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Enhancing Elderly Long-Term Care Service Uing Kinect Exergame
( Tien Lung Sun ),( Ta Min Hung ),( Chien Hua Huang ),( Chia Hsuan Lee ),( Chun Pei ) 한국감성과학회 2014 춘계학술대회 Vol.2014 No.-
Kinect based somatosensory exergame is useful to support long-term care as it can motivate chronic rehabilitation patients or elderly with decreasing motor ability to do physical exercise in a pleasant and interesting gaming environment. Dynamic game difficulty adjustment (DDA) technique is implemented in all games to keep players engaged and adhered to the game. For long-term care service, game difficulty has to be manually adjusted as players are not able to or not willing to adjust game settings by themselves. To support manually difficulty adjustment, it is important to conduct player experience study to understand the impact of different game settings or gaming parameters on game difficulty. This paper evaluates the dif-ficulty of a Kinect exergame using objective player experiences derived from Kinect sensor and gameplay based player experience. Specifically, a Kinect exergame for upper arm exercise is developed and deployed to a nursing center at central Taiwan. The challenge (psychological difficulty) and intensity (physiological difficulty) of the game are analyzed using hand movement speed derived from Kinect sensor (objective player experience) and game score (gameplay based experi-ence). The results show that the objective player experience derived from Kinect sensor can help understand the exergame intensity. With cross reference to game performance, subjects who are more engaged in the exergame can be identified.
Enhancing elderly long-term care service using Kinect exergame
Tien-Lung Sun,Ta-Min Hung,Chia-Hsuan Lee,Chien-Hua Huang,Chun Pei 대한인간공학회 2014 대한인간공학회 학술대회논문집 Vol.2014 No.5
Kinect based somatosensory exergame is useful to support long-term care as it can motivate chronic rehabilitation patients or elderly with decreasing motor ability to do physical exercise in a pleasant and interesting gaming environment. Dynamic game difficulty adjustment (DDA) technique is implemented in all games to keep players engaged and adhered to the game. For long-term care service, game difficulty has to be manually adjusted as players are not able to or not willing to adjust game settings by themselves. To support manually difficulty adjustment, it is important to conduct player experience study to understand the impact of different game settings or gaming parameters on game difficulty. This paper evaluates the difficulty of a Kinect exergame using objective player experiences derived from Kinect sensor and gameplay based player experience. Specifically, a Kinect exergame for upper arm exercise is developed and deployed to a nursing center at central Taiwan. The challenge (psychological difficulty) and intensity (physiological difficulty) of the game are analyzed using hand movement speed derived from Kinect sensor (objective player experience) and game score (gameplay based experience). The results show that the objective player experience derived from Kinect sensor can help understand the exergame intensity. With cross reference to game performance, subjects who are more engaged in the exergame can be identified. Specifically, analysis of the hand movement speed shows that the Kinect exergame considered in this work does not present enough physiological difficulty (intensity) to elderly with level-4 muscle power but does present difficulty to elderly with level-3 muscle power. Subjects with level-3 muscle power who are engaged in the game can be identified from their game scores. As the optimum difficulty level as well as other game settings varies from individual to individual, an important task in exergame design is to dynamically adjust its challenge and intensity so that elderly players can be engaged in and adhered to the game. The results of this paper show that player experiences derived from Kinect sensor and gameplay performance can help game developers better understand, and hence adjust, the game difficulty levels.
The Presence of Borrelia valaisiana-Related Genospecies in Ticks and a Rodent in Taiwan
Chun-Man Huang,Hsi-Chieh Wang,Ying-Chun Lin,Shih-Hui Chiu,Ying-Shun Kao,Pei-Lung Lee,Hsiu-I Wang,Ruei-Chen Hung,Huang-I Chan,Ho-Sheng Wu,Chuen-Sheue Chiang,Jung-Jung Mu 한국미생물학회 2010 The journal of microbiology Vol.48 No.6
A field survey was conducted to investigate the presence of Borrelia burgdorferi sensu lato (s.l.) in six counties of Taiwan. Spirochetes were successfully isolated from one rodent ear sample out of 485 rodent ears and 53live, fed tick (Ixodes granulatus) samples. The spirochetes were confirmed to be B. burgdorferi s.l. by real-time PCR. In addition, 23 of 113 tick samples were tested positive for Borrelia DNA according to real-time PCR. The Borrelia isolate from the rodent and the 23 Borrelia DNA samples from the ticks were identified as B. valaisiana-related genospecies by phylogenetic analysis based on flagellin gene sequences. These findings suggest that the Borrelia valaisiana-related strains are maintained in a zoonotic cycle between tick vectors and reservoir hosts in Taiwan.