无障碍研究,并以多模态的概念将电子游戏视为辅助技术。通过分析视障人士的易访问性指南,这是一种新的理论工作方法,可以作为解释数字游戏开发中的这些公众需求的步骤,旨在更大程度地包容他们。这仍然是一项理论工作,建议为视障人士开发的游戏存在市场。它的结论是,开发商缺乏对在该领域部署最佳产品的关注,巴西政府也缺乏促进此类研发的机会。观察各组织的研究,并将其作为检查更好地接纳视障人士的可能性的基础。
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引用次数: 7
Conceptualization of PhysioFun game: A low-cost videogame for home-based stroke rehabilitation PhysioFun游戏的概念:一款基于家庭中风康复的低成本视频游戏
Tânia Ribeiro, A. Veloso, R. Costa
Nowadays stroke represents one of the most common health care problems, being the major cause of disability worldwide. The patients, stroke victims, face a series of motor disabilities that jeopardize their own autonomy as individuals in society. With the purpose of giving back autonomy to these patients, health stakeholders recommend physiotherapy sessions to restore the damages of the stroke. However, the current physiotherapy sessions are insufficient for an effective recovery due to inadequate time per session. In this paper is presented the conceptualization of a videogame aimed to support home based rehabilitation that could lead to a low-cost effective upper limb recovery, in the context of a Portuguese reality.
如今,中风是最常见的卫生保健问题之一,是全世界致残的主要原因。这些中风患者面临着一系列的运动障碍,这些障碍危及了他们作为个体在社会中的自主性。为了让这些患者恢复自主权,健康利益相关者建议进行物理治疗,以恢复中风造成的损害。然而,由于每次治疗时间不足,目前的物理治疗不足以有效恢复。在这篇论文中,提出了一种旨在支持家庭康复的视频游戏的概念,这种游戏可以在葡萄牙现实的背景下实现低成本有效的上肢康复。
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引用次数: 5
Exercit@rt mobile: Monitoring of pulmonar rehabilitation in COPD Exercit@rt mobile: COPD患者肺康复监测
Marco Pereira, A. M. Almeida, Helder Caixinha
With the emergence of new types of eHealth and mHealth solutions there are new opportunities for the development of new tracking and monitoring approaches for chronic diseases, including COPD (Chronic Obstructive Pulmonary Disease), a condition in which respiratory exercises and daily physical activities are of most importance. In the footsteps of other previous research projects, the mobile Exercit@rt mobile app was developed in partnership with the School of Health Sciences at the University of Aveiro. It allows real time monitoring, through the use of a Bluetooth oximeter, of heart rate and oxygen saturation levels in COPD patients. With this application, patients can perform, monitor, geolocate and evaluate different respiratory exercises as well some common daily physical activities. In addition, this research project incorporated a validation stage involving ten patients with respiratory disorders diseases — five smartphone's frequent users (SFU) and five smartphone's non-frequent users (SNFU). The main results showed that all the participants recognized the usefulness of monitoring their disease using Exercit@rt mobile app.
随着新型电子保健和移动保健解决方案的出现,为开发新的慢性病跟踪和监测方法提供了新的机会,包括慢性阻塞性肺疾病(COPD),在这种疾病中,呼吸锻炼和日常身体活动最为重要。在之前其他研究项目的脚步中,移动Exercit@rt移动应用程序是与阿威罗大学健康科学学院合作开发的。通过使用蓝牙血氧仪,它可以实时监测COPD患者的心率和血氧饱和度。有了这个应用程序,患者可以执行、监测、定位和评估不同的呼吸练习以及一些常见的日常身体活动。此外,该研究项目纳入了一个验证阶段,涉及10名呼吸系统疾病患者——5名智能手机频繁用户(SFU)和5名智能手机非频繁用户(SNFU)。主要结果表明,所有参与者都认识到使用Exercit@rt移动应用程序监测他们疾病的有用性。
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引用次数: 7
Input system interface for image-guided surgery based on augmented reality 基于增强现实的图像引导手术输入系统接口
Silvino Martins, M. Vairinhos, Sérgio Eliseu, Janet Borgerson
Augmented reality allows users to enhance their perception of the real world by using technology to overlap digital information onto their field of view. This raises challenges of a technical and conceptual nature, the latter particularly from an interaction design standpoint. The implementation of such technology has advantages in many areas of human activity, including its use in clinical interventions. The main objective of this research is to develop a navigation system for Image Guided Surgery (IGS), capable of combining the real world elements of the surgeon's visual field with virtual representations of internal organs, tissues, meta-information and clinical instruments allowing clinicians to approach surgical procedures much more fluently. This proposed method would be supported by electromagnetic tracking, allowing surgeons to view captures from the ultrasonic probe directly in their field of view. This would make it possible to support needle insertion in a more naturalistic environment. As the first of a series of evaluations, the input system interface will be presented and discussed in this paper.
