SOUTHERN TAIWAN UNIVERSITY OF SCIENCE AND TECHNOLOGY Department of Electrical Engineering Seminar...

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SOUTHERN TAIWAN UNIVERSITY OF SCIENCE AND TECHNOLOGY Department of Electrical Engineering Seminar USING XBOX 360 KINECT GAMES ON ENHANCING VISUAL PERFORMANCE SKILLS ON INSTITUTIONALIZE OLDER ADULTS WITH WHEELCHAIRS October 24 th ,2012

Transcript of SOUTHERN TAIWAN UNIVERSITY OF SCIENCE AND TECHNOLOGY Department of Electrical Engineering Seminar...

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SOUTHERN TAIWAN UNIVERSITY OF SCIENCE AND TECHNOLOGY

Department of Electrical Engineering

Seminar

USING XBOX 360 KINECT GAMES ON ENHANCING VISUAL PERFORMANCE SKILLS ON INSTITUTIONALIZE OLDER

ADULTS WITH WHEELCHAIRS

October 24th ,2012

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OUTLINE

1.Abstract

2.Research Methodology

a. Inclution and Exclution criteria

b. SVG Programs

c. Measurement

3. Results

4. Conclusions

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1.Abstract

The purpose of this study was to explore health

benefits in somatosensory video games, Xbox 360

Kinect, on

institutionalized older adults with wheelchairs.

A total of 53 participants were recruited and

divided 2 group:

+ An experimental group

+ A control group

Experimental time: three times per week, for 30

minute each session.

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2. Research methodology

a. Inclusion and Exclusion criteria

The study was conducted at a nursing home which

have 335 residents in Changhua city, Taiwan.

In order to perform in this game, participants were

required to have verbal communication ability and

basic physical functions to participate and approved

by head nurses who knows their health conditions.

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b. SVG programs

trainings three times per week, for 30 minute

each session which included 5-minute warm up, 20-

minute interactive gaming, and 5-minute cool down.

Control group did not receive any additional training

but maintained regular daily schedules and programs

that were provided by the nursing home.

In the study, Mouse mayhem, follow the arrow

and matchmaker are three games which are

appropriate to older adults with wheelchair

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* Follow the arrow

A total of 20

questions within one

minute are in this game.

Red arrows pop out from

five different directions

and players have to point

out

those arrows by using

two arms within 5

seconds to get

ponts.

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* Matchmaker

A total of 15 questions

are in this game and the

completed finish time is

recorded to justify players’

performance. Lots of

different colorful shapes

and figures will pop on the

screen and the players

have to match the same

shapes by using both of

their hands to get the

points. Total number of the

game is 15.

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* Mouse mayhem

Total time of the game is one minute. The task in the game is to “touch” mice that pop out from four different pines which are located at four different corners on the screen. There are three kinds of mice in the game. Regular green and gold mice are allowed to touch and contribute to get points. Then, gold mice with hedgehog hair shall be avoid to touch or points would be deducted.

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c. Measurement In order to understand their improvement of visual performance skills, Vienna Test System and computer Software S9 are used in this study. In addition, eyehand coordination was tested by using Soda Pop test. * Reactions: using Vienna Test System

- Testing time : 3 minutes- Reliability: The Cronbach’s Alpha of the

recreation time is 0.963* Eye – hand coordination: using Soda pop test, Every participants was requested to complete the test twice and the higher scores were used for the data analysis

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3. Results

In the post-test period, 4 participants rejected to complete the test due to the body discomfort and 1 participant only completed eye-hand coordination test and could not complete the reaction time test due to the eye discomfort in control group. According to the results of statistics, except the gender, there are no significant differences in their age, body weight between the groups.

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The Table II shows that there is no significant difference of the recreation time between experimental and control group before the intervention. However, after one-month Xbox 360 video game training, two groups had significant difference in their recreation time. The reaction time of experimental group decreased from 634.65 ms to 467.14 ms and the time of control group increased from 741.10 ms to 944.00 ms.

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In eye-hand coordination, two groups had bigger significant difference after one-month Xbox 360 video game training although there is already significant difference between two groups in the pretest. The eye-hand coordination of experimental group decreased from 24.91 seconds to 18.90 seconds and the time of control group increased from 35.97 seconds to 37.58 seconds.

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4. Conclusion From the preliminary results in the study suggest that somatosensory games Xbox 360 Kinect are viable and valuable tools to improve visual performance skills, reaction time and eye-hand coordination for institutionalized older adults with wheelchairs. With somatosensory video games, older institutions have new alternative choices to provide affordable, convenient, attractive, and interesting programs to promote health for institutionalized older adults. Consequently, the further clinical evidence-based practice on using somatosensory games are highly recommended and are expected to find greater acceptance of the approach in the near future.

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