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Interaktiva spel i idrottsundervisningen : Vad anser lärare som testat på dessa spel i undervisningen?Klang, Donnie, Osvald, Carl-Johan January 2012 (has links)
Syfte och frågeställningar Syftet är att undersöka idrottslärares uppfattning av interaktiva spel i undervisningen i idrott och hälsa, samt ta reda på huruvida de anser att interaktiva spel har en plats i idrott och hälsa. Våra frågeställningar är: Vilken erfarenhet hade deltagarna själva av interaktiva spel och varför tog de in det i undervisningen i idrott och hälsa? Vilka hinder och möjligheter med avseende på användandet av interaktiva spel ser lärare i idrott och hälsa? Vad anser deltagarna i vår studie att eleverna lär sig av interaktiva spel i idrottsundervisningen? Metod För att få ut så mycket information som möjligt användes en kvalitativ riktat öppen intervju. I studien ingick fem deltagare. Samtliga deltagare var utbildade idrottslärare men en deltagare var också filosofie doktor i idrott och hälsa och har använt interaktiva spel utanför skolan med ungdomar. Deltagarna har arbetat med och använt interaktiva spel i Stockholms län med omnejd och eftersom det visade sig vara få som har den erfarenheten blev det ett strategiskt urval där vi intervjuade de vi kom i kontakt med som var villiga att ställa upp. Resultat Deltagarna hade både positiva och negativa erfarenheter av interaktiva spel i undervisningen. De tog in spelen i undervisningen som ett tillägg, men ser inte spelen som något som kan ersätta ”klassisk” undervisning. Lärarna i studien hade använt sig av dansmattor och Nintendo Wii i stationsbanor. Spelen kan användas som en morot för att motivera eleverna att göra exempelvis de andra stationerna i en stationsbana. Deltagarna kom fram till att spelen kan nå den målgrupp av elever som annars inte gillar fysisk aktivitet. Hindren är att spelen är dyra, enligt deltagarna och en av deltagarna mötte motstånd från föräldrar till elever och från kollegor. Ingen av deltagarna ser några risker med interaktiva spel i idrottsundervisningen. Tillförlitligheten blir lidande på grund av att studien endast har fem deltagare. Slutsats Spelen kan ses som en morot och är något som eleverna uppskattar. Möjligheten att nå en ny målgrupp av elever är spännande samt att de tränar sin kognitiva förmåga. Spelen kan dock aldrig ersätta ”riktig” fysisk aktivitet och kan inte erbjuda samma fria oförutsägbara miljö som i verkliga livet. Detta säger deltagarna i studien och tidigare forskning.
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Exerlearn Bike: An Exergaming System for Children's Educational and Physical Well-beingAlharthi, Rajwa 07 June 2012 (has links)
Inactivity and sedentary behavioural patterns among children contribute greatly to a wide range of diseases including obesity, cancer, cardiovascular disease, and diabetes. It is also associated with other important health effects like mental health issues, anxiety, and depression. In order to reduce these trends, we need to focus on the highest contributing factor, which is lack of physical activity in children’s daily lives. 'Exergames' are believed to be a very good solution in promoting physical activity in children. Such games encourage children to engage in physical activity for long periods of time while enjoying their gaming experience. The purpose of this thesis is to provide means of directing child behaviour in a healthy direction by using gaming enhancements that encourage physical exertion. We believe that the combination of both exercising and learning modalities in an attractive gaming environment could be more beneficial for the child's well-being. In order to achieve this, we present an adaptive exergaming system, the "ExerLearn Bike", which combines physical, gaming, and educational features. The main idea of the system is to have children learn about new objects, new language, practice their math skills, and improve their cognitive ability through enticing games and effective exercise. Three games have been incorporated to provide children with various educational benefits. The system has personalized features that allow guardians to customize the learning content, skill level, and required physical activity to meet their child’s needs. A stationary bike is used as a gaming controller to encourage children to undertake daily aerobic exercise. A modular design approach was adopted so that it is possible to use any stationary bicycle as an input interface by simply attaching a number of devices to it. This thesis provides detailed information about the design requirements, the design model, the proposed system and its related hardware components, the design and development of the gaming software, and the qualitative and quantitative evaluation of the system’s performance.
