Auflistung nach Schlagwort "Exergame"
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- KonferenzbeitragCorrelation Between Heart Rate, Skin Temperature and Emotional State in Exergames(Mensch und Computer 2022 - Tagungsband, 2022) Bruns, Fenja; Wallhoff, FrankComputer games have become an established medium, exergames are a special type of game. These are controlled by movement and are designed to improve its users performance. Emotions are an important component during gameplay because they can provide inferences about the user experience. This paper therefore conducts a study to test the correlation of different emotional stages with metrics of heart rate, heart rate variability and skin temperature. This is to validate the feasibility of this data in exergames. To this end, two exergames were played while biosignals were recorded. The discretely measurable data is combined with subjective assessments of the users to identify a correlation to the individually perceived emotion. Statistically significant correlations were found between the physiological characteristics and the affective state of the subjects.
- WorkshopbeitragHANDle: A Novel Tangible Device for Hand Therapy Exergames(Mensch und Computer 2018 - Tagungsband, 2018) Klamka, Konstantin; Mitschick, Annett; Dachselt, RaimundToday's working environments are characterized by and at the same time highly depending on many repetitive hand movements, such as typing or assembling tasks. The physical health of hands is thereby becoming increasingly valuable. Guided by the idea of Tangible User Interfaces (TUIs), we introduce a novel graspable device, called HANDle, that we developed to train wrist agility, finger strength as well as its coordination in a motivational game. Therefore, we iteratively prototyped a fully-functional controller that senses multiple finger forces, its relative position in space and that provides visual and vibro-tactile feedback. In addition, we implemented a therapy game that combines different physiotherapeutic motion and grasp exercises supporting custom-defined levels that match to the patient needs.
- WorkshopbeitragNinja Ride Supporting movement through a rhythm oriented Exergame(Mensch & Computer 2012: interaktiv informiert – allgegenwärtig und allumfassend!?, 2012) Schering, Sandra; Pelikan, ConstantinIn this paper we present the music and rhythm oriented Exergame Ninja Ride in which the player has to assume the role of a bicycling, newspaper delivering ninja. The game aims to increase training motivation of children by integrating training aspects with motion gaming and music synchronicity in both gameplay and movement. Bicycling movements on an ergometer and arm gestures in the real world are detected with the Blobo Ball peripheral. User-generated content, based on self supplied music, can be integrated to increase replayability and to allow using preferred music in training.
- WorkshopbeitragPDDanceCity: An Exergame for Patients with Idiopathic Parkinson’s Disease and Cognitive Impairment(Mensch und Computer 2017 - Tagungsband, 2017) Garcia-Agundez, Augusto; Folkerts, Ann-Kristin; Konrad, Robert; Caseman, Polona; Göbel, Stefan; Kalbe, ElkeIn this contribution, we present PDDanceCity, an adaptive exergame controlled with a USB dance mat or a Wii Balance Board. PDDanceCity includes cognitive training geared towards cognitive enhancement in patients with Parkinson’s Disease (PD) without or with Mild Cognitive Impairment (PD-MCI) or Dementia (PDD). The game is available as prototype and will be further developed in the context of the BMBF-Financed KMU-Innovativ Project PDExergames.