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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
11

Spelupplevelse och ansträngningsgrad vid spel på TV-spelet Nintendo Wii Sports boxning : Jämförelse mellan en grupp pojkar och flickor i åldrarna 13-16 år

Kangedal, Sofia, Björndahl, Josefine January 2010 (has links)
Syfte: Att undersöka vilken ansträngningsgrad och spelupplevelse en grupp flickor respektive pojkar i åldrarna 13-16 år hade vid 15 minuters spelande på Nintendo Wii Sports boxning samt att göra en jämförelse mellan könen. Syftet var även att undersöka om det förekom ett samband mellan spelupplevelse och ansträngningsgrad. Metod: Ansträngningsgraden mättes med pulsklocka och skattning på Borg Ratings of Perceived Exertion (RPE). Spelupplevelsen mättes med en 1-5 skala. Tjugo friska försökspersoner (10 flickor och 10 pojkar) deltog i studien. Resultat: Den genomsnittliga pulsen för flickor var 117,2 slag/min (SD 17,7) och för pojkar 132,3 slag/min (SD 22,9). Flickorna skattade 13,9 på Borg’s RPE-skala (SD 1,1) och pojkarna skattade 13,4 (SD 2,4). Båda könen skattade i genomsnitt 4 på upplevelseskalan. Pulsen respektive skattningen på Borg’s RPE-skala hos båda könen ökade signifikant under spelets gång jämfört med i vila. Studien visade inte någon skillnad mellan könen gällande ansträngning eller spelupplevelse. Sambandet mellan spelupplevelse och ansträngningsgrad mätt med puls var mycket svagt (r = 0,33, p =.16). Sambandet mellan spelupplevelse och ansträngningsgrad mätt med Borg’s RPE-skala var svagt (r = 0,52, p =.018). Konklusion: Att spela TV-spelet Nintendo Wii Sports boxning medför en ökning av ansträngningsgraden och pulsen. Aktiva TV-spel kan vara en passande aktivitet för barn och ungdomar och skulle kunna vara ett alternativ till fysisk aktivitet hos svårmotiverade barn och ungdomar. Fler studier inom detta område krävs för att på bästa sätt kunna ordinera och utvärdera TV-spelet som en aktivitetsform.
12

