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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

Avaliação automatizada de uma habilidade motora fundamental com o kinect

Sulino, Rafael Macedo [UNESP] 25 August 2014 (has links) (PDF)
Made available in DSpace on 2015-08-20T17:09:29Z (GMT). No. of bitstreams: 0 Previous issue date: 2014-08-25. Added 1 bitstream(s) on 2015-08-20T17:27:05Z : No. of bitstreams: 1 000841519.pdf: 1647370 bytes, checksum: 94d9fbc8c4f32761bda03a22f939e37f (MD5) / Avaliar o movimento do corpo humano é essencial tanto na pesquisa acadêmica quanto na prática profissional, principalmente no que diz respeito a avaliação de habilidades motoras fundamentais ao longo da infância, a fim de identificar possíveis atrasos e possibilitar intervenção motora adequada. Tecnologias recentemente disponibilizadas no mercado de entretenimento, como o sensor Kinect, apresentam grande potencial para aplicação nas mais diversas áreas, de modo especial no que diz respeito à captura e análise de movimentos corporais possibilitando a aquisição de dados de forma rápida e eficiente, sem utilização de marcadores, e com baixo custo comparado a sistemas de alta precisão disponíveis no mercado. No presente estudo propomos um sistema baseado no Kinect para avaliação automatizada do PFM salto horizontal. O estudo foi realizado em duas etapas, abrangendo a construção, teste e aplicação do sistema. A primeira etapa, de construção do sistema, consistiu na elaboração dos algoritmos necessários para a aquisição, armazenamento, tratamento e análise dos dados, e a segunda etapa consistiu na realização de três estudos experimentais. No primeiro estudo avaliamos o Kinect para aquisição de dados estáticos, comparando-o com o Optotrak, um sistema óptico de alta precisão, que permitiu avaliar a precisão do Kinect no que diz respeito à variação na captura de coordenadas tridimensionais e concordância na medida de ângulos com um sistema de alta precisão de laboratório. Os resultados indicam variação mínima na coleta de dados referentes a pontos fixos durante 50 segundos, e alta correlação nas medidas quando comparado ao Optotrak. No segundo estudo avaliamos o Kinect para aquisição de dados dinâmicos, comparandoo novamente com o Optotrak, em cinco diferentes movimentos articulares, e em três diferentes velocidades de execução. Os resultados indicam que a diferença entre as medidas obtidas... / The assessment of the human body displacement is essential for both, the academic scientific research and the professional practice, especially with regard to the assessment of fundamental movement patterns (FMP) throughout childhood in order to identify possible delays and provide adequate motor intervention. Technologies available recently in the entertainment market, as the Kinect sensor, have great potential for application in several areas, especially with regard the capture and movement analysis, enabling the acquisition of data quickly and efficiently without the use of markers, and at low cost compared to high precision systems available in the Laboratories. In this study we propose a system based on Kinect for automated assessment of the FMP standing long jump. The study was conducted in two stages, including the construction, testing and implementation of the system. The first stage, related to the construction of the system, consisted of the development of algorithms necessary for the acquisition, storage, processing and analysis of data, and the second stage consisted of three experimental studies. In the first study we evaluated the Kinect for static data acquisition, in comparison with the Optotrak, a high precision optical system, with the aim of assessing the accuracy of the device on variation in the capture of three-dimensional coordinates and measure of angles agreement with a high precision laboratory system. The results indicated minimal variation in data acquisition related to fixed points for 50 seconds, and high correlation measures when compared to the Optotrak. In the second study we evaluate the Kinect for dynamic data acquisition, comparing it again with Optotrak in five different joint displacements, and three different speeds. The results indicated that the difference between the measurements obtained from the Kinect compared with the measurements obtained from the Optotrak are within a confidence interval...
12

