| 研究生: |
蔣蕙蕙 Chiang, Hui-Hui |
|---|---|
| 論文名稱: |
擴增實境手部訓練系統對老年人大腦活化之影響 Augmented Reality Hand Training System for Brain Activation in Elderly People |
| 指導教授: |
蘇芳慶
Su, Fong-Chin |
| 學位類別: |
碩士 Master |
| 系所名稱: |
工學院 - 生物醫學工程學系 Department of BioMedical Engineering |
| 論文出版年: | 2019 |
| 畢業學年度: | 107 |
| 語文別: | 英文 |
| 論文頁數: | 56 |
| 中文關鍵詞: | 手功能 、手指協調訓練 、擴增實境 、近紅外光譜儀 |
| 外文關鍵詞: | hand function, finger coordination training, augmented reality (AR), near infrared spectroscopy (NIRS) |
| 相關次數: | 點閱:170 下載:21 |
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老年人口在全球迅速成長,而老年人的感覺輸入不良以及肌肉骨骼系統和中樞神經系統的退化會導致手功能下降。過去研究指出,與生活品質相關的手功能可以透過手指協調與力量訓練得到改善。近年來熱門的虛擬實境與擴增實境技術,利用多感測器可提供更多樣的回饋方式,幫助使用者感知動作訊息。另一方面,增加腦部活化被認為是維持大腦健康的方式之一。在過去的研究結果顯示,手指按壓任務可以有效誘導老年人的腦部活化,然而,為老年人設計結合虛擬實境技術的手指力量訓練在文獻中較少被提及。我們希望能開發擴增實境遊戲搭配先前設計的手指按壓評估訓練系統,觀察在不同模式中執行手指力量任務的腦部活化情形。
為了提高訓練效果,本研究開發了擴增實境的手指協調訓練應用,透過遊戲化和力量視覺化來提升使用動機。本研究招募15位健康老年人為受試者,分別進行LabVIEW程式(原有系統)、電腦遊戲和擴增實境遊戲三種不同模式的手指按壓任務,並使用近紅外光譜儀量測大腦皮質活化。其中電腦遊戲及擴增實境遊戲分別有按照順序及隨機順序兩種不同難度關卡,而原系統程式僅有按照順序按壓的簡單關卡。結果中發現受試者在進行電腦遊戲和擴增實境遊戲的困難關卡時相較原系統程式有更高的腦部活化,且在困難關卡中,擴增實境遊戲的模式比起玩電腦遊戲時在左側運動計畫區的腦部活化更明顯。遊戲軟體可提供更多樣的任務設計以促進大腦活化。研究結果收到了使用者對於這個遊戲的正面回饋,老年人能夠容易上手,過程中也可以進行順暢。
The population of elderly people is growing rapidly over the world. Poor sensory input, degeneration of musculoskeletal system and central nervous system lead to decreased hand function. Research had indicated that hand function which is related to life quality can be improved by finger coordination and force training. More feedbacks provided by multi-sensor in the popular technology, virtual reality (VR) and augmented reality (AR), can benefit the user to get the information of motor perception. On the other hand, increasing brain activation is thought to be a way to keep brain healthy. The results in previous study show that finger pressing task can effectively induce brain activation in older adults. However, the combined VR technology and finger force training tasks for older adults was less mentioned in the literature. We want to develop the AR game system integrated with Pressing evaluation and training system (PETS) to investigate the influence of different modes for finger forces tasks on brain activation.
For the further improvement of the training effect, the current study develops an AR application in finger coordination training. The technology promotes the motivation by gaming factor and force visualization. Fifteen healthy older adults were recruited as subjects in this study. Each of them conducted finger pressing task in three modes: LabVIEW program (the original system), PC game and AR game. Near infrared spectroscopy (NIRS) system was used to measure the cortical activity of the subjects. Sequential pressing task and random pressing were involved in PC game and AR game. Only sequential pressing task was in LabVIEW program. Higher brain activation of the subjects was observed under hard level of PC and AR game than LabVIEW program. In the comparison under hard level, higher activation in motor planning region was found in AR than PC game. The software of the game provides more different task design to induce brain activation. Subjects also gave positive feedbacks for the game. The game conducted smoothly and was easy to use for elderly people.
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