Games e terceira idade: um estudo de caso com o wii sports

Quintana, Guilherme Henrique 28 January 2011 (has links)
Made available in DSpace on 2016-04-29T14:22:50Z (GMT). No. of bitstreams: 1 Guilherme Henrique Quintana.pdf: 32848183 bytes, checksum: 414774d3466ecae65472495b12871c32 (MD5) Previous issue date: 2011-01-28 / Currently the focus of the market for digital games is the development of games for the general public, and especially for the juvenile segment. Moreover, there is the growing number of elderly people on the planet. Thus, this research aims to outline the central features of today's games from the interaction with the elderly population using the Nintendo Wii. The secondary objectives are to create interactions with Wii workshops for seniors; observe interactions, collect data, analyze the data and, finally, point of game design elements that may harm or help the elderly in four areas: visual, sound, interactivity and sociability. The research involved different strategies and methods: encounters with the elderly group, workshops, practical activities with the Wii, asking questions, reading of texts on the elderly and game design, review and reformulation of the initial questions and the development of the dissertation. Data collection was conducted through questionnaires prepared by the researcher, video recordings, photographs and data from the video game software through the use of games in the collection Wii Sports, which include five sports: tennis, boxing, bowling, baseball and golf in weekly meetings during two months with the group of participants in the volleyball team "Golden Age" of Itatiba / SP, composed of elderly. To analyze the data collected, authors were used in areas that include psychology in the elderly (Argimon), caloric expenditure with the use of games similar to those used in this study (Robin R. Mellecker and Alison M. McManus), cognitive effects in elderly users of games, the market revolution promoted by the Wii, game development, the possible insertion of the elderly population in this market and the tools used in creating these works (Nelson Zagalo and Rui Prada). In the field of critical studies about games, were fundamental to the research Jesus de Paula Assis, Roger Tavares, Vinicius Mano, Edson P. Pfutzenreuter, Andrés Rollings, Ernest Adams, Celia Pearce, among others. The results highlighted the need for the reformulation of the game design aimed at the elderly as this segment of the population has physical and behavioral characteristics significantly different from the adult audience and / or juvenile. Aspects such as the choice of colors and arrangement of information on the screen, the sound frequencies used, methods of handling the interaction and preference for more cooperative than competitive games stood out as key factors to please and meet the needs of this growing audience in our society / Atualmente, o foco do mercado de jogos digitais está no desenvolvimento de games para o público em geral, e, principalmente, para o segmento infanto-juvenil. Por outro lado, observa-se o crescimento do número de idosos no planeta. Neste contexto, esta pesquisa tem como objetivo central delinear as características dos jogos atuais a partir da interação com o público idoso através da utilização do Nintendo Wii. Os objetivos secundários são: criar oficinas de interações com Wii para idosos; observar as interações; coletar dados; analisar os dados obtidos e, finalmente, apontar elementos de Game Design que possam prejudicar ou auxiliar os idosos em quatro âmbitos: visualidade, sonoridade, interatividade e sociabilidade. A pesquisa envolveu diferentes estratégias e métodos: encontros com o grupo de idosos; oficinas de atividades práticas com o Wii; formulação de perguntas; leitura de textos sobre a terceira idade e Game Design; revisão e reformulação das questões iniciais; desenvolvimento da dissertação. A coleta de dados foi realizada através de questionários confeccionados pelo pesquisador, gravações de vídeo, fotografias e dados retirados do software do videogame através do uso de games na coletânea Wii Sports, que englobam cinco modalidades: tênis, boxe, boliche, beisebol e golfe, em encontros semanais durante o período de dois meses com o grupo de participantes do time de vôlei Melhor Idade de Itatiba/SP, composto por idosos. Para a análise dos dados colhidos foram utilizados autores que englobam psicologia em idosos (Argimon), gasto calórico com a utilização de jogos similares aos utilizados nesta pesquisa (Robin R. Mellecker e Alison M. McManus), efeitos cognitivos em idosos utilizadores de games, a revolução do mercado promovida pelo Wii, o desenvolvimento de games, a possível inserção do público idoso neste mercado e as ferramentas utilizadas na criação destas obras (Nelson Zagalo e Rui Prada). No campo dos estudos críticos sobre games, foram fundamentais as pesquisas de Jesus de Paula Assis, Roger Tavares, Vinícius Mano, Edson P. Pfutzenreuter, Andrés Rollings, Ernest Adams, Célia Pearce, entre outros. Os resultados obtidos realçaram a necessidade da reformulação do Game Design direcionado à terceira idade à medida que essa parcela da população tem características físicas e comportamentais significativamente diferentes do público adulto e/ou infanto-juvenil. Aspectos como a escolha de cores e disposição de informações na tela, frequências sonoras utilizadas, métodos de movimentação na interação e a preferência por jogos mais cooperativos que competitivos se destacaram como fatores decisivos para agradar e atender às necessidades deste público crescente em nossa sociedade
13

The effects of safety flooring on sit-to-stand and quiet stance balance reactions in retirement home-dwellers

Ma, Christine January 2012 (has links)
Fall-related injuries in adults over the age of 65 pose an important public health issue especially with an increasing number of older adults living in retirement homes and nursing homes. Safety floors have been developed as an intervention to reduce the risk of these injuries. However, their effects on balance control reactions had never been tested during certain activities of daily living in retirement home dwellers. This research investigated how balance reactions are affected by the mechanical properties of safety flooring in older adults. The safety flooring showed minimal impact on the balance reactions while retaining force attenuation properties. There were two studies as part of this thesis. The purpose of the first study was to determine whether the Nintendo Wii Balance Board (WBB) can be used as an appropriate substitution for a force plate when measuring balance reactions during common tests used to assess balance in older adults. Specifically, I characterized the technical specifications of the WBB and compared them to those of the force plate, showing that the two devices yielded similar responses during balance measures of quiet stance. The second study investigated the effect of two traditional floors and three safety flooring systems on balance control mechanisms (based on changes in underfoot centre of pressure) during sit-to-stand and quiet stance tasks in retirement home-dwellers. The results of this study provided evidence supporting the potential for safety floors to reduce fall-related injury risk without impairing balance and mobility of users. Additional research may want to assess WBB performance during dynamic tasks involving shear forces. The results from this study supports prospective clinical investigations of pilot installations of safety flooring in retirement and nursing home settings to evaluate their real life effects on fall related injuries.
14