增强现实允许用户通过使用技术将数字信息重叠到他们的视野中来增强他们对现实世界的感知。这带来了技术和概念上的挑战,尤其是从交互设计的角度来看。这种技术的实施在人类活动的许多领域都有优势,包括它在临床干预中的应用。本研究的主要目标是开发一种用于图像引导手术(IGS)的导航系统,能够将外科医生视野的真实世界元素与内部器官、组织、元信息和临床仪器的虚拟表示相结合,使临床医生能够更流畅地接近外科手术。这种提议的方法将得到电磁跟踪的支持,允许外科医生直接在他们的视野中查看超声波探头捕获的图像。这将使在更自然的环境中支持针头插入成为可能。作为一系列评估的第一个,输入系统接口将在本文中提出和讨论。
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引用次数: 3
Promotion of impaired executive functions and impulse control in various chronic health conditions using serious games 使用严肃游戏促进各种慢性健康状况的执行功能受损和冲动控制
F. Haverkamp, Y. Mohamad
In the last century medical progress has substantially reduced the morbidity and mortality in somatic diseases. However there is a "new morbidity" with an increase of psychomotor developmental, learning, behavioral and mental disorders often with an initial onset in about 20% of childhood. A social gradient in terms of health inequalities is known. Reducing this new morbidity of child and adolescent health problems is a major public health priority. In this context modern Internet based alternative, complementary strategies for prevention or treatment are needed. As neuropsychological executive functions (EXF) may interfere with impulse control e.g. behavioral inhibition we would like to discuss in this survey potential future preventive perspectives of such a combined approach in promoting EXF and Impulse Control for respective disorders.
在上个世纪,医学进步大大降低了躯体疾病的发病率和死亡率。然而,随着精神运动发育、学习、行为和精神障碍的增加,出现了一种“新的发病率”,通常在约20%的儿童中首次发病。健康不平等方面的社会梯度是已知的。减少这种新的儿童和青少年健康问题发病率是一项主要的公共卫生优先事项。在这种情况下,需要以现代互联网为基础的替代和补充预防或治疗战略。由于神经心理执行功能(EXF)可能会干扰冲动控制,例如行为抑制,我们希望在本调查中讨论这种联合方法在促进EXF和冲动控制各自疾病方面的潜在未来预防前景。
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引用次数: 0
The changes in fractal dimension after a maximal exertion in swimming 游泳极限运动后分形维数的变化
T. Barbosa, Simin Chen, Pedro Forte, J. Morais
Quite often linear variables are not sensitive enough to explain the changes in the motor behavior of elite athletes. So, non-linear variables should be selected. The aim was to compare the fractal dimension before and after a maximal bout swimming front-crawl. Twenty-four subjects performed an all-out 100m trial swimming front-crawl. Immediately before (Pre-test) and after the trial (Post-test) a speed-meter cable was attached to the swimmer's waist to measure the hip speed from which fractal dimension was derived. The fractal dimension showed a significant decrease with a moderate effect size between pre- and post-tests. Twenty-one out of 24 swimmers decreased the fractal dimension. As a conclusion, there is a decrease in the fractal dimension and hence in the swimming behavior complexity being under fatigue after a maximal trial.
