MOVEMENT

New entry in Digiplay games research bibliography:

In this paper, we develop a new type of brain-computer interface (BCI) which is able to control a computer game by motor imagery electroencephalogram (EEG). We propose a new framework of feature extractions using common spatial frequency patterns (CSFP) for classification of motor imagery EEG. The aim of our BCI system is to provide an on-line "hit rat" game control with short response time and subject-specific adaptation of system parameters. Our BCI system is able to detect three different motor imagery-related brain patterns (imagination of limb movements: left hand, right hand and both feet) from the ongoing brain activity by using only five EEG channels. The best hit accuracy of the game with fast response time attained by subject 2 is about 73%, which demonstrates that our BCI system has the ability of providing much fast BCI of even 1 s per command.

New entry in Digiplay games research bibliography:

OBJECTIVE: To compare energy expenditure rates in children playing the physically active video games, Dance Dance Revolution ( DDR) and Nintendo's Wii Sports in relation to treadmill walking.METHODS: Energy expenditure, heart rate, step rate, and perceived exertion were measured in 14 boys and 9 girls ( ages 10-13 years; BMI at 3-98th percentile for age and gender) while watching television at rest, playing DDR at 2 skill levels, playing Wii bowling and boxing, and walking at 2.6, 4.2, and 5.7 km/h. Arterial elasticity was measured at rest and immediately after gaming.RESULTS: Compared with watching television, energy expenditure while gaming or walking increased 2- to 3-fold. Similarly, high rates of energy expenditure, heart rate, and perceived exertion were elicited from playing Wii boxing, DDR level 2, or walking at 5.7 km/h. This occurred despite variations in step rate among activities, reflecting greater use of upper body during Wii play ( lowest step rate) than during walking ( highest step rate) or DDR play. Wii bowling and beginner level DDR elicited a 2-fold increase in energy expenditure compared to television watching. Large-artery elasticity declined immediately after both DDR and Wii. The change was inversely related to the increment in energy expenditure above rest achieved during the activity.CONCLUSIONS: Energy expenditure during active video game play is comparable to moderate-intensity walking. Thus, for children who spend considerable time playing electronic screen games for entertainment, physically active games seem to be a safe, fun, and valuable means of promoting energy expenditure. Pediatrics 2009; 124: 534-540

New entry in Digiplay games research bibliography:

The results of a study of two computer games, that use human movement as direct input, were analysed using four existing frameworks and approaches, drawn from different disciplines that relate to interaction and movement. This enabled the exploration of the relationships between bodily actions and the corresponding responses from technology. Interaction analysis, two design frameworks and Laban movement analysis were chosen for their ability to provide different perspectives on human movement in interaction design. Each framework and approach provided a different, yet still useful, perspective to inform the design of movement-based interaction. Each allowed us to examine the interaction between the player and the game technology in quite distinctive ways. Each contributed insights that the others did not.

New entry in Digiplay games research bibliography:

This study proposes two cursor-capturing functions (jumping and gravity) in mouse operation. The jumping function is designed to move the cursor to a target instantaneously when the cursor reaches around it while the gravity function is designed to move the cursor to a target gradually. In an experiment conducted to examine their performance, target positioning time, accuracy, and subjective preference were measured and compared with the normal condition (i.e. with no function). The results showed that the gravity function had an advantage in positioning time and accuracy. In addition, the gravity function was preferred to the jumping and the normal condition. Benefits and drawbacks are discussed in using these functions for human-computer interaction. The cursor capturing functions are expected to help older users or novices in operating a mouse efficiently and easily. Relevance to industry The proposed technique can be applied to software applications such as computer games where target positioning is frequent or essential. It may also be used to ease target positioning in various situations, e.g., mobile devices, virtual environment or software for motion-impaired users.

New entry in Digiplay games research bibliography:

Objective. To investigate the effectiveness of computerized virtual reality (VR) training of the hemiparetic hand of patients poststroke using a system that provides repetitive motor reeducation and skill reacquisition. Methods. Eight subjects in the chronic phase poststroke participated in a 3-week program using their hemiparetic hand in a series of interactive computer games for 13 days of training, weekend breaks, and pretests and posttests. Each subject trained for about 2 to 2.5 h per day. Outcome measures consisted of changes in the computerized measures of thumb and finger range of motion, thumb and finger velocity, fractionation (the ability to move fingers independently), thumb and finger strength, the Jebsen Test of Hand Function, and a Kinematic reach to grasp test. Results. Subjects as a group improved in fractionation of the fingers, thumb and finger range of motion, and thumb and finger speed, retaining those gains at the 1-week retention test. Transfer of these improvements was demonstrated through changes in the Jebsen Test of Hand Function and a decrease after the therapy in the overall time from hand peak velocity to the moment when an object was lifted from the table. Conclusions. It is difficult in current service delivery models to provide the intensity of practice that appears to be needed to effect neural reorganization and functional changes poststroke. Computerized exercise systems may be a way to maximize both the patients' and the clinicians' time. The data in this study add support to the proposal to explore novel technologies for incorporation into current practice.

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