Avaliação automatizada de uma habilidade motora fundamental com o kinect /

Sulino, Rafael Macedo. January 2014 (has links)
Orientadora: Cynthia Yukiko Hiraga / Coorientador: Daniel Gustavo Goroso / Banca: Luiz Eduardo Pinto Bastos Tourinho Dantas / Banca: Carlos Norberto Fischer / Resumo: Avaliar o movimento do corpo humano é essencial tanto na pesquisa acadêmica quanto na prática profissional, principalmente no que diz respeito a avaliação de habilidades motoras fundamentais ao longo da infância, a fim de identificar possíveis atrasos e possibilitar intervenção motora adequada. Tecnologias recentemente disponibilizadas no mercado de entretenimento, como o sensor Kinect, apresentam grande potencial para aplicação nas mais diversas áreas, de modo especial no que diz respeito à captura e análise de movimentos corporais possibilitando a aquisição de dados de forma rápida e eficiente, sem utilização de marcadores, e com baixo custo comparado a sistemas de alta precisão disponíveis no mercado. No presente estudo propomos um sistema baseado no Kinect para avaliação automatizada do PFM salto horizontal. O estudo foi realizado em duas etapas, abrangendo a construção, teste e aplicação do sistema. A primeira etapa, de construção do sistema, consistiu na elaboração dos algoritmos necessários para a aquisição, armazenamento, tratamento e análise dos dados, e a segunda etapa consistiu na realização de três estudos experimentais. No primeiro estudo avaliamos o Kinect para aquisição de dados estáticos, comparando-o com o Optotrak, um sistema óptico de alta precisão, que permitiu avaliar a precisão do Kinect no que diz respeito à variação na captura de coordenadas tridimensionais e concordância na medida de ângulos com um sistema de alta precisão de laboratório. Os resultados indicam variação mínima na coleta de dados referentes a pontos fixos durante 50 segundos, e alta correlação nas medidas quando comparado ao Optotrak. No segundo estudo avaliamos o Kinect para aquisição de dados dinâmicos, comparandoo novamente com o Optotrak, em cinco diferentes movimentos articulares, e em três diferentes velocidades de execução. Os resultados indicam que a diferença entre as medidas obtidas... / Abstract: The assessment of the human body displacement is essential for both, the academic scientific research and the professional practice, especially with regard to the assessment of fundamental movement patterns (FMP) throughout childhood in order to identify possible delays and provide adequate motor intervention. Technologies available recently in the entertainment market, as the Kinect sensor, have great potential for application in several areas, especially with regard the capture and movement analysis, enabling the acquisition of data quickly and efficiently without the use of markers, and at low cost compared to high precision systems available in the Laboratories. In this study we propose a system based on Kinect for automated assessment of the FMP standing long jump. The study was conducted in two stages, including the construction, testing and implementation of the system. The first stage, related to the construction of the system, consisted of the development of algorithms necessary for the acquisition, storage, processing and analysis of data, and the second stage consisted of three experimental studies. In the first study we evaluated the Kinect for static data acquisition, in comparison with the Optotrak, a high precision optical system, with the aim of assessing the accuracy of the device on variation in the capture of three-dimensional coordinates and measure of angles agreement with a high precision laboratory system. The results indicated minimal variation in data acquisition related to fixed points for 50 seconds, and high correlation measures when compared to the Optotrak. In the second study we evaluate the Kinect for dynamic data acquisition, comparing it again with Optotrak in five different joint displacements, and three different speeds. The results indicated that the difference between the measurements obtained from the Kinect compared with the measurements obtained from the Optotrak are within a confidence interval... / Mestre
13

Efeito agudo de atividades realizadas no Xbox Kinect sobre o estado de humor de idosos destreinados / Acute effect of active video game on state of humor of elderly

