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全文: "Nintendo"
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  • Ji-Hyuk Park, Sang-Heon Lee, Dae-Sik Ko
    Journal of Physical Therapy Science
    2013年 25 巻 8 号 985-988
    発行日: 2013年
    公開日: 2013/09/20
    ジャーナル フリー
    [Purpose] The purpose of this study was to investigate the effects of a Nintendo Wii exercise program on chronic work-related LBP compared with stability exercise. [Methods] Twenty-four workers participated in this study. All of the participants were diagnosed with chronic LBP by a physician. Participants were randomly assigned to three groups: a control group (CG), lumbar stabilization exercise group (LSE), and Nintendo Wii exercise group (NWE). Participants were treated 3 times a week for 8 weeks. Each session lasted 30 minutes. [Results] The results demonstrated that exercise programs improved significantly physical functions related to LBP. In health-related QOL, the Nintendo Wii exercise program significantly improved both the mental and physical health composites, but other groups had significant improvement only in the physical health composite. [Conclusion] The Nintendo Wii exercise program could be a biopsychosocial intervention for work-related LBP in factory workers.
  • Junjiro SHINTAKU, Shigeru ASABA
    Annals of Business Administrative Science
    2014年 13 巻 1 号 47-66
    発行日: 2014/02/15
    公開日: 2014/02/15
    ジャーナル フリー
    This paper first presents the following as obstacles to the generational switch of industry standards: (1) magnitude of installed base, (2) ample scope for technological progress based on existing standards, (3) limited applicability of accumulated technology to new standards, and (4) lack of investment capability. Next, we examine strategies to overcome such obstacles and migrate to new standards. Finally, we analyze the cooperation between a company that advocates new standards and one that produces complementary products when implementing those standards through the case study of the family console game industry. The results of analysis demonstrate that Nintendo has a traditional self-reliance strategy, whereas new entrant Sony has a collaborative one.
  • Dae-In Jung, Dae-Sik Ko, Mi-Ae Jeong
    Journal of Physical Therapy Science
    2015年 27 巻 5 号 1397-1400
    発行日: 2015年
    公開日: 2015/05/26
    ジャーナル フリー
    [Purpose] This study evaluated the changes in balance ability and obstacle gait after lumbar stabilization exercise and Nintendo WiiTM Sports in elderly at risk for falls. [Subjects and Methods] Twenty-four elderly women with at risk for falls were randomly divided into the control, lumbar stabilization exercise, and Nintendo Wii Sports groups. Static balance was measured by the Berg Balance Scale and functional reach test, dynamic balance by the timed up-and-go test, and obstacle negotiation function by crossing velocity and maximum vertical heel clearance. [Results] Both the lumbar stabilization exercise and Nintendo Wii Sports groups showed significant improvements in obstacle negotiation function after the exercise compared to the control group. Berg Balance Scale and functional reach test scores were greater in the lumbar stabilization exercise group, while the timed up-and-go test time was significantly better in the Nintendo Wii Sports groups. [Conclusion] Lumbar stabilization exercises and Nintendo Wii Sports improve falling related balance and obstacle negotiation function in elderly women at risk for falls.
  • Jungseo Park, Daehee Lee, Sangyong Lee
    Journal of Physical Therapy Science
    2014年 26 巻 2 号 271-273
    発行日: 2014年
    公開日: 2014/02/28
    ジャーナル フリー
    [Purpose] The present study aimed to determine the effect of virtual reality exercise using the Nintendo Wii Fit on the muscle activities of the trunk and lower extremities of normal adults. [Subjects] The subjects of the study were 24 normal adults who were divided into a virtual reality exercise group (VREG, n=12) and a stable surface exercise group (SEG, n=12). [Methods] The exercises of the VREG using the Nintendo Wii Fit and the SEG using a stable surface were conducted three times a week for six weeks. Electromyography was used to measure the muscle activities of the tibialis anterior (TA), medial gastrocnemius (MG), erector spinae (ES), and rectus abdominal (RA) muscles. [Results] VREG showed significant within group differences in TA and MG muscle activities, while the SEG showed a significant difference in the muscle activity of the MG. [Conclusion] Virtual reality exercise using the Nintendo Wii Fit was an effective intervention for the muscle activities of the TA and MG of normal adults.