The effects of safety flooring on sit-to-stand and quiet stance balance reactions in retirement home-dwellers

Ma, Christine January 2012 (has links)
Fall-related injuries in adults over the age of 65 pose an important public health issue especially with an increasing number of older adults living in retirement homes and nursing homes. Safety floors have been developed as an intervention to reduce the risk of these injuries. However, their effects on balance control reactions had never been tested during certain activities of daily living in retirement home dwellers. This research investigated how balance reactions are affected by the mechanical properties of safety flooring in older adults. The safety flooring showed minimal impact on the balance reactions while retaining force attenuation properties. There were two studies as part of this thesis. The purpose of the first study was to determine whether the Nintendo Wii Balance Board (WBB) can be used as an appropriate substitution for a force plate when measuring balance reactions during common tests used to assess balance in older adults. Specifically, I characterized the technical specifications of the WBB and compared them to those of the force plate, showing that the two devices yielded similar responses during balance measures of quiet stance. The second study investigated the effect of two traditional floors and three safety flooring systems on balance control mechanisms (based on changes in underfoot centre of pressure) during sit-to-stand and quiet stance tasks in retirement home-dwellers. The results of this study provided evidence supporting the potential for safety floors to reduce fall-related injury risk without impairing balance and mobility of users. Additional research may want to assess WBB performance during dynamic tasks involving shear forces. The results from this study supports prospective clinical investigations of pilot installations of safety flooring in retirement and nursing home settings to evaluate their real life effects on fall related injuries.
15

O efeito da intervenção com realidade virtual em indivíduos com dificuldades de coordenação motora /

Fischer, Franz. January 2013 (has links)
Orientador: Cynthia Yukiko Hiraga / Banca: José Ângelo Barela / Banca: Luiz Eduardo Pinto Bastos Tourinho Dantas / Resumo: Dificuldades na coordenação motora com causa desconhecida são indicativos do Transtorno do Desenvolvimento da Coordenação (TDC). Indivíduos com TDC apresentam déficits na percepção visual e integração visomotora. No presente estudo buscou-se investigar o efeito de um programa de intervenção baseado em tecnologia de Realidade Virtual (RV), com a utilização do console Nintendo Wii em crianças com TDC e de Desenvolvimento Típico (DT). Foi utilizada a bateria de testes MABC-2 para avaliação motora e a bateria de testes Beery VMI para avaliação da coordenação viso-motora. Participaram deste estudo 34 crianças com idades entre 7 e 11 anos de idade (M = 8,47; DP = 1,96), divididas em dois grupos (pTDC e DT) de igual tamanho pareadas por gênero e idade. Foram aplicadas 24 sessões de intervenção utilizando jogos do Nintendo Wii divididas em 8 semanas. Os resultados mostram melhora significativa de ambos os grupos no desempenho dos jogos, melhora no desempenho do teste MABC-2 e componente de integração visomotora do Beery VMI por parte do grupo com pTDC e melhora no componente de percepção visual do Beery VMI por parte do grupo DT. Estes resultados sugerem que um programa de intervenção baseado em RV é opção viável em termos de aplicação e benefícios para crianças e adolescente com pTDC / Abstract: Difficulties in coordination with unknown cause are indicative of Developmental Coordination Disorder (DCD). Individuals with DCD have deficits in visual perception and visual-motor integration. The present study aimed to investigate the effect of an intervention program based on Virtual Reality technology (VR), using the Nintendo Wii console for children with DCD and Typical Development (TD). We used a battery of tests MABC-2 for motor assessment and Beery VMI test battery to assess visual-motor coordination. The study included 34 children aged between 7 and 11 years of age (M = 8.47, SD = 1.96), divided into two groups (pTDC and DT) of equal size matched for gender and age. 24 sessions were applied intervention using the Nintendo Wii games divided in 8 weeks. The results show a significant improvement in both groups in game performance, improved test performance and MABC-2 component of the visual-motor integration Beery VMI from the group Ptdc component and improvement in visual perception by VMI Beery DT group. These results suggest that an intervention program based on RV is viable option in terms of application and benefits for children and adolescents with pTDC / Mestre
16