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Exerlearn Bike: An Exergaming System for Children's Educational and Physical Well-beingAlharthi, Rajwa 07 June 2012 (has links)
Inactivity and sedentary behavioural patterns among children contribute greatly to a wide range of diseases including obesity, cancer, cardiovascular disease, and diabetes. It is also associated with other important health effects like mental health issues, anxiety, and depression. In order to reduce these trends, we need to focus on the highest contributing factor, which is lack of physical activity in children’s daily lives. 'Exergames' are believed to be a very good solution in promoting physical activity in children. Such games encourage children to engage in physical activity for long periods of time while enjoying their gaming experience. The purpose of this thesis is to provide means of directing child behaviour in a healthy direction by using gaming enhancements that encourage physical exertion. We believe that the combination of both exercising and learning modalities in an attractive gaming environment could be more beneficial for the child's well-being. In order to achieve this, we present an adaptive exergaming system, the "ExerLearn Bike", which combines physical, gaming, and educational features. The main idea of the system is to have children learn about new objects, new language, practice their math skills, and improve their cognitive ability through enticing games and effective exercise. Three games have been incorporated to provide children with various educational benefits. The system has personalized features that allow guardians to customize the learning content, skill level, and required physical activity to meet their child’s needs. A stationary bike is used as a gaming controller to encourage children to undertake daily aerobic exercise. A modular design approach was adopted so that it is possible to use any stationary bicycle as an input interface by simply attaching a number of devices to it. This thesis provides detailed information about the design requirements, the design model, the proposed system and its related hardware components, the design and development of the gaming software, and the qualitative and quantitative evaluation of the system’s performance.
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Exerlearn Bike: An Exergaming System for Children's Educational and Physical Well-beingAlharthi, Rajwa January 2012 (has links)
Inactivity and sedentary behavioural patterns among children contribute greatly to a wide range of diseases including obesity, cancer, cardiovascular disease, and diabetes. It is also associated with other important health effects like mental health issues, anxiety, and depression. In order to reduce these trends, we need to focus on the highest contributing factor, which is lack of physical activity in children’s daily lives. 'Exergames' are believed to be a very good solution in promoting physical activity in children. Such games encourage children to engage in physical activity for long periods of time while enjoying their gaming experience. The purpose of this thesis is to provide means of directing child behaviour in a healthy direction by using gaming enhancements that encourage physical exertion. We believe that the combination of both exercising and learning modalities in an attractive gaming environment could be more beneficial for the child's well-being. In order to achieve this, we present an adaptive exergaming system, the "ExerLearn Bike", which combines physical, gaming, and educational features. The main idea of the system is to have children learn about new objects, new language, practice their math skills, and improve their cognitive ability through enticing games and effective exercise. Three games have been incorporated to provide children with various educational benefits. The system has personalized features that allow guardians to customize the learning content, skill level, and required physical activity to meet their child’s needs. A stationary bike is used as a gaming controller to encourage children to undertake daily aerobic exercise. A modular design approach was adopted so that it is possible to use any stationary bicycle as an input interface by simply attaching a number of devices to it. This thesis provides detailed information about the design requirements, the design model, the proposed system and its related hardware components, the design and development of the gaming software, and the qualitative and quantitative evaluation of the system’s performance.
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Classifica??o de manobras de skate atrav?s de acelerometria e redes neurais artificiaisCorr?a, Nicholas Kluge 31 August 2017 (has links)
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Previous issue date: 2017-08-31 / Coordena??o de Aperfei?oamento de Pessoal de N?vel Superior - CAPES / Skateboarding is one of the most popular cultures in Brazil, with more
than 8.5 million skateboarders. Today Skateboarding is more recognize as a
true sports discipline, also given by its debut on the Olympic Games in Tokyo
2020.
The present study aims to develop methods detection and classification
of Skateboarding flat ground tricks, using a Inertial Module Unit (IMU) allied whit
Artificial Neural Networks (ANN). Using state of the art knowledge on movement
detection in Skateboarding, 181 artificial flat ground tricks divided between 5
different classes were generated, equivalent to 543 signals (X, Y and Z) of
acceleration. A classification heuristic based on cross-correlation coefficients
was applied to the discriminate between classes, and using the Neural Network
Toolbox a Multilayer Feed Forward Network was architect with three layers and
a scaled conjugate gradient back propagation algorithm.