Morais, Milca Abda de 10 June 2016 (has links)
Submitted by Marlene Santos (marlene.bc.ufg@gmail.com) on 2016-08-02T18:04:32Z No. of bitstreams: 2 Dissertação - Milca Abda de Morais - 2016.pdf: 1177590 bytes, checksum: a2fc0022587433cf6c472a76a4c217da (MD5) license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5) / Approved for entry into archive by Luciana Ferreira (lucgeral@gmail.com) on 2016-08-03T13:08:30Z (GMT) No. of bitstreams: 2 Dissertação - Milca Abda de Morais - 2016.pdf: 1177590 bytes, checksum: a2fc0022587433cf6c472a76a4c217da (MD5) license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5) / Made available in DSpace on 2016-08-03T13:08:30Z (GMT). No. of bitstreams: 2 Dissertação - Milca Abda de Morais - 2016.pdf: 1177590 bytes, checksum: a2fc0022587433cf6c472a76a4c217da (MD5) license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5) Previous issue date: 2016-06-10 / Fundação de Amparo à Pesquisa do Estado de Goiás - FAPEG / Population aging is considered a world-wide phenomenon. Several changes are caused by aging, among them, the higher prevalence of mood disorders, such as depression and anxiety. Some evidences have indicated positive effects of some types of exercise on reduction of depression and anxiety. The aims of the present study were: a) to evaluate the acute effects of exercise in the Xbox Kinect on the mood of the untrained elderly people; b) investigate possible correlations between the degree of enjoyment in the activity and improvement in mood. We selected twenty-nine elderly (15 men and 14 women), with age of 66,4 ± 0,8 years (mean ± standard error). The participants were evaluated in two conditions: Control Condition (CC), in which volunteers watched the film "The March of the Penguins" (60 minutes) and Experimental Condition (EC), which consisted of one session of exercise with the Xbox Kinect (60 minutes). The order of conditions was randomly defined. The mood state was evaluated in the pre and post-interventions using the POMS questionnaire (Profile of Mood States). The PACES Scale (Physical Activity Enjoyment Scale) was used to evaluate the degree of enjoyment. For both conditions, there was a significant reduction in the scores of tension-anxiety, depression and total mood disorder (p ≤ 0,05). There were not significant differences between the conditions for all studied variables. There was a significant negative correlation at the EC, between the percentage of enjoyment and the scores of tension-anxiety (r = -0.40), depression (r = -0.40) and total mood disorder (r = -0.49), evaluated by POMS (p ≤ 0,05). On the other hand, no significant correlations were found in the CC for the same variables. Thus, we could conclude that both activities promote improvements in mood state in untrained elderly, however, the effect sizes observed after CC were lower (smaller) those observed after EC (median), indicating most significant clinical effects in the EC. Moreover, higher enjoyment during the activity in the Xbox Kinect was associated with greater improvement in mood states. / O envelhecimento populacional é considerado um fenômeno de amplitude mundial. Diversas alterações são provocadas pelo envelhecimento, entre elas, o aumento da prevalência de transtornos do humor, como a depressão e a ansiedade. Evidências científicas demonstram efeito positivo de diversos tipos de exercício físico na redução desses sintomas. Os objetivos do presente estudo foram: a) avaliar o efeito agudo de atividades realizadas no Xbox Kinect sobre o estado de humor de idosos destreinados; b) verificar as possíveis relações entre o grau de diversão da atividade e a melhora no humor. Foram selecionados vinte e nove idosos (15 homens e 14 mulheres), com idade de 66,4 ± 0,8 anos (média ± erro padrão). Os participantes foram avaliados em duas condições: Condição Controle (CC), na qual os participantes assistiram ao filme “A Marcha dos Pinguins” (60 minutos) e Condição Experimental (CE), que consistiu em uma sessão de atividades no Xbox Kinect com duração de 60 minutos. A ordem das condições foi definida de forma aleatória. O estado de humor foi avaliado nos momentos de pré e pós-intervenções através da aplicação do questionário de POMS (Profile of Mood States). A Escala de PACES (Physical Activity Enjoyment Scale) foi utilizada para avaliar o grau de diversão das atividades. Para ambas as condições, houve uma redução significante dos escores de tensão-ansiedade, de depressão e do distúrbio total de humor (p ≤ 0,05). Não foram observadas diferenças significantes entre as condições nas variáveis estudadas. Houve uma significante correlação negativa, na CE, entre o percentual de diversão e os deltas dos escores de tensão-ansiedade (r= -0,40), depressão (r= -0,40) e o distúrbio total de humor (r= -0,49), avaliado pelo POMS (p ≤ 0,05). Por outro lado, não foram encontradas correlações significantes na CC, para as mesmas variáveis. Assim, pode-se concluir que a sessão aguda de atividade no Xbox Kinect, bem como a condição controle (filme) promoveram melhoras no estado de humor de idosos destreinados, no entanto, os tamanhos de efeito observados após a CC foram inferiores (pequenos) aos observados após a CE (médios), indicando efeitos clínicos mais significantes na CE. Além disso, quanto maior foi a diversão durante a atividade realizada no Xbox Kinect, maior foi a melhora no estado de humor.
14

Simulation av Xbox Live Indie Games gränssnittet / Simulation of the Xbox Live Indie Games Interface

