Design of RFID – Based Digital Board Game for Elderly

碩士 === 國立中正大學 === 電機工程研究所 === 107 === This thesis is designing a digital marble-maze board game for elderly people,“加減成廚”, which can be used as teaching assistive device for both educational and entertaining purposes. The objectives of this design include teaching the elderly knowledge of healthy ea...

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Bibliographic Details
Main Authors: Hsien-Ta Cha, 查顯達
Other Authors: Chia-Chan Chang
Format: Others
Language:zh-TW
Published: 2019
Online Access:http://ndltd.ncl.edu.tw/handle/4y9epf
Description
Summary:碩士 === 國立中正大學 === 電機工程研究所 === 107 === This thesis is designing a digital marble-maze board game for elderly people,“加減成廚”, which can be used as teaching assistive device for both educational and entertaining purposes. The objectives of this design include teaching the elderly knowledge of healthy eating, encouraging them to brainstorm, and improving their blood circulation by exercising fingers during the game. There are several considerations in this design. Since it's targeted for the elder group, the game must be easily accessed for all players regardless of their background and education level. Besides, it will be beneficial if the game allows the players to share their knowledge and life experiences. In addition, the game should be capable to extend by considering the potential marketing. This proposed digital marble-maze board game is implemented using Arduino UNO evaluation board, Webduino evaluation board, and 13.56MHz Mifare RFID (Radio Frequency Identification)-RC522 module. The maze frame is constructed using honeycomb cardboard, which is 33cm (W)x 33.5cm (L) x15cm (H). The game rules start with tapping a selected RFID card on the reader. Each card contains an RFID tag and represents a dish with specific ingredients. The players then manipulate the marble maze platform to roll the marbles down into the holes for the needed ingredients. The falling marble will trigger the reader and the photo of the corresponded ingredient will be shown on the laptop screen to visualize the gaming experience. To verify its functionalities, eight players aged from 54 to 83 participated in testing this proposed board game and gave the averaged score of 8 out of 10 according to their feedbacks.