The results showed that with the use of ANNs trained specifically for
each axis measured by the IMU, being the Z-axis the best differentiator, we can
reach error percentages inferior to 0.05 %, with a computational efficiency that
makes real time applications possible.
Machine learning is a useful tool in pattern recognition of complex
movements, as long that the classifiers are properly architected and the task is
expressed with clarity this technique is a promising application in Exergames
and motion detection. / Skate ? uma das culturas mais populares no Brasil, com mais de 8.5
milh?es de adeptos. O movimento esportivo atualmente se encontra em uma
fase de grande crescimento, dada inclusive a estr?ia da modalidade nos Jogos
Ol?mpicos em T?quio 2020.
O presente estudo teve como objetivo desenvolver t?cnicas de detec??o
e classifica??o de manobras de Street Skate, utilizando sensores inerciais IMU
(Inertial Module Unit) e Redes Neurais Artificiais (RNA).
Utilizando conhecimento do estado da arte em detec??o de movimentos
no Skate, foram gerados 181 registros artificiais, resultando em 543 sinais de
acelera??o (X, Y e Z) divididos entre 5 classes de manobras. Foi desenvolvida
uma heur?stica de classifica??o utilizando coeficientes de correla??o cruzada
para discriminar cada classe, e com a Neural Network Toolbox foi criada uma
Multilayer Feed Forward Network de tr?s camadas treinada atrav?s de um
algoritmo de aprendizagem supervisionado (scaled conjugate gradient
backpropagation).
Os resultados mostraram que com a utiliza??o de RNAs treinadas
especificamente para cada eixo, sendo o eixo Z o maior discriminador,
podemos alcan?ar um percentual de erro inferior a 0.05%, com uma efici?ncia
computacional que disponibiliza respostas em tempo real.
Aprendizado de m?quina ? uma podersoa ferramenta na classifica??o
de padr?es de movimento complexos, contanto que os classificadores sejam
arquitetados de maneira eficiente e o problema proposto de maneira clara,
essa t?cnica possui promissoras aplica??es para Exergames e detec??o de
movimentos.
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Efeitos de exergames na autoestima, imagem corporal e antropometria de crianças com sobrepeso/obesidade. / Effects of exergames on self-esteem, body image and anthropometry of overweight/obese childrenAragão, Rafaella Belém 05 July 2018 (has links)
Atualmente, os exergames surgem como uma ferramenta bastante interessante para introduzir a prática de atividade física no cotidiano das crianças obesas ou com sobrepeso e inativas. O presente estudo teve como objetivo verificar os efeitos de um programa de exercício físico realizado com exergames sobre a autoestima, imagem corporal e antropometria de crianças classificadas com sobrepeso ou obesidade. Participaram voluntariamente deste estudo 50 crianças, de ambos os sexos, com idade entre seis a 11 anos, obesas e/ou com sobrepeso divididas em dois grupos: Grupo exergames, participantes do programa de exercício físico com exergames e grupo controle. As sessões com exergames com duração de uma hora foram realizadas duas vezes por semana, em dias intercalados durante 12 semanas. Para a coleta de dados foi utilizada a Escala de Afetos Positivos e Negativos, a Escala de Figuras de Silhuetas, o Questionário de Alimentação do Dia Anterior (QUADA) e o Questionário de Atividade Física do Dia Anterior (QUAFDA). As comparações entre grupos e tempos, envolvendo variáveis quantitativas foram analisadas através do modelo de regressão linear com efeitos mistos e as comparações entre os grupos e tempos quanto aos grupos alimentares do QUADA (variáveis qualitativas binárias) foi realizada através de um modelo de regressão logístico com efeitos aleatórios. Por meio da análise dos dados não foi possível identificar diferenças estatisticamente significantes nos valores de índice de massa corporal (IMC). Porém nos valores das dobras cutâneas subescapular e tricipital houve diminuição significativa (p<=0,01). Também foram verificadas diferenças significativas nos afetos positivos e negativos do grupo exergames (p<=0,01). Com relação aos valores do grupo controle não houve diferenças significativas nos resultados de distorção e satisfação de imagem. Por outro lado, ao se analisar estes mesmos dados nos grupo exergames foi possível identificar diferença significativa para a variável satisfação ( p< 0,01). Por fim, verificou-se que o uso dos exergames promoveu melhora significativa nos sentimentos positivos e a diminuição dos sentimentos negativos, que são sentimentos ligados à autoestima e imagem corporal, além de diminuir a insatisfação com sua imagem corporal. / Child obesity has increased significantly worldwide. In this sense, the exergames appear as a very interesting tool to introduce the practice of physical activity in the daily life of obese or overweight and inactive children. The present study had as objective to verify the effects of a program of physical exercise performed with exergames on the self - esteem, body image and anthropometry of classified school children with overweight or obesity. 