Wilcox, Andreas January 2011 (has links)
This thesis was developed as an assignment from Ludosity Interactive where the goal was to develop a copy of the Xbox Live Indie Games-marketplace from the Xbox 360. Ludosity Interactive had a necessity to easily test a game's attractiveness to potential customers using testing people from outside the company in a simulated Xbox Live Indie Games test environment; excluding this developed system there is no other way to do such an analysis without actually releasing the game on the Xbox Live Indie Games marketplace and then analyze the resulting sales from the product. The finished system had to be similar to the original system to the degree that a user could see past the interface itself and use the system just as he/she would have used the real marketplace. It also had to be easy to change and add games to the system so that Ludosity Interactive easily could show the games and the data that they deemed interesting for their tests. The final product was developed using C#, XNA and XML together with an Agileinspired development method in combination with Pivotal Tracker. This report describes how this product was developed. / Detta examensarbete utfördes som uppdrag åt Ludosity Interactive där målet var att utveckla en kopia av Xbox Live Indie Games-marknadsplatsens gränssnittet från Xbox 360:n. Ludosity Interactive hade ett behov av att enkelt kunna testa ett spels attraktionskraft hos potentiella kunder med hjälp av utomstående testpersoner i en simulerad testmiljö; utöver detta systemet finns det inget sätt att kunna göra en sådan analys utan att släppa produkten på Xbox Live Indie Games-marknaden och sedan analysera försäljningen av produkten. Det färdiga systemet var tvunget att vara såpass snarlikt originalförlagan att en användare skulle kunna förbi se själva gränssnittet och använda det precis som de använder den riktiga marknadsplatsen. Det skulle också vara enkelt att kunna förändra och lägga spel i systemet så att som Ludosity Interactive lätt kan visa de spelen och den data de anser intressant för sina tester. Den färdiga produkten utvecklades med hjälp av C#, XNA och XML samt en Agile-inspirerad utvecklingsmetod i kombination med Pivotal Tracker. Denna rapport beskriver hur den produkten definierades och utvecklades.
15

An exploratory forensic analysis of the Xbox One S All Digital

Lidström, Robbin, Elfving, Elfving January 2020 (has links)
Gaming consoles’ relevance to the field of digital forensics has steadily been growing sincetheir presence in society has increased. Given how gaming platforms, such as the Xbox One,are produced for commercial interest, they are likely to be secured by use of proprietaryknowledge to safeguard personal data. The means by which information is secured isunknown, thus displaying the need for investigations to determine what information can beextracted from hard drive disk images and whether any of it is personally identifiable data.Furthermore, predecessors to the Xbox One were successfully modified by users, allowingunsigned code to be run; however, this is currently not possible on the Xbox One. In addition,due to the generational aspect of game consoles, proper digital forensic methodology needs tobe developed specifically adapted to the Xbox One. An exploratory approach was pursued toallow for the scope to remain dynamic, letting information found to point to additionalavenues of investigation and research. No personally identifiable information was found, yetthe analysis of selected files allowed for hypotheses concerning their intended purpose.Through file analysis, encryption was found to be in use on the console. Moreover, theMaster File Table was demonstrated as a significant extension to the foundation of consoleforensics methodology. Lastly, it was established that the Xbox One successfully prevents therunning of unsigned code, showing a significant improvement compared to its predecessors.
16

Fysiskt eller digitalt? : En studie om konsolanvändarnas inställning till det digitala och fysiska spelformatet / Physical or digital? : A study on console users attitude towards the dig- ital and physical game format

Woch, Tomasz, Agdelius, David January 2013 (has links)
Nedladdade spel har blivit mer förekommande än vad de var för ett årtionde sedan. Bredbandets framgång har gjort det möjligt att snabbt ladda ner spel och marknaden för digitala spel växer stadigt. I denna studie undersöker vi om konsolspelarnas attityd mot digitala konsolspel skiljer sig från fysiska konsolspel i och med den växande digitala marknaden. Vi presenterar och diskuterar konsolspelares attityd mot digitala och fysiska spel och deras uppfattade värde av dessa format. I de kvantitativa undersökningar som vi utförde visar vi att människor föredrar fysiska konsolspel framför digitala, även fast den digitala marknaden är på stadig uppgång. Baserat på de resultat i vår studie så fann vi att den mest förekommande anledningen till att fysiska konsolspel föredrogs var de möjligheter som fysiska kopior medför, såsom att kunna sälja, byta, visa upp eller återlämna sitt spel. / Downloadable games are more common these days than they were a decade ago. The prowess of broadband has made it possible to quickly download games and the market for digital games is growing steady. In this paper we study if the attitude towards digital console games differentiates from physical console games due to the growing digital market. We present and discuss console users’ attitude towards digital and physical games and their perceived value. From the quantitative studies performed we show that people prefer physical console games over digital, even though the digital market is on a steady climb. Based on the results we found the most common cause for the preference of physical copies was the possibilities the physical format entailed, such as trad- ing, exhibiting, refunding or borrowing.
17