O efeito da intervenção com realidade virtual em indivíduos com dificuldades de coordenação motora

Fischer, Franz [UNESP] 26 April 2013 (has links) (PDF)
Made available in DSpace on 2014-06-11T19:29:48Z (GMT). No. of bitstreams: 0 Previous issue date: 2013-04-26Bitstream added on 2014-06-13T19:18:24Z : No. of bitstreams: 1 fischer_f_me_rcla.pdf: 1057756 bytes, checksum: 108715e1715a8e73f01d81d3c4e12cf8 (MD5) / Dificuldades na coordenação motora com causa desconhecida são indicativos do Transtorno do Desenvolvimento da Coordenação (TDC). Indivíduos com TDC apresentam déficits na percepção visual e integração visomotora. No presente estudo buscou-se investigar o efeito de um programa de intervenção baseado em tecnologia de Realidade Virtual (RV), com a utilização do console Nintendo Wii em crianças com TDC e de Desenvolvimento Típico (DT). Foi utilizada a bateria de testes MABC-2 para avaliação motora e a bateria de testes Beery VMI para avaliação da coordenação viso-motora. Participaram deste estudo 34 crianças com idades entre 7 e 11 anos de idade (M = 8,47; DP = 1,96), divididas em dois grupos (pTDC e DT) de igual tamanho pareadas por gênero e idade. Foram aplicadas 24 sessões de intervenção utilizando jogos do Nintendo Wii divididas em 8 semanas. Os resultados mostram melhora significativa de ambos os grupos no desempenho dos jogos, melhora no desempenho do teste MABC-2 e componente de integração visomotora do Beery VMI por parte do grupo com pTDC e melhora no componente de percepção visual do Beery VMI por parte do grupo DT. Estes resultados sugerem que um programa de intervenção baseado em RV é opção viável em termos de aplicação e benefícios para crianças e adolescente com pTDC / Difficulties in coordination with unknown cause are indicative of Developmental Coordination Disorder (DCD). Individuals with DCD have deficits in visual perception and visual-motor integration. The present study aimed to investigate the effect of an intervention program based on Virtual Reality technology (VR), using the Nintendo Wii console for children with DCD and Typical Development (TD). We used a battery of tests MABC-2 for motor assessment and Beery VMI test battery to assess visual-motor coordination. The study included 34 children aged between 7 and 11 years of age (M = 8.47, SD = 1.96), divided into two groups (pTDC and DT) of equal size matched for gender and age. 24 sessions were applied intervention using the Nintendo Wii games divided in 8 weeks. The results show a significant improvement in both groups in game performance, improved test performance and MABC-2 component of the visual-motor integration Beery VMI from the group Ptdc component and improvement in visual perception by VMI Beery DT group. These results suggest that an intervention program based on RV is viable option in terms of application and benefits for children and adolescents with pTDC
17

Interferência contextual na aprendizagem de jogos de videogame ativo no envelhecimento /