50 children of both sexes, aged 6 to 11 years, obese and/or overweight were divided into two groups: Group exergames, participants in the physical exercise program with exergames, and group control. The exercise program with exergames lasted one hour. The exercise program with exergames was performed twice a week, on days interspersed for 12 weeks. For the data collection, the self-esteem scale was used with the help of the positive and negative affect scale of Laurent et al. (1999), the body perception proposed by Kakeshita (2008), the Prior Day Food Questionnaire and the Previous Day Physical Activity Questionnaire. Data were collected at the Laboratory of Interactive Media and Physical Exercise of the School of Physical Education and Sport of Ribeirão Preto - USP. As results, it was not possible to identify statistically significant differences in body mass values (BMI) in the analysis of the data, but there were significant differences in the values of the sub scapular and tricipital cutaneous folds (p<=0,01). Significant differences were also observed in the positive affects of the exergames group (p<=0,01). Regarding the values of the control group, there were no significant differences in the results of distortion and image satisfaction. On the other hand, when analyzing these same data in the exergames group it was possible to identify a significant difference for the satisfaction variable (p <0.01). Finally, it is concluded that the exercise program with exergames enabled children to become self-aware and familiarized with their bodies through a virtual reality.
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Efeito do treino com exergames no desempenho cognitivo e funcional de idosos sem demênciaCarneiro , Miriam Lúcia da Nóbrega 24 April 2015 (has links)
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Previous issue date: 2015-04-24 / The population aging is a universal phenomenon and this causes an increasing concern with this population and the increase in the life expectancy. In regards to the elderly, the physical exercises are essential, therefore they assist in the prevention of the illnesses caused by aging and in the promotion of its independence and quality of life. This research had the general objective to analyze the effect of the Exergames in the cognitive performance (attention and memory) and functionary (balance, marches, daily force of the inferior members and activities) of elderly without dementia. One was about an almost experimental and quantitative research with accomplishment of daily pre-test and after-test, carried through before and after intervention of psychomotor protocol set of rules with Exergames. The final sample of 18 elderly was equally divided between experimental group and control. At an assisted living facility for elderly individuals, located in Joao Pessoa, thirty sessions of exercises utilizing theX-BOX 360 Kinect® and Nitendo Wii® consoles were carried through with a frequency of three times a week and one hour of duration a day. To evaluate the effect of the intervention, functional cognitive instruments were applied to the elderly participants. The data had been analyzed statistically through inferential tests of comparison of averages and the level of significance adopted in this research was of 5%. In the results it was observed in the comparison between the groups (intervention x controlled) that the training with Exergames contributed significantly for the improvement of the functional performance (p = 0.001) and of the activities of daily life (p = 0,015). In the cognitive performance, significant improvement in the general cognition was observed, through the Moca, in the group of intervention (p = 0,007) and in the immediate logical memory (p = 0.001) and delayed (p = 0,038) between the groups. Due to the preliminary results of this research, it is concluded that the Exergames work as a new strategy in health with the purpose to provide improvement and/or cognitive function maintenance in the elderly, promoting a healthy aging and contributing for the satisfaction with the practice of physical exercise. / O envelhecimento populacional é um fenômeno universal e isto ocasiona uma preocupação crescente com esta população e com o aumento na expectativa de vida. Na atenção ao idoso os exercícios físicos são imprescindíveis, pois auxiliam na prevenção das doenças causadas pelo envelhecimento e na promoção da sua independência e qualidade de vida. Esta pesquisa teve o objetivo geral de analisar os efeitos dos exergames no desempenho cognitivo (atenção e memória) e funcional (equilíbrio, marcha, força dos membros inferiores e atividades diárias) de idosos sem demência. Tratou-se de uma pesquisa quase experimental e quantitativa com realização de pré-teste e pós-teste, realizados antes e após intervenção de um protocolo neuropsicomotor com exergames. A amostra final foi de 18 idosas divididas igualmente entre grupo experimental