SIGHTLENCE : Haptics for Computer Games

Nordvall, Mathias January 2012 (has links)
Games in general and computer games in particular have now become a mainstream activity for young people in the industrialized nations. Sadly, people’s interaction with computer artifacts and games are mainly still limited to the visual and auditive modalities. This constrains the richness of our interaction with those artifacts, it constrains the possibilities of using those artifacts to communicate and build relations with others, and it excludes some people from using them at all. This thesis answers the questions of whether it’s possible to use haptics as a single modality for conveying information in computer games, if it’s possible to translate the standard interfaces of existing computer games into haptic interfaces, and if it can be accomplished with the technology used in the gamepads of current generation game consoles. It also contains a theoretical foundation for using haptics in game design and a new design method for analyzing the requirements of computer game interface modalities. A computer game prototype called Sightlence was developed in order to answer these questions. The prototype was developed in four iterative cycles of design, development, and evaluative play sessions. Four groups of people participated in the play sessions: graduate students, and teachers, specializing in games; people who are deafblind; people from the general population; and pupils from a national special needs school in Sweden for children with deafness or impaired hearing combined with severe learning disabilities, or congenital deafblindness. The prototypes were tested with usability techniques for measuring performance and learnability. The usability tests showed that Sightlence can be successfully learned by people from the general population while the pupils with cognitive development disorders from the special needs school would need additional support in the game in order to learn to handle the increased abstraction caused by the haptic interface. The thesis ends with discussion of the designed and developed artifact Sightlence. The discussion touches on the design process, the usability testing, and possible future research and development relevant for making haptics a fruitful tool and medium for designers and people.
18

A realidade virtual na intervenção motora em crianças com transtorno do desenvolvimento da coordenação /

Campelo, Alexandre Monte. January 2013 (has links)
Orientador: Ana Maria Pellegrini / Banca: Sergio Tosi Rodrigues / Banca: Luiz Eduardo Pinto Basto Tourinho Dantas / Resumo: Ao longo do desenvolvimento motor, algumas crianças apresentam dificuldades no desempenho de tarefas motoras da vida diária e podem ser identificadas com o Transtorno de Coordenação (TDC). Como consequência dessas dificuldades, estas crianças evitam a prática de atividade física com seus colegas de escola o que traz impacto negativo em muitos aspectos de suas vidas. Tendo em vista tais dificuldades, profissionais da saúde realizam intervenção para melhoria do comportamento motor. No presente estudo, as crianças realizaram atividades em ambiente de realidade virtual. Nesses ambientes, affordances com suas propriedades levam a criança a criar novas perspectivas e possibilidades de ação motora, emergentes do processo de auto-organização. A última geração de videogames como Nintendo Wii e Xbox/Kinect permite a interação sujeito com o ambiente virtual. Nessa condição, a ação do sujeito é projetada em ambientes virtuais. O objetivo do presente estudo foi verificar a eficácia da prática de atividade física em ambiente virtual sobre a coordenação motora e equilíbrio dinâmico de crianças com TDC. Do total de 130 crianças avaliadas pela bateria de testes "Movement Assessment Battery for Children 2" (MABC-2) (HENDERSON, SUGDEN e BARNETT, 2007), 28 delas foram selecionadas para o estudo, sendo 14 delas com TDC pareadas em idade e gênero com 14 crianças com desenvolvimento típico (DT). Todos os participantes foram submetidos a um programa diário de intervenção desenvolvido em ambiente virtual com os videogames Wii e Xbox/Kinect. As crianças foram distribuídas em quatro grupos de forma aleatória. O programa de intervenção foi realizado durante dez sessões com duração de 20 minutos cada, de segunda a sexta-feira. Nas 5 sessões da primeira semana metade do grupo de crianças com TDC e metade do grupo DT fizeram... (Resumo completo, clicar acesso eletrônico abaixo) / Abstract: Some children throughout development show difficulties in the performance of motor tasks of daily life and they can be identified as shown Developmental Coordination Disorder (DCD). As a consequence of such difficulties, these children get away from physical activity avoiding playing with their school mates and consequently with negative impact in many aspects of their lives. In the present study, children with Developmental Coordination and normal children performed activities in a virtual reality environment. Affordances in this context and its properties stimulate children to create new perspectives in theirs possibilities for motor action that emerges from self-organization processes. The last generation of videogames like Nintendo Wii and Xbox/Kinect allow for the subject interaction with the environment. In this condition, subject's action is used to project the future state of the environment. The aim of this study was to measure the efficacy of the practice of physical activity by children with DCD in two different virtual environments that require dynamic balance and motor coordination. From a total of 130 children assessed by the "Movement Assessment Battery for children 2" (MABC-2), 28 children were selected to participate in the study from which 14 of them were with coordination problems and they were matched by age and gender with typically developing (TD) children. Four groups were formed All participants were submitted to a daily intervention program developed in two virtual environments, the Wii and the Xbox/Kinect. The intervention program was conducted throughout 5 sessions per week from Monday to Friday in each one of the environments. The order of the environments was counterbalanced between groups so that one group had in the first week 5 sessions in the Wii and in the second week... (Complete abstract click electronic access below) / Mestre
19

