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    請使用永久網址來引用或連結此文件: https://irlib.pccu.edu.tw/handle/987654321/33473


    題名: 引入Tailoring Health Communication模式設計與建立室內腳踏健身車運動環境— 以遊戲化元素提升運動意願
    Introducing Tailor Health Communication Model to Design and Build an Exercise Environment of Exercise Bikes-Using Gamification for Motivation Improvement
    作者: 姜冠宇
    貢獻者: 資訊傳播學系
    關鍵詞: 運動提升
    健康傳播
    虛擬實境
    遊戲化
    Regular Exercise
    Health Management
    Virtual Reality
    Gamification
    日期: 2016-06
    上傳時間: 2016-08-10 12:56:51 (UTC+8)
    摘要: 隨著時代改變,人們的生活越來越忙碌,使得很難有規律的休息以及充分的運動,因此身體的保養是相當重要的問題,肥胖就是最直接的例子,而且這些例子不乏在你我之中,雖然肥胖可以經由運動來減緩,但這樣會衍生另一個問題:該怎麼有辦法讓自己可以不斷的持續運動。
      但很可惜的是就算運動也不見得有效,因為個人的健康條件不同,過量不行過少不夠,而且對現代人來說也很難有那麼多時間與毅力做運動。根據研究顯示最好的是一個有規劃的運動並執行,一次30分鐘而且一禮拜3次,並且單次必須達到心跳每秒130下。而且如何鼓勵人們持續運動並激發他們運動的意願也是問題。本研究因此建立一套系統,專屬於個別使用者的運動訊息給予。在現代網路與行動裝置發達的年代,在台灣的智慧型手機用戶也接近100%而網路的覆蓋率也相當高,這讓行動裝置的使用可以更加有效,所以本研究會將系統建置在行動裝置上。而為了增進使用者的運動積極性,本研究加入了以遊戲化為概念的功能以及將虛擬實境應用於實體介面。本研究採用一般的腳踏健身車搭配虛擬實境工具和Arduino物聯網概念,運用Arduino和感測器將使用者運動感測資訊上傳至手機資料庫中,而虛擬實境部分則是運用Google的Cardboard以及Android手機來使用,讓使用者可以室內運動時用手機觀看真實的街景。為了增加娛樂性,本研究也鼓勵使用者上傳他們喜歡的街景,所以使用者可以在不同的時間、國家的實景街道上運動,透過遊戲化的運動方式本研究希望讓使用者更加主動的運動,並且建立規律性,而運動的數據也會保留下來,供使用者自行追蹤與競賽。
    As time passed, human beings has become busier. Therefore, maintaining body health has been a vital issue. Obesity is the most significant example, which is always around us. However, obesity can be reduced by exercises. There is one difficulty from it: how to exercise in consistent way by themselves.
    Unfortunately, consistent exercise may not work on everyone. Due to different conditions of each trainee, they are not certain about how to exercise correctly and reach maximum efficiency. According to research by Ministry of Health and Welfare, it indicated that the best exercise plan is 3 times per week, 30 minutes per time, and 130 times per minute of heart rate. Besides, encouraging people to remain exercise and bring up their intension is main issue. This research focuses on establishing a personal exercise planning system. This is an internet and mobile device era. Most of Taiwanese owns a smart phone, and the Internet coverage rate is high, which helps to develop mobile devices more efficient and effective. Thus, this research establishes a mobile-based system, which includes an add-on of visual games in order to inspire users’ interest on exercise.
    This research uses bicycle combined with visual tools and Arduino “Internet Of Things” concept. User information can be uploaded by Arduino and sensors to store in mobile devices. Visual response applies Goolge’s Cardboard and Android phone. Therefore, user can utilize their phones to experience real street during their exercise. This app encourages the users to upload their favourite street view. For example, users are able to upload different time, seasons of street or overseas street view to create more fun during exercises. This app includes a target to be achieved, which may bring the users to challenge themselves and to cultivate their own regular exercises and intensions. All data from exercise will be saved and analysed by system and give the users feedbacks and suggestions.
    顯示於類別:[資訊傳播學系暨資訊傳播研究所] 博碩士論文

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