e controle. Foram realizadas 30 sessões de exercícios utilizando os jogos dos consoles X-BOX 360 Kinect® e Nitendo Wii® em um centro de referência para idosos de João Pessoa, com uma frequência de três vezes semanais e uma hora de duração ao dia. Para avaliar os efeitos da intervenção, foram utilizados instrumentos funcionais e cognitivos gerais e específicos com os idosos participantes. Os dados foram analisados estatisticamente através de testes inferenciais de comparação de médias e o nível de significância adotado nesta pesquisa foi de 5%. Nos resultados observou-se na comparação entre os grupos (intervenção x controle) que o treinamento com exergames contribuiu significativamente para a melhora do desempenho funcional (p = 0,001) e das atividades de vida diária (p = 0,015). No desempenho cognitivo, observou-se melhora significativa na cognição geral, através do Moca, no grupo de intervenção (p = 0,007) e na memória lógica imediata (p = 0,001) e tardia (p = 0,038) entre os grupos. Diante dos resultados preliminares desta pesquisa, conclui-se que os exergames funcionam como uma nova estratégia em saúde com a finalidade de proporcionar melhora e/ou manutenção cognitiva e funcional no idoso, promovendo um envelhecimento saudável e contribuindo para a satisfação com a prática de exercício físico.
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Efeitos físicos e psicológicos da prática de exergames em adolescentes com obesidade / Physical and psychological effects of the paractice of exergames in obese adolescentsFernandes, Aline Renata Rentz 17 August 2015 (has links)
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Previous issue date: 2015-08-17 / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior / Objectives: The purpose of this study was to investigate the physical and psychological effects of the practice of exergames in obese adolescents and, through systematic reviews a) analyze the psychological aspects of Brazilian obese adolescents; b) identify the physical, physiological, psychological and cognitive benefits of the practice of exergames in adolescents. Method: This dissertation is composed by two theoretical and three experimental studies. The systematic reviews followed the Prisma Declaration and were constructed from searches in the following electronic databases: LILACS, SciELO, IBECS, MEDLINE, EBSCO, PubMed e Science Direct. 24 obese adolescents with ages ranging from 10 to 15 years old participated in the empirical study. The practices of exergames took place for 12 weeks, with three week sessions lasting 80 minutes each. The investigated variables were: nutritional state, body fat, mood states (Brunel Mood Scale), depression (Child Depression Inventory), self esteem (Rosenberg Self Esteem Scale) and body image (Body Image Scale). The data were analyzed in the software Statistical Package for Social Sciences SPSS® version 20.0. After the normalization tests (Shapiro-Wilk), for the comparison of pre and post intervention averages, the paired t test and the Wilcoxon test were used. For the comparison between the experimental and the control groups the t test for independent samples and the Mann-Whitney U test were used. The adopted level of significance was 95% (p<0,05). Results: The first systematic review demonstrated that the higher level of perceived stress, the higher sleep disorders, the body dissatisfaction, the higher periodical food compulsion and the poorer quality of life are associated to obesity in Brazilian adolescents. The second review revealed that the exergames may provide physical benefits (in BMI, intensity and level of physical activity), physiological benefits (in energy expenditure, elasticity of the great artery and blood pressure), psychological benefits (in motivation, pleasure, perceived self efficiency and competence) and cognitive benefits (in executive function and attention) in obese adolescents. From the empirical studies it was possible to verify that the practice of exergames produced significant psychological effects, such as the increase of self esteem and vigor, the decrease in depression, body dissatisfaction and mental confusion in obese adolescents. Regarding the physical effects, the decrease in the BMI was verified. Conclusions: The practice of exergames produces positive physical and psychological effects in obese adolescents. / Objetivos: O estudo objetivou investigar os efeitos físicos e psicológicos da prática de exergames em adolescentes com obesidade e, por meio de revisões sistemáticas: a) analisar os aspectos psicológicos de adolescentes brasileiros com obesidade; b) identificar os benefícios físicos, fisiológicos, psicológicos e cognitivos da prática de exergames para adolescentes. Método: Esta dissertação é composta por dois estudos teóricos e três experimentais. As revisões sistemáticas seguiram a Declaração Prisma e foram realizadas a partir de buscas nas bases de dados eletrônicas LILACS, SciELO, IBECS, MEDLINE, EBSCO, PubMed e Science Direct. Participaram do