應用投影互動系統開發高齡者雙重任務訓練模組及其評估
陳虢叡、林宜穎、楊明正
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中文摘要 背景:高齡者的雙重任務訓練已被證實能有效改善長者的認知功能、提高動作協調與平衡能力、增強日常生活活動能力、預防跌倒等。在雙重任務訓練的方式當中,結合體感遊戲是近來備受重視的創新方式且已被文獻證實有效。然而,當前多數的體感遊戲進行時需穿戴相關的裝置,此舉可能為長者帶來活動時的身體傷害與風險。據此,本研究旨在為高齡者開發一創新的投影互動系統雙重任務訓練模組,活動過程中將無須穿戴任何裝置。此外,本研究也針對此系統進行易用性測試,並與紙本的平衡測驗進行相關性分析,以嘗試建立系統的有效性。
目的:
(1)應用投影互動式科技開發一系列適合高齡者的雙重任務訓練系統
(2)進行此系統的評估與測試
方法:以雙重任務的理念為基礎,應用投影互動系統開發三個訓練模組。並招募65歲之中高齡者實施投影互動式雙重任務訓練並藉由其回饋給予本訓練內容反饋。其次,在評估部分,讓高齡者除了進行本系統之訓練外,同時蒐集中高齡者的SPPB紙本測試成績與Nielsen系統易用性測試指標,以建立本訓練系統的信效度。
結果:本研究結合高齡者的回饋,開發出投影互動系統開發高齡者的雙重任務訓練模組,同時在評估部分的結果顯示,中高齡者在進行本系統的雙重訓練其下肢肌力及行走訓練模組之測驗分數與SPPB紙本測驗兩者之間具中度至高度正相關性。
結論:本研究成功開發出互動式投影系統融入雙重任務訓練系統,並根據使用者的反饋和Nielsen系統易用性測試指標,優化系統的介面設計。此一系統未來將提供一無須穿戴的投影互動訓練系統,以提供高齡者進行身體與認知同時練習的雙重任務系統訓練。
關鍵字:雙重任務、互動科技、高齡者、體感遊戲、SPPB
文章建立時間:2025-08-25
引用格式(APA):
陳虢叡、林宜穎、楊明正(2025)。 應用投影互動系統開發高齡者雙重任務訓練模組及其評估。
福祉科技與服務管理學刊, 13(1), 1-20。
Applications and evaluations of dual task training for the elderly by using interactive technology
Chen, K.-J., Lin, Y. Y., Yang, M. -J.
English Abstract Background: Previous studies have shown that motion-sensing games could improve cognitive and balance abilities. This study aims to invent a dual task training system combined with interactive technology and exam the correlation between this system and Short Physical Performance Battery (SPPB).
Purposes: (1) Design a dual task training system combined with interactive technology (2) Process the measurement and assessment of the training system
Methods: Applied the interactive technology system, using three dual task training modules based on the central capacity theory and balance training. Participants aged around 65-year-old were included in the experiment. After the training, we received feedback on the training, the SPPB paper test, and usability testing indicators by the Nielsen System.
Results: There was a moderate to high positive correlation between lower limb strength, walking training, and the SPPB paper test.
Conclusion: This study effectively developed a dual-task training system that integrates interactive technology. Gathering participants' feedback on system suggestions and leveraging usability testing indicators from the Nielsen System, we refined the system design for optimal performance.Keywords:Dual task, interactive technology, elderly, motion-sensing games, SPPB