Study and Creation on Assisted Gymnastics Learning in Somatosensory Interaction Design

碩士 === 國立臺灣師範大學 === 設計學系 === 106 === In this study, we propose a somatosensory interaction system for assisting gymnastics learning. Regarding to high school new aerobics, a set of graphic symbols are designed to be automatically generated according to the human body motion. The purposes are to indu...

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Main Authors: Chou, Chang-Min, 周昌民
Other Authors: Hsu, Ho-Chieh
Format: Others
Language:zh-TW
Online Access:http://ndltd.ncl.edu.tw/handle/7vacxw
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spelling ndltd-TW-106NTNU56190302019-05-16T00:52:38Z http://ndltd.ncl.edu.tw/handle/7vacxw Study and Creation on Assisted Gymnastics Learning in Somatosensory Interaction Design 輔助體操學習之體感互動設計創作研究 Chou, Chang-Min 周昌民 碩士 國立臺灣師範大學 設計學系 106 In this study, we propose a somatosensory interaction system for assisting gymnastics learning. Regarding to high school new aerobics, a set of graphic symbols are designed to be automatically generated according to the human body motion. The purposes are to induce the students' interest in learning, help them developing exercise habits, enjoy sports fun, and at last improve their physical fitness. In this study, we use Microsoft Kinect V2 as an image capture tool to get the gymnastics movement information. The captured 3D information of each gymnastics movement was transferred to corresponding graphic symbol through the program and appeared on the screen. The proposed system can automatically generate graphical symbols corresponding to real human actions in real time to enhance the interest and motivation of learning. The purpose of this creation is threefold: First, the use of new technology to integrate gymnastics teaching, mobilize students' learning emotions, and thus improve the effectiveness of teaching activities to achieve better learning outcomes. Second, motivate students to practice gymnastics in a game. Develop the habit of exercising through gymnastics exercises to enhance students' physical fitness. Third, convert user actions into graphical symbols corresponding to their body's movements. We designed two questionnaires to exam whether the proposed creative study achieved these three goals. The first questionnaire was designed for the third purpose of this creation. For the second edition of the design we created, among the 72 users, more than 80% users response "satisfactory" or "very satisfied" to static motion graphics symbols, and more than 90% users response "satisfactory" or "very satisfied" to dynamic motion graphics symbols. It is shown that the research of this creation has reached the goal of "converting user actions into graphical symbols corresponding to their body's movements." The second questionnaire was designed the first and second research purposes of this creation. After playing our system, the users would use scale 1 to 10 to response their satisfaction. Among all the questions, the average score of question number 1 “This game allows me to be more interested in gymnastics activities” is 7.7, which reflects that the current general college students generally do not like sports. Question No. 4 "I can understand the gymnastics movements I operate through this game" has the highest average score of 9.1, which shows that the game helps users understand the gymnastics movements they want to operate. All questions reach a score of 7.7 or more, indicating that this creation study satisfies the first and second research purposes. Hsu, Ho-Chieh 許和捷 學位論文 ; thesis 89 zh-TW
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description 碩士 === 國立臺灣師範大學 === 設計學系 === 106 === In this study, we propose a somatosensory interaction system for assisting gymnastics learning. Regarding to high school new aerobics, a set of graphic symbols are designed to be automatically generated according to the human body motion. The purposes are to induce the students' interest in learning, help them developing exercise habits, enjoy sports fun, and at last improve their physical fitness. In this study, we use Microsoft Kinect V2 as an image capture tool to get the gymnastics movement information. The captured 3D information of each gymnastics movement was transferred to corresponding graphic symbol through the program and appeared on the screen. The proposed system can automatically generate graphical symbols corresponding to real human actions in real time to enhance the interest and motivation of learning. The purpose of this creation is threefold: First, the use of new technology to integrate gymnastics teaching, mobilize students' learning emotions, and thus improve the effectiveness of teaching activities to achieve better learning outcomes. Second, motivate students to practice gymnastics in a game. Develop the habit of exercising through gymnastics exercises to enhance students' physical fitness. Third, convert user actions into graphical symbols corresponding to their body's movements. We designed two questionnaires to exam whether the proposed creative study achieved these three goals. The first questionnaire was designed for the third purpose of this creation. For the second edition of the design we created, among the 72 users, more than 80% users response "satisfactory" or "very satisfied" to static motion graphics symbols, and more than 90% users response "satisfactory" or "very satisfied" to dynamic motion graphics symbols. It is shown that the research of this creation has reached the goal of "converting user actions into graphical symbols corresponding to their body's movements." The second questionnaire was designed the first and second research purposes of this creation. After playing our system, the users would use scale 1 to 10 to response their satisfaction. Among all the questions, the average score of question number 1 “This game allows me to be more interested in gymnastics activities” is 7.7, which reflects that the current general college students generally do not like sports. Question No. 4 "I can understand the gymnastics movements I operate through this game" has the highest average score of 9.1, which shows that the game helps users understand the gymnastics movements they want to operate. All questions reach a score of 7.7 or more, indicating that this creation study satisfies the first and second research purposes.
author2 Hsu, Ho-Chieh
author_facet Hsu, Ho-Chieh
Chou, Chang-Min
周昌民
author Chou, Chang-Min
周昌民
spellingShingle Chou, Chang-Min
周昌民
Study and Creation on Assisted Gymnastics Learning in Somatosensory Interaction Design
author_sort Chou, Chang-Min
title Study and Creation on Assisted Gymnastics Learning in Somatosensory Interaction Design
title_short Study and Creation on Assisted Gymnastics Learning in Somatosensory Interaction Design
title_full Study and Creation on Assisted Gymnastics Learning in Somatosensory Interaction Design
title_fullStr Study and Creation on Assisted Gymnastics Learning in Somatosensory Interaction Design
title_full_unstemmed Study and Creation on Assisted Gymnastics Learning in Somatosensory Interaction Design
title_sort study and creation on assisted gymnastics learning in somatosensory interaction design
url http://ndltd.ncl.edu.tw/handle/7vacxw
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