Tunghai University Institutional Repository:Item 310901/31505
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    Please use this identifier to cite or link to this item: http://140.128.103.80:8080/handle/310901/31505


    Title: 以互動自行車訓練台為運動介入之腦波與情緒變化研究
    Other Titles: Research on Brain Wave and Emotional Changes in Exercise Interactive Bicycle Training Platform
    Authors: 許仁勇
    Jen-Yung Hsu
    Contributors: 郭炳宏
    Ping-Hong Kuo
    工業設計學系碩士在職專班
    Keywords: 互動遊戲;腦波;專注度;運動程度與情緒
    Interactive games;brain waves;concentration;athleticism and emotions
    Date: 2019
    Issue Date: 2019-12-16T02:04:26Z (UTC)
    Abstract: 隨著社會多元化帶來的個人電子化裝置的盛行,「缺乏運動」無疑是現代人最關注的活動之一。適當的運動確實會改善生、心理的狀態:因此為了讓室內運動過程更有趣,吸引生活者有規律運動的習慣為本研究的要旨。本研究以坐式上班族群為對象,探討自行車騎乘對互動遊戲與運動之間的放鬆與專注程度影響。實驗上;以brainlink腦波儀檢測上班族群騎乘實驗2.5小時中的腦波情緒變化,當檢測受測者腦波、心律後,輔以感覺量測的計量表,同時檢視受測者在自行車騎乘時,運動高、低強度與感官知覺之間的關聯。結果顯示受測者在高強度運動「無」互動軟體到高強度運動「有」互動軟體之間的腦波與感覺量表「成對樣品分析」中,發現在騎乘自行車遊戲的互動有顯著的「專注」效果。易言之;騎乘自行車對於外部的「遊戲競合」的刺激,確實有效引起騎乘者的「專注」與「興致」,對於騎乘者的持續性具有相當之影響。據上;自行車騎乘時若能輔以外部競合的遊戲等刺激因素,可以提升騎乘者的專注與持續的效果。對於上班族群欠缺運動的情形藉此可以提升運動的意願,同時也可以改善身心疲憊與情緒達到確實的運動效果。研究成果可以提供室內運動器材結合網際網路線上的競合模式在產品開發設計時的參考。
    With the prevalence of personal electronic devices brought about by social diversification, "lack of exercise" is undoubtedly one of the most important subjects. Appropriate exercise does improve the physical and psychological states of individual, therefore the gist of this research is to make the indoor exercise process more interesting and attract more regular users to build the habit of exercise. This research is aimed at office worker as the object of study ,the rider by comparing the degrees of exercise and relaxing during the bicycle riding with interactive game. Experimentally, the brainlink wave sensor was used to detect the emotional changes of brain waves after 2.5 hours of riding by the rider. When the brain wave and heart rhythm of the rider were detected, added the meter was measured with the sensory measurement, then the association between the high-low intensity of exercise and sensory perception of the rider was observed during the bicycle riding. The results show that the difference analysis between the rider in high-intensity exercise "without" interactive software and the rider in high-intensity exercise "with" interactive software, which shows that there is a significant "focus" effect under the interaction of the bicycle riding game. It is easy to say that bicycle riding with the external stimulation of "competitive game" does effectively cause the rider's "concentration" and "interest” which has a consider able impact on the rider’s sustainability。 According to the above; if the bicycle riding can be supplemented by external competitive games and other stimulating factors, it can enhance the rider's focus and its continuous effect, improve the lack of exercise of office workers, also can enhance their willingness to exercise, and at the same time, improve the physical and mental exhaustion and emotions to achieve a definite exercise. The research results can provide reference for the development of indoor exercise equipment combined with the internet online competition mode in product development design。
    Appears in Collections:[Department of Industrial Design ] Master's Theses

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