  • Amer A. AlSaif, Samira Alsenany
    Journal of Physical Therapy Science
    2015年 27 巻 6 号 2001-2003
    発行日: 2015年
    公開日: 2015/06/30
    ジャーナル フリー
    [Purpose] Motor control and muscle strength impairments are the prime reasons for motor behavior disorders in children with spastic cerebral palsy. These impairments lead to histological changes in muscle growth and the learning of motor skills. Therefore, such children experience reduced muscle force generation and decreased muscle flexibility. We investigated the effect of training with Nintendo Wii Fit games on motor performance in children with spastic cerebral palsy. [Subjects and Methods] Forty children with cerebral palsy spastic diplegia aged 6–10 years diagnosed with level-3 functional capabilities according to the Gross Motor Classification System (GMFCS) were enrolled. Participants were divided randomly into equal groups: group (A) that practiced with the Nintendo Wii Fit game for at least 20 minutes/day for 12 weeks and group (B) that underwent no training (control group). The Movement Assessment Battery for Children-2 (mABC-2) was used to assess motor performance, because it mainly involves motor tasks very similar to those involved in playing Nintendo Wii Fit games, e.g., goal-directed arm movements, balancing, and jumping. [Results] There were significant improvements in the subscales of the motor performance test of those who practiced with the Nintendo Wii, while the control group showed no significant changes. [Conclusion] Using motion interactive games in home rehabilitation is feasible for children with cerebral palsy.
  • Julien Tripette, Haruka Murakami, Takafumi Ando, Ryoko Kawakami, Noriko Tanaka, Shigeho Tanaka, Motohiko Miyachi
    体力科学
    2014年 63 巻 1 号 159
    発行日: 2014年
    公開日: 2014/01/24
    ジャーナル フリー
  • NS Senthil Kumar, Baharudin Omar, Leonard H Joseph, Nor Hamdan, Ohnmar Htwe, Nursalbiyah Hamidun
    Journal of Physical Therapy Science
    2014年 26 巻 8 号 1205-1207
    発行日: 2014年
    公開日: 2014/08/30
    ジャーナル フリー
    [Purpose] The aim of the present study was to investigate the accuracy of a digital weight scale relative to the Wii in limb loading measurement during static standing. [Methods] This was a cross-sectional study conducted at a public university teaching hospital. The sample consisted of 24 participants (12 with osteoarthritis and 12 healthy) recruited through convenient sampling. Limb loading measurements were obtained using a digital weight scale and the Nintendo Wii in static standing with three trials under an eyes-open condition. The limb load asymmetry was computed as the symmetry index. [Results] The accuracy of measurement with the digital weight scale relative to the Nintendo Wii was analyzed using the receiver operating characteristic (ROC) curve and Kolmogorov-Smirnov test (K-S test). The area under the ROC curve was found to be 0.67. Logistic regression confirmed the validity of digital weight scale relative to the Nintendo Wii. The D statistics value from the K-S test was found to be 0.16, which confirmed that there was no significant difference in measurement between the equipment. [Conclusion] The digital weight scale is an accurate tool for measuring limb load asymmetry. The low price, easy availability, and maneuverability make it a good potential tool in clinical settings for measuring limb load asymmetry.
  • Ki-Jong Kim, Hyun-Ju Jun, Myoung Heo
    Journal of Physical Therapy Science
    2015年 27 巻 11 号 3381-3385
    発行日: 2015年
    公開日: 2015/11/30
    ジャーナル フリー
    [Purpose] The objective of this study was to examine the effects of a training program using the Nintendo Wii Fit Plus on the ankle muscle strengths of subjects with functional ankle instability. [Subjects and Methods] This study was conducted using subjects in their 20s who had functional ankle instability. They were randomized to a strengthening training group and a balance training group with 10 subjects in each, and they performed an exercise using Nintendo Wii Fit Plus for 20 minutes. In addition, every participant completed preparation and finishing exercises for 5 minutes, respectively. [Results] The muscle strengths after conducting plantar flexion and dorsiflexion significantly increased at the angular velocities of 60° and 120° in the strengthening training group. Furthermore, the muscle strengths after conducting plantar flexion, dorsiflexion, eversion, and inversion significantly increased at the angular velocities of 60° and 120° in the balance training group. [Conclusion] The balance training group using Nintendo Wii Fit Plus showed better results than the strengthening training group. Consequently, it is recommended to add the balance training program of the Nintendo Wii Fit Plus to conventional exercise programs to improve ankle muscle strength in functional ankle instability at a low cost.