Exergames : fator motivacional para a prática de atividades físicas /

Pereira, Fernanda Carolina. January 2016 (has links)
Orientadora: Adriane Beatriz de Souza Serapião / Banca: Afonso Antonio Machado / Banca: Mauro Klebis Schiavon / Resumo: O contexto contemporâneo tem exigido cada vez mais que os vários âmbitos da vida humana se ambientem às novas tecnologias de informação e comunicação. Devido a uma grande preocupação com relação ao sedentarismo, obesidade e os riscos que estes processos causam à saúde das pessoas, associada ao grande número de usuários de jogos virtuais, os benefícios dos jogos conhecidos como exergames (EXGs) vêm sendo discutidos com maior frequência. Participaram do estudo 18 voluntários de ambos os gêneros, com idade média de 22 anos (±1). Os instrumentos utilizados para coleta de dados foram o IPAQ (International Physical Activity Questionnaire) - Versão Curta, a fim de mensurar o nível de atividade física de cada uma das participantes. Foi utilizado o POMS (Profile Of Mood States), aplicado antes e depois de cada sessão de intervenção de 40 minutos com EXGs. Outros instrumentos utilizado foram a Escala de Percepção Subjetiva de Esforço baseada na escala de 0 a 10 proposta por Borg et al. (1982) e o Inventário de Motivação, Jogos Virtuais e Prática de Atividades Físicas / Esportes, composto de 108 questões, divididas em duas seções, Videogame e Atividades Físicas / Esportes. Ao final do período de 4 semanas, foi realizada uma entrevista, pautada no Roteiro de Entrevista, a fim de colher dados sobre os aspectos motivacionais, atividade física e jogos virtuais. Para a prática dos EXGs foi utilizada uma Tv LED Samsung 40" (modelo 5300 series 5), um Microsoft Xbox360® com Kinect® e jogos relacionados a esportes e atividades físicas. A partir dos dados encontrados e os relatos das participantes, corroborados pela recente literatura, notou-se que as TDICs e os ambientes imersivos de realidade virtual estão fortemente presentes no cotidiano das jovens participantes do presente estudo. Com os resultados do presente estudo pode-se perceber que os EXGs funcionam ... (Resumo completo clicar acesso eletrônico abaixo) / Abstract: The contemporary context has increasingly demanded that the various spheres of human life to acclimate to the new technologies of information and communication. Due to concern with respect to physical inactivity, obesity and the risks that these processes cause to human health associated with the large number of virtual game users, the benefits of games known as exergames (EXGs) have been discussed more often. The study included 18 volunteers of both genders, with a mean age of 22 (± 1). The instruments used for data collection were the IPAQ (International Physical Activity Questionnaire) - Short Version, in order to measure the physical activity level of each of the participants. Was used POMS (Profile of Mood States) applied before and after each 40 minute session with intervention EXGs. Other instruments used were the Effort Subjective Perception Scale based on the scale 0- 10 proposed by Borg et al. (1982) and the Inventory of Motivation, Virtual Games and Practice of Physical Activities / Sports, composed of 108 questions divided into two sections, Videogame and Physical / Sports Activities. At the end of 4 weeks, an interview was conducted, based on the map interview in order to collect data on the motivational aspects, physical activity and virtual games. For the practice of EXGs we used a Samsung LED TV 40 "(5300 series 5 model), a Microsoft Xbox360® with Kinect® and games related to sports and physical activities. From the data found and the reports of the participants, supported by recent literature, it was noted that the TDICs and virtual reality immersive environments are strongly present in the daily lives of the young participants of this study. With the results of this study can be seen that the EXGs work as a motivational factor for physical activity. The reports of the participants, as well as the data collected pertaining to their emotional states during the ... (Complete abstract click electronic access below) / Mestre
20