estudo empírico 24 adolescentes com idade entre 10 e 15 anos, todos com obesidade. As práticas de exergames ocorreram durante 12 semanas, com três sessões semanais com a duração de 80 minutos cada. As variáveis investigadas foram: estado nutricional, gordura corporal, estados de humor (Escala de Humor de Brunel), depressão (Inventário de Depressão Infantil), autoestima (Escala de Autoestima de Rosenberg) e imagem corporal (Escala de Imagem Corporal). Os dados foram analisados por meio do programa Statistical Package for Social Sciences SPSS® versão 20.0. Após a realização de testes de normalidade (Shapiro-Wilk), para comparação de médias pré e pós-intervenção utilizou-se o teste t pareado e o teste de Wilcoxon. Para comparação entre o grupo experimental e o grupo controle utilizou-se o teste t para amostras independentes e o teste U de Mann-Whitney. Foi adotado nível de significância de 95% (p<0,05). Resultados: A primeira revisão sistemática demonstrou que o maior estresse percebido, maiores distúrbios de sono, a insatisfação corporal, a maior compulsão alimentar periódica e a má qualidade de vida estão associados à obesidade em adolescentes brasileiros. A segunda revisão revelou que os exergames podem proporcionar benefícios físicos (sobre o IMC, intensidade e nível de atividade física), fisiológicos (sobre o gasto energético, elasticidade da grande artéria e pressão arterial), psicológicos (sobre a motivação, prazer, autoeficácia e competência percebida) e cognitivos (sobre a função executiva e atenção) para adolescentes com obesidade. A partir dos estudos empíricos, verificou-se que a prática de exergames produziu efeitos psicológicos significativos, como o aumento da autoestima e do vigor, e redução da depressão, insatisfação corporal e confusão mental de adolescentes com obesidade. Em relação aos efeitos físicos, verificou-se redução do IMC. Conclusões: A prática de exergames produz efeitos físicos e psicológicos positivos em adolescentes com obesidade.
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Heart Rate Balancing for Multiplayer ExergamesSTACH, TADEUSZ BENEDICT 27 September 2012 (has links)
Exergames combine physical activity and entertainment in an effort to increase people’s motivation to exercise. Multiplayer exergames attempt to include the motivating aspects of group activity by allowing two or more people to play together. In most multiplayer exergames, a player’s in-game performance is limited by her physical abilities. Less fit players are demotivated by repeated losses to more fit opponents, while fitter players face a lack of competition from unfit opponents. This situation makes it difficult for people of disparate physical abilities to play exergames together.
This research presents heart rate balancing, a novel player balancing technique to better support engaging experiences in multiplayer exergames. Heart rate balancing bases players’ in-game performance on their effort relative to fitness level rather than their raw power. More specifically, heart rate monitoring is used to set in-game performance based on how closely a person adheres to her target heart rate. Experiments with heart rate balancing show that the technique improves competition between players. A strong correlation was found between people’s perceived effort and their in-game performance with heart rate balancing. The degree to which players noticed the balancing mechanism varied depending on game type. However, heart rate balancing did not interfere with people’s ability to play exergames. These results indicate that the heart rate balancing technique is a promising approach for improving enjoyment and engagement in multiplayer exergames. / Thesis (Ph.D, Computing) -- Queen's University, 2012-09-26 23:38:57.625
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Design and implementation of an Endless Runner as an Exergame / Design and Implementation av ett Endless Runner som ett ExergameTörnquist, Elias January 2022 (has links)
The world's population has grown sedentary during the past one to two decades, with increased time spent sitting and laying down both during work hours and free time spent at home. For people that find normal exercise boring, exergames can be an attractive alternative. Using their body to play the game the player can have fun while exercising or even just to get some blood flowing. In this research project we implemented a game of a successful genre but we changed input from a controller to the body of the player. We set out to find out how to design a game as an exergame, how exhausted players get when playing and whether the players find it uncomfortable or not to play the game. Our testing showed that the implemented game might not have been as responsive as we would have hoped. When it comes to the exhaustion perceived by the play-testers they reported that they considered the game exercise, but also that most of them did not find it too intense during the playtest.
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