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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.
1

Bike Around

Andreasson, Martin, Larsson, Johan January 2011 (has links)
Physical activity can reduce the risk of developing dementia, and studies show that people who already have some form of the disease can get a better memory function and find it easier to perform daily tasks if the activity is performed regularly. People who are diagnosed with dementia are generally not offered physical activity to a high extent, nor is there a wide range of equipment developed to suit the target group. The Bike Around project was launched during a workshop in Copenhagen and was organized by HCH and Techna Science with the aim to develop new training equipment for people with dementia. The workshop resulted in the development of a customized training bike where the user can get a biking experience from his wheelchair or favorite chair. By integrating the pedal movement with a prerecorded movie projected on a screen, the memory can be stimulated both visually and by the activity itself. Our assignment in the project consisted of three parts: design of the bike, movie playback and software programming. During the project a prototype has been created that meets the requirements of ergonomics and usability.
2

Undisplayed BPM for Engaging Exercise : Using Heart Rate Data in a Lower Body VR Exergame

Caca, Ajsha, Nord, Sejke January 2023 (has links)
This study has researched the use of undisplayed heart rate data as biofeedback in the contextof a lower body VR exergame using a fitness bike, in collaboration with Ericsson Research.Most of the global population need to exercise more, but describe it as dull and monotonous.By making a VR exergame using heart rate data where the user’s bpm is not displayed, butinstead having a character tell the user when they need to speed up or slow down to reach thedesired heart rate bpm range, the authors believed that the users would be less aware that theywere exercising and be more engaged in the experience. During the study testing was used, aswell as surveys and interviews. The results affirm the authors’ hypothesis. At least half of thetesters of the final iteration were unaware of heart rate data being used during the experience,despite being told of it before the testing started, saying that they were so engaged in theexperience they did not think about much else. All testers of the final iteration preferred usinga fitness bike with the VR exergame, all were willing to use it for longer periods, and all werewilling to use it regularly, describing that they did not view the experience as exercising butas entertainment. The authors conclude from the results that there is a great demand forengaging exergames using undisplayed heart rate data, which could be used in differentsituations, e.g. healthcare. / Den här studien har undersökt användandet av pulsdata som biofeedback, där bpm inte visasför användaren, i kontexten av ett träningsspel i VR för nedre kroppen som används med enträningscykel i samarbete med Ericsson Research. En större del av den globala befolkningenbehöver träna mer, men beskriver det som tråkigt och monotont. Genom att skapa ettträningsspel i VR där pulsdata som inte visas används, där en karaktär i spelet säger tillanvändaren att öka eller sänka hastigheten när användaren hamnar utanför detrekommenderade pulsintervallet, förmodas det att användarna inte kommer vara likamedvetna om att de tränar och därför bli mer engagerade i upplevelsen. Under studienanvändes testning, enkäter och intervjuer. Resultaten bekräftar författarnas förmodan.Åtminstone hälften av testarna av den sista iterationen var omedvetna om att pulsdataanvändes under upplevelsen, trots att de informerades om användningen av pulsdata innantestningens början, och förklarade att de var så pass engagerade i upplevelsen att de intetänkte på annat. Alla testare av den sista iterationen föredrog att använda en träningscykelmed träningsspelet i VR, alla var villiga att använda det under längre perioder, och alla varvilliga att använda det regelbundet, med beskrivningen att de inte upplevde det som träningutan som underhållning. Utifrån resultaten drar författarna slutsatsen att det finns en storefterfrågan för engagerande träningsspel som använder pulsdata som inte visas föranvändarna, vilket hade kunnat användas i olika situationer, ex. inom sjukvård.

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