  • Endocrine Journal
    2010年 57 巻 Suppl.1 号 S7
    発行日: 2010年
    公開日: 2010/06/16
    ジャーナル フリー
  • Endocrine Journal
    2010年 57 巻 Suppl.2 号 S109
    発行日: 2010年
    公開日: 2010/06/16
    ジャーナル フリー
  • Gönül Acar, Gamze Polen Altun, SaadetUfuk Yurdalan, Mine Gülden Polat
    Journal of Physical Therapy Science
    2016年 28 巻 3 号 774-780
    発行日: 2016年
    公開日: 2016/03/31
    ジャーナル フリー
    [Purpose] The aim of this study was to investigate the efficiency of Nintendo® Wii games in addition to neurodevelopmental treatment in patients with cerebral palsy. [Subjects and Methods] Thirty hemiparetic cerebral palsy patients (16 females, 14 males; mean age, 6–15 years) were included in the study and divided into two groups: a neurodevelopmental treatment+Nintendo Wii group (group 1, n=15) and a neurodevelopmental treatment group (group 2, n=15). Both groups received treatment in 45-minute sessions 2 days/week for six weeks. Use of the upper extremities, speed, disability and functional independence were evaluated using the Quality of Upper Extremity Skills Test, Jebsen Taylor Hand Function Test, ABILHAND-Kids test, and Pediatric Functional Independence Measure (self-care) before and after treatment. [Results] There were statistically significant improvements in all parameters for group 1 and group 2 (except quality of function) after six weeks of treatment. Intergroup analysis showed that group 1 was superior to group 2 in mean change differences in the Jebsen Taylor Hand Function Test. [Conclusion] Our results showed that neurodevelopmental treatment is effective for improving hand functions in hemiplegic cerebral palsy. To provide a enjoyable, motivational, safe, and effective rehabilitation program, the Nintendo® Wii may be used in addition to neurodevelopmental treatment.
  • Gusthavo Augusto Alves Rodrigues, Danilo De Souza Felipe, Elisangela Silva, Wagner Zeferino De Freitas, Wonder Passoni Higino, Fabiano Fernandes Da Silva, Wellington Roberto Gomes De Carvalho, Renato Aparecido de Souza
    Journal of Physical Therapy Science
    2015年 27 巻 9 号 2849-2851
    発行日: 2015年
    公開日: 2015/09/30
    ジャーナル フリー
    [Purpose] This investigation evaluated the acute cardiovascular responses that occur while playing virtual games (aerobic and balance) emulated by Nintendo Wii®. [Subjects] Nineteen healthy male volunteers were recruited. [Methods] The ergospirometric variables of maximum oxygen consumption, metabolic equivalents, and heart rate were obtained during the aerobic (Obstacle Course, Hula Hoop, and Free Run) and balance (Soccer Heading, Penguin Slide, and Table Tilt) games of Wii Fit Plus® software. To access and analyze the ergospirometric information, a VO2000 analyzer was used. Normalized data (using maximum oxygen consumption and heart rate) were analyzed using repeated measures analysis of variance and Scheffe’s test. [Results] Significant differences were found among the balance and aerobic games in all variables analyzed. In addition, the Wii exercises performed were considered to be of light (balance games) and moderate (aerobic games) intensity in accordance with American College Sports Medicine exercise stratification. [Conclusion] Physical activity in a virtual environment emulated by Nintendo Wii® can change acute cardiovascular responses, primarily when Wii aerobic games are performed. These results support the use of the Nintendo Wii® in physical activity programs.
  • Devrim Tarakci, Arzu Razak Ozdincler, Ela Tarakci, Fatih Tutuncuoglu, Meral Ozmen
    Journal of Physical Therapy Science
    2013年 25 巻 9 号 1123-1127
    発行日: 2013年
    公開日: 2013/10/20
    ジャーナル フリー
    [Purpose] Cerebral palsy is a sensorimotor disorder that affects the control of posture and movement. The Nintendo® Wii Fit offers an inexpensive, enjoyable, suitable alternative to more complex systems for children with cerebral palsy. The aim of this study was to investigate the efficacacy of Wii-based balance therapy for children with ambulatory cerebral palsy. [Subjects] This pilot study design included fourteen ambulatory patients with cerebral palsy (11 males, 3 females; mean age 12.07 ± 3.36 years). [Methods] Balance functions before and after treatment were evaluated using one leg standing, the functional reach test, the timed up and go test, and the 6-minute walking test. The physiotherapist prescribed the Wii Fit activities,and supervised and supported the patients during the therapy sessions. Exercises were performed in a standardized program 2 times a week for 12 weeks. [Results] Balance ability of every patient improved. Statistically significant improvements were found in all outcome measures after 12 weeks. [Conclusion] The results suggest that the Nintendo® Wii Fit provides a safe, enjoyable, suitable and effective method that can be added to conventional treatments to improve the static balance of patients with cerebral palsy; however, further work is required.
