The interactive design and applications of Toys combines with digital games-TOIS

碩士 === 元智大學 === 機械工程學系 === 104 === In recent years, smart phone and PAD was increasingly popular, and more people use these devices to play digital game. When compared with traditional physical toys, mobile digital games provide a number of games using the same. On the other hand, with different siz...

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Bibliographic Details
Main Authors: Chia-Kai Cheng, 鄭家凱
Other Authors: Yeh-Liang Hsu
Format: Others
Language:zh-TW
Published: 2016
Online Access:http://ndltd.ncl.edu.tw/handle/44825441491309937417
Description
Summary:碩士 === 元智大學 === 機械工程學系 === 104 === In recent years, smart phone and PAD was increasingly popular, and more people use these devices to play digital game. When compared with traditional physical toys, mobile digital games provide a number of games using the same. On the other hand, with different sizes, color, and material, traditional physical toys can provide different multi-sensory stimulation to users which is especially an advantage for the deveoplement of children and the maintanence of older people. The purpose of this study is to combine the advantages of both physical toys and digital games to extend the product life cycle and make more inreactive applications between users. Dementia is characterized by decreased cognitive functions beyond normal aging, usually associated with behavioral disturbance and other mental health disorders. As getting older, the prevalence of dementia becomes higher, resulting in a huge and negative impact on personal health. Dementia is usually not easily identifiable until it turns to be moderate or severe. After that, the support from a professional care institution becomes necessary and is of great importance. In response to this challenge, one of the most prominent trends is to embrace technologies for better dementia care. TOIS is a design structure of rehabilitation tools for non-pharmacological treatment of dementia. T=Training, rehabilitation is designed into simple games; O=Objects, the toys are familiar objects to the older adults; I=Interactivity, multisensory inputs are provided by the toys; S=Service, all toys are connected to mobile devices for personalized settings and sending rehabilitation results to social network.