Ferreira, Marina. January 2019 (has links)
Orientador: Cynthia Yukiko Hiraga / Banca: José Angelo Barela / Banca: Umberto Cesar Corrêa / Resumo: O presente estudo teve como principal objetivo comparar o efeito do tipo da prática (i.e., aleatória vs. bloco) na aquisição de habilidades e retenção em idosos. A amostra consistiu de 24 (vinte e quatro) participantes, com idades entre 60 e 70 anos, de ambos os sexos. Os participantes foram alocados por sorteio ou no Grupo de Prática em Bloco (GPB) ou no Grupo de Prática Aleatória (GPA). O videogame ativo utilizado foi o Nintendo Wii, incluindo os seguintes jogos: Tênis de mesa, Tiro com Arco e Pinguim. Após três sessões de prática em dias consecutivos, um teste de retenção foi realizado dois dias depois. Testes de tempo de reação (TR) simples e de escolha foram realizados antes e após as sessões de prática. Ainda, a escala de afeto positivo e negativo (PANAS) foi aplicada em cada sessão de prática para examinar o estado emocional dos participantes após praticar os jogos. Os resultados da ANOVA demonstraram que o GPA apresentou desempenhos significativamente superiores ao longo da prática, assim como na retenção para o jogo do Tênis de Mesa em comparação ao GPB. Os resultados do Tiro com Arco e Pinguim apontaram que ambos os grupos melhoraram significativamente seus desempenhos ao longo da prática e mantiveram tais desempenhos na fase de retenção. Os resultados do TR de escolha, mas não do TR simples, diminuíram significativamente após as sessões práticas para ambos os grupos. Os resultados do PANAS mostraram uma diminuição significativa do afeto negativo para ambos os grupo... (Resumo completo, clicar acesso eletrônico abaixo) / Abstract: The main objective of the present study is to compare the effect of the type of practice (i.e., random vs. block) on the skill acquisition and retention for the elderly. The sample consisted of 24 (twenty-four) participants, aged between 60 and 70 years, of both genders. Participants were randomly allocated into either Block Practice Group (BPG) or Random Practice Group (RPG). The active video game used was the Nintendo Wii, including the following games: Table Tennis, Archery and Penguin. After three practice sessions on consecutive days, a retention test was performed two days later. The simple and choice reaction time (RT) tests were performed before and after the practice sessions. In addition, the positive and negative affect scale (PANAS) was applied in each practice session to examine the emotional state after practicing the games. The ANOVA results for the Table Tennis showed that the RPG showed significant superior performances throughout the practice as well as in the retention in comparison for the BPG. The results of Archery and Penguin games indicated that both groups improved their performances throughout the practice and maintained such performances in the retention phase. The results of the choice RT, but not for the simple RT, decreased significantly after the practice sessions for both groups. The PANAS results showed a significant decrease in the negative effect for both groups, with larger effect for the RPG. Overall, the results suggest a low-level effect... (Complete abstract click electronic access below) / Mestre
18

Partnering with an Area Hospital to Provide Senior Consumer Health Information

Wallace, Rick L., Woodward, Nakia J., Willett, Judy 01 October 2011 (has links)
The purpose of this project was to provide better consumer health information and services to a patient population of a hospital-based nursing home. Nintendo Wii® devices were purchased to improve physical activity of patients in the nursing home. All nurses were trained to use MedlinePlus®. MedlinePlus materials were added to the consumer health library in the hospital, and DVD players were purchased for watching consumer health videos. The capacity of the nursing home and hospital to deliver consumer health information to patients and their families has been improved. This project was a great way to introduce a health care system to the services and products of the National Library of Medicine and empower the staff to better provide consumer health information.
19

Efeito do volume da prática com Nintendo Wii em crianças com transtorno do desenvolvimento da coordenação /

