International Journal of Asia Digital Art and Design Association
Online ISSN : 1738-8074
21 巻 , 4 号
選択された号の論文の1件中1~1を表示しています
  • Hiroyuki Matsuguma, Kosuke Zaitsu, Higuchi Shigekazu
    2017 年 21 巻 4 号 p. 117-124
    発行日: 2017年
    公開日: 2018/10/12
    ジャーナル オープンアクセス
    We developed a game called Locomo de Balamingo to improve assertiveness and sustainability of participants at the Standing Exercise with Eyes Open training, which is used for the prevention of locomotive syndrome. This training requires participants to balance on a single foot, keeping their eyes open for 60 s, three times for each foot with the aim of keeping their bones, joints, and muscles healthy. The subjects comprise healthy elderly persons. A Windows PC and Microsoft Kinect were used for human movement sensing to conduct this game. In this paper, we discuss the interface and game design of Locomo de Balamingo and describe its application in the training of elderly people. Moreover, in the case of healthcare games targeting elderly persons who do not have enough experience in using digital games, we aim to identify those aspects of game design, including failure experiences, graphics, and music, that are effective in enhancing the participants’ assertiveness and sustainability. Verification shows that although graphics with relatively bright and easy-to-understand scenes are preferred, some participants reported that they do not remember the graphics, or they do not particularly care about them. Thus, it is concluded that any scene can be invoked provided that the pattern does not give a sense of discomfort. The game design presented an intuitive interface using simple body movements, which functioned effectively. The addition of failure experience can also be considered an effective means of improving assertiveness. In summary, many instances of positive feedback were received from elderly participants, indicating that the game is useful in promoting the health of elderly people.
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