线性变量往往不够敏感,不足以解释优秀运动员运动行为的变化。因此,应该选择非线性变量。目的是比较游泳前爬泳最大回合前后的分形维数。24名受试者进行了100米爬泳试验。在赛前(预测试)和赛后(后测试),一根速度计电缆被系在游泳者的腰部,以测量髋部速度,并由此得出分形维数。分形维数在试验前和试验后呈显著下降,且效应大小中等。24名游泳者中有21人的分形维数下降。结果表明,经过最大试验后,疲劳状态下游泳行为的分形维数降低,从而使游泳行为的复杂度降低。
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引用次数: 0
Real-time tracking of a tennis ball by combining 3D data and domain knowledge 结合3D数据和领域知识的网球实时跟踪
V. Renó, N. Mosca, M. Nitti, C. Guaragnella, T. D’orazio, E. Stella
Computer vision is steadily gaining importance in many research fields, as its applications expand from traditional fields situation analysis and scene understanding in video surveillance to other scenarios. The sportive context can represent a perfect test-bed for many machine vision algorithms because of the large availability of visual data brought by wide spread cameras on a relatively high number of courts. In this paper we introduce a tennis ball detection and tracking method that exploits domain knowledge to effectively recognize ball positions and trajectories. A peculiarity of this approach is that it starts from a sparse but cluttered point cloud that evolves over time, basically working on 3D samples only. Experiments on real data demonstrate the effectiveness of the algorithm in terms of tracking accuracy and path following capability.
随着计算机视觉的应用从传统的视频监控领域的态势分析和场景理解扩展到其他领域,计算机视觉在许多研究领域的重要性正在稳步提高。体育环境可以为许多机器视觉算法提供一个完美的试验台,因为在相对较多的球场上,广泛分布的摄像机带来了大量的视觉数据。本文介绍了一种利用领域知识有效识别网球位置和轨迹的网球检测与跟踪方法。这种方法的一个特点是,它从一个稀疏但混乱的点云开始,随着时间的推移,基本上只在3D样本上工作。实际数据实验证明了该算法在跟踪精度和路径跟踪能力方面的有效性。
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引用次数: 11
A virtual reality UAV simulation with body area networks to promote the elders life quality 基于体域网络的虚拟现实无人机仿真,提升老年人生活质量
Andres Bustamante Crespo, Graciela Guerrero Idrovo, Nuno M. M. Rodrigues, António Pereira
The world population is aging, all countries are experiencing an increase of elder population. The pace of aging population in many developing countries is substantially faster than in the past. Consequently, these countries must adapt much more rapidly to this aging. Therapy and Physical activity helps to improve health and well-being in the elders, for it brings longevity and improves quality of life. Sport and physical activity have been used as a tool to improve life. The technology has been used to promote entertainment and sport through digital games with wireless technology. Wii games had a positive impact on the overall well-being of the elderly, compared to a control group that played traditional board games. Our proposal combines both, virtual reality and body area network for generate a fun application that allows the elderly to control a Unnamed aerial vehicle (UAV) in a completely virtual environment using only the movement of his arms.
世界人口正在老龄化,各国都在经历老年人口的增加。许多发展中国家人口老龄化的速度比过去快得多。因此,这些国家必须更快地适应这种老龄化。治疗和体育活动有助于改善老年人的健康和福祉,因为它带来长寿和提高生活质量。运动和体育活动已被用作改善生活的工具。该技术已被用于通过无线技术的数字游戏来推广娱乐和体育。与玩传统棋盘游戏的对照组相比,Wii游戏对老年人的整体幸福感有积极影响。我们的方案将虚拟现实和身体区域网络结合起来,生成一个有趣的应用程序,允许老年人在完全虚拟的环境中仅使用手臂的运动来控制未命名的飞行器(UAV)。
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引用次数: 18
期刊
2016 1st International Conference on Technology and Innovation in Sports, Health and Wellbeing (TISHW)
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