A realidade virtual na intervenção motora em crianças com transtorno do desenvolvimento da coordenação

Campelo, Alexandre Monte [UNESP] 29 April 2013 (has links) (PDF)
Made available in DSpace on 2014-06-11T19:29:48Z (GMT). No. of bitstreams: 0 Previous issue date: 2013-04-29Bitstream added on 2014-06-13T19:59:45Z : No. of bitstreams: 1 campelo_am_me_rcla.pdf: 2017667 bytes, checksum: fb98fddfdac2858c32241df896aaf6c2 (MD5) / Ao longo do desenvolvimento motor, algumas crianças apresentam dificuldades no desempenho de tarefas motoras da vida diária e podem ser identificadas com o Transtorno de Coordenação (TDC). Como consequência dessas dificuldades, estas crianças evitam a prática de atividade física com seus colegas de escola o que traz impacto negativo em muitos aspectos de suas vidas. Tendo em vista tais dificuldades, profissionais da saúde realizam intervenção para melhoria do comportamento motor. No presente estudo, as crianças realizaram atividades em ambiente de realidade virtual. Nesses ambientes, affordances com suas propriedades levam a criança a criar novas perspectivas e possibilidades de ação motora, emergentes do processo de auto-organização. A última geração de videogames como Nintendo Wii e Xbox/Kinect permite a interação sujeito com o ambiente virtual. Nessa condição, a ação do sujeito é projetada em ambientes virtuais. O objetivo do presente estudo foi verificar a eficácia da prática de atividade física em ambiente virtual sobre a coordenação motora e equilíbrio dinâmico de crianças com TDC. Do total de 130 crianças avaliadas pela bateria de testes Movement Assessment Battery for Children 2” (MABC-2) (HENDERSON, SUGDEN e BARNETT, 2007), 28 delas foram selecionadas para o estudo, sendo 14 delas com TDC pareadas em idade e gênero com 14 crianças com desenvolvimento típico (DT). Todos os participantes foram submetidos a um programa diário de intervenção desenvolvido em ambiente virtual com os videogames Wii e Xbox/Kinect. As crianças foram distribuídas em quatro grupos de forma aleatória. O programa de intervenção foi realizado durante dez sessões com duração de 20 minutos cada, de segunda a sexta-feira. Nas 5 sessões da primeira semana metade do grupo de crianças com TDC e metade do grupo DT fizeram... / Some children throughout development show difficulties in the performance of motor tasks of daily life and they can be identified as shown Developmental Coordination Disorder (DCD). As a consequence of such difficulties, these children get away from physical activity avoiding playing with their school mates and consequently with negative impact in many aspects of their lives. In the present study, children with Developmental Coordination and normal children performed activities in a virtual reality environment. Affordances in this context and its properties stimulate children to create new perspectives in theirs possibilities for motor action that emerges from self-organization processes. The last generation of videogames like Nintendo Wii and Xbox/Kinect allow for the subject interaction with the environment. In this condition, subject´s action is used to project the future state of the environment. The aim of this study was to measure the efficacy of the practice of physical activity by children with DCD in two different virtual environments that require dynamic balance and motor coordination. From a total of 130 children assessed by the Movement Assessment Battery for children 2 (MABC-2), 28 children were selected to participate in the study from which 14 of them were with coordination problems and they were matched by age and gender with typically developing (TD) children. Four groups were formed All participants were submitted to a daily intervention program developed in two virtual environments, the Wii and the Xbox/Kinect. The intervention program was conducted throughout 5 sessions per week from Monday to Friday in each one of the environments. The order of the environments was counterbalanced between groups so that one group had in the first week 5 sessions in the Wii and in the second week... (Complete abstract click electronic access below)

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