  • Valeska Gatica-Rojas, Ricardo Cartes-Velásquez, Guillermo Méndez-Rebolledo, Felipe Olave-Godoy, David Villalobos-Rebolledo
    Journal of Physical Therapy Science
    2016年 28 巻 8 号 2414-2417
    発行日: 2016年
    公開日: 2016/08/31
    ジャーナル フリー

    [Purpose] This study aimed to explore the possibility of improving functional balance using an exercise program with Nintendo and the Balance Board peripheral in subjects with cerebral palsy. [Subjects and Methods] This study included 4 male outpatients of a neurological center. All participants received an exercise program based on the use of Nintendo with the Balance Board peripheral. Training consisted of three 25-min sessions per week for 6 weeks. Each session was guided by a physical therapist. Timed up-and-go and one-leg standing tests were conducted before and after the intervention. [Results] All subjects showed significant improvements in the results of the timed up-and-go test. However, there were no significant changes in the results of the one-leg standing test. [Conclusion] The exercise protocol involving Nintendo with the Balance Board peripheral appears to improve functional dynamic balance in patients with cerebral palsy. However, static functional balance does not improve after 6 weeks of training.

  • Kenji Tsuda, Kazuaki Sudo, Goro Goto, Makiko Takai, Tatsuo Itokawa, Takahiro Isshiki, Naoko Takei, Tetsuya Tanimoto, Tsunehiko Komatsu
    Internal Medicine
    2016年 55 巻 4 号 347-352
    発行日: 2016年
    公開日: 2016/02/15
    ジャーナル オープンアクセス
    Objective Adherence to rehabilitation exercise is much lower in patients with hematologic malignancies (22.5-45.8%) than in patients with solid tumors (60-85%) due to the administration of more intensive chemotherapeutic regimens in the former. Virtual reality exercise can be performed even in a biological clean room and it may improve the adherence rates in elderly patients with hematologic malignancies. Thus, in this pilot study, we aimed to investigate the feasibility and safety of virtual reality exercise intervention using Nintendo Wii Fit in patients with hematologic malignancies receiving chemotherapy.
    Methods In this feasibility study, 16 hospitalized patients with hematologic malignancies aged ≥60 years performed virtual reality exercise for 20 minutes using the Nintendo Wii Fit once a day, five times a week, from the start of chemotherapy until hospital discharge. The adherence rate, safety, and physical and psychological performances were assessed.
    Results The adherence rate for all 16 patients was 66.5%. Nine patients completed the virtual reality exercise intervention with 88 sessions, and the adherence rate was 62.0%. No intervention-related adverse effects >Grade 2, according to National Cancer Institute Common Terminology Criteria for Adverse Events version 3.0, were observed. We noted maintenance of the physical performance (e.g., Barthel index, handgrip strength, knee extension strength, one-leg standing time, and the scores of timed up and go test and Instrumental Activities of Daily Living) and psychosocial performance (e.g., score of hospital anxiety and depression scale).
    Conclusion Virtual reality exercise using the Wii Fit may be feasible, safe and efficacious, as demonstrated in our preliminary results, for patients with hematologic malignancies receiving chemotherapy.
  • Valeska Gatica-Rojas, Ricardo Cartes-Velásquez, Maria Eliana Albornoz-Verdugo, Alex Soto-Poblete, Renato S. Monteiro-Junior, Edith Elgueta-Cancino
    Journal of Physical Therapy Science
    2019年 31 巻 1 号 1-4
    発行日: 2019年
    公開日: 2019/01/10
    ジャーナル フリー

    [Purpose] This study compared the effect of the Nintendo Wii balance board (NWBB) and Tai Chi Chuan (TCC) on the standing balance (SB) of older adults. [Participants and Methods] Twelve older adults (NWBB=7 and TCC=5) completed the intervention and two testing sessions (pre-post). SB was assessed using posturographic measures with the center of pressure (CoP) in five modes: quiet eyes open (QSB-EO) and eyes closed (QSB-EC), on sponge (SBS-EO and SBS-EC), and with optokinetic field (SB-OF). [Results] Both interventions significantly decrease the area of CoP sway (CoPSway) in QSB-EO and SB-OF. The NWBB-group decreased CoPSway in SBS-EC and CoP velocity (Vmean) in QSB-EO, QSB-EC, and SBS-EC. The TCC-group decreased the Vmean in SBS-EO and conversely the Vmean in QSB-EC increased. [Conclusion] Sponge and optokinetic field were the most unstable assessments. These findings reveal the potential benefits for SB of both interventions, however the NWBB improved more variables in the postural control of older adults.