Carvalho, Leonardo Soares de. January 2016 (has links)
Título anterior: Efeito da prática com Nintendo Wii em crianças com transtorno do desenvolvimento da coordenação / Orientador: Cynthia Yukiko Hiraga / Banca: José Angelo Barela / Banca: Maria Georgina Marques Tonello / Resumo: O Transtorno do Desenvolvimento da Coordenação (TDC) é caracterizado pelas dificuldades de coordenação motora, com baixo desempenho funcional motor, particularmente no período da infância, sem uma causa neurológica conhecida. Em geral, essas crianças apresentam déficits relacionados à integração viso-motora, planejamento da ação, além de alto nível de ansiedade e estresse. O presente estudo tem como objetivos examinar o efeito da prática com jogos de Realidade Virtual (RV) do console Wii por crianças com TDC e com desenvolvimento típico (DT). Além disso, examinar a modulação do sistema nervoso autônomo (SNA) em crianças com TDC e com DT durante a prática dos jogos com Nintendo Wii. A bateria de testes MABC-2 foi utilizada para identificar o nível de dificuldade motora dos participantes e compor os grupos TDC e DT. A atividade modulatória básica do SNA foi realizada pelo Teste Ortostático, através do aplicativo computacional Nerve-Express. A modulação do SNA reflete de modo geral o estresse do indivíduo perante alguma situação, a partir do registro dos batimentos da frequência cardíaca. A partir da pontuação e classificação da bateria MABC-2, as crianças foram divididas em dois grupos: grupo TDC e grupo DT. Cada grupo foi composto por oito participantes, com idade de nove e dez anos, DT (M= 111,87 meses; DP= 4,05) e TDC (M= 115,87 meses; DP= 4,05). As crianças de ambos os grupos foram pareadas em gênero e idade. O grupo DT participou do programa de prática por quatro semanas, ... (Resumo completo, clicar acesso eletrônico abaixo) / Abstract: The Development of coordination disorder (DCD) is featured by the difficulties of coordination, functional motor performance, particularly in the period of childhood, without a neurological cause known. In General, these children present deficits related to integration vision-motor, action planning, in addition to high level of anxiety and stress. The present study aims to examine the effect of the practice with Virtual reality games (RV) Wii console for children with TDC and with typical development (TD). In addition, examine the modulation of the autonomic nervous system (ANS) in children with TDC and DT during practice games with Nintendo Wii. The battery of tests MABC- 2 was used to identify the level of difficulty of the motor and fix the TDC and TD groups. The basic SNA modulation activity was held by the Orthostatic Test, through computational application Nerve-Express. The modulation of the SNA reflects generally the stress of the individual in the face of any situation, from the registry of heart rate heart rate. From the score and ranking of MABC battery-2, the children were divided into two groups: DCD and TD group. Each group was made up of eight participants, aged nine and ten years, DT (M = 111.87 months; DP = 4.05) and DCD (M = 115.87 months; DP = 4.05). The children in both groups were paired in gender and age. The TD group participated in the program for four weeks, and the children of the DCD group participated in the program for six weeks, both with weekly frequency to twice a week (seven days in total of TD, and DCD total of eleven days of practice). Heart rate records to examine the activity of SNA modulation during practice of the Wii console games were held on the first and on the last day of practice of Wii games. The results of performance in Wii games (tennis and archery) showed a significant ... (Complete abstract click electronic access below) / Mestre
20

Změny v posturografii u dětských pacientů s DMO po terapii aktivní videohrou Nintendo Wii a Vojtovou reflexní lokomocí / Changes in posturography in pediatric patients with cerebral palsy after therapy by active videogame Nintendo Wii and Vojta reflex locomotion

Kmínková, Helena January 2018 (has links)
Aim: The aim of this study was to determine the impact of therapy by active videogame Nintendo Wii and by Vojta reflex locomotion on a static and dynamic postural control at a group of children with mild cerebral palsy. Methodology: 14 children (from 6 to 18 years old) were randomly divided into two groups. Both groups received both therapies (active videogame therapy and Vojta reflex locomotion) with a 6 months gap, but in an opposite order. Posturographic measures were obtained before the start of the therapy, after therapy and 8 weeks after the end of the therapy. Results: After both therapies, there was a significant increase in the COP sway velocity in the mCTSIB subtest on a firm surface with closed eyes and the COP sway velocity in the mCTSIB subtest was reduced on a foam surface with closed eyes. Further, after both therapies, there was a significant reduction in the time required to perform the turnabout in SQT test. Other tests (LOS, RWS, WA, TW) and subtests did not change significantly. There was not a significant difference between therapies, but in the post- therapy tests, VRL had a greater tendency to maintain its effect 8 weeks after therapy. Conclusion: Both therapies, Vojta reflex locomotion and active videogame Nintendo Wii, have an influence on a postural control of children...

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