  • サイトウ アキヒロ
    画像電子学会研究会講演予稿
    2010年 10.03 巻 10-03-05
    発行日: 2010年
    公開日: 2015/01/13
    会議録・要旨集 認証あり
    「ゲームニクス」とは任天堂が製品開発に対してとても重要視している考え方であり、ノウハウでもあります。ゲーム市場を維持していくためには、粗悪なソフトの市場流通の阻止と考えた任天堂は、「スーパーマリオクラブ」というソフトの品質をチェックする機能を社内に作りました。そこでお客様が何を求めているのかを具体的に知っていくとともに、その要望を具現化していったのが「ゲームニクス」なのです。ゲームニクスは大きく5つの要素があり、それぞれに細かく細分化された項目で構成されています。これらはすべて快適な操作性の実現と思わず夢中にさせてしまうためのノウハウなのです。これはゲーム以外でも応用が利くノウハウでもあります。最新の技術も操作性が良くなければ誰も使ってはくれません。"手触り感の良い操作感"が実現できて始めて先端技術はユーザーにとっての魅力となるのです。
  • Aya A. Khalil, Ghada A. Mohamed, Soheir M. Abd El Rahman, Salam M. Elhafez, Nagui S. Nassif
    Journal of Physical Therapy Science
    2016年 28 巻 10 号 2862-2866
    発行日: 2016年
    公開日: 2016/10/28
    ジャーナル フリー

    [Purpose] This study was conducted to investigate the effect of Wiihabilitation on the ankle dorsiflexion/plantar flexion strength ratio in adults. [Subjects and Methods] Thirty-two healthy male volunteers were randomly assigned to two equal groups (experimental and control). Participants in the experimental group received a Wiihabilitation training program for six weeks. Data were collected using a Biodex system 3 Isokinetic dynamometer. Peak torques of the dorsiflexors and plantar flexors were measured at an angular velocity of 60°/sec which in turn were used to derive the ankle dorsiflexion/plantar flexion strength ratio. [Results] The mean values of the ankle dorsiflexion/plantar flexion strength ratio decreased significantly between before and after the training in the experimental group, meanwhile there was no significant difference between before and after the training period in the control group . [Conclusion] Wiihabilitation has an impact on the ankle dorsiflexion/plantar flexion strength ratio, so it can be considered an effective training tool in terms of the ankle strength ratio. Thus, it could be recommended for both prevention and rehabilitation of ankle instability patients.

  • Daehee Lee, Sangyong Lee, Jungseo Park
    Journal of Physical Therapy Science
    2014年 26 巻 12 号 1903-1905
    発行日: 2014年
    公開日: 2014/12/18
    ジャーナル フリー
    [Purpose] The objective of this study was to determine the effect of indoor horseback riding and virtual reality exercises on the dynamic balance ability of normal adults. [Subjects] This study enrolled 24 normal adults and divided them into two groups: an indoor horseback riding exercise group (IHREG, n = 12) and a virtual reality exercise group (VREG, n = 12). [Methods] IHREG exercised on indoor horseback riding equipment and VREG exercised using the Nintendo Wii Fit three times a week for six weeks. The Biodex Balance System was used to analyze dynamic balance as measured by the overall stability index (OSI), anteroposterior stability index (APSI), and mediolateral stability index (MLSI). [Results] In the within-group comparison, IHREG and VERG both showed significant decreases in the dynamic balance indexes of OSI, APSI, and MLSI after the intervention, but no significant difference was found between the groups. [Conclusion] Both indoor horseback riding and virtual reality exercises were effective at improving the subjects’ dynamic balance ability as measured by OSI, APSI, and MLSI, and can be used as additional exercises for patients with conditions affecting postural control.
  • 伴 浩美, 皆川 順, 木村 春彦
    会議録・要旨集 フリー
    任天堂が開発し,2004年から世界各国で発売した携帯型ゲーム機ニンテンドーDSは,タッチスクリーン,音声認識などの斬新な操作方法を取り入れたものであり,単なるゲーム機であるにとどまらず,教育や教材にも活用されている.本研究では,DSソフトを大学において教材として導入,活用していくための可能性を探ることを目的とし,英語学習DSソフトに関する調査を行った.結果として,英語を得意とする学生だけでなく,得意としない学生も,DSを利用する英語学習について,当初はあまり興味を持っていなかったものの,実際に使用してみると,楽しんで取り組める有益なものであると考えるようになったことが明らかとなった.
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