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    Please use this identifier to cite or link to this item: https://ir.csmu.edu.tw:8080/ir/handle/310902500/10247


    Title: 國內研發之上肢復健數位遊戲軟體–療效、使用性及滿意度評估 (II)
    Developing a Digital Game for Domestic Stroke Patients’ Upper Extremity Rehabilitation---Therapeutic Effectiveness, Usability and Satisfaction Assessment (II)
    Authors: 陳美香
    Contributors: 職能治療學系
    Keywords: 上肢復健;中風;數位遊戲設計;使用性評估
    upper extremity rehabilitation;stroke;digital gaming design;usability assessment
    Date: 2014
    Issue Date: 2015-02-25T09:15:43Z (UTC)
    Abstract: 數位遊戲已被證實有助於改善中風患者的上肢復健治療成效,激起較高的治療動機和愉悅的心情。然而,在台灣,只有少數醫院使用市售數位遊戲於復健,主要的原因為 (a) 價位高。(b) 遊戲介面未設有中文,易造成操作錯誤與不便。(c) 遊戲介面操作複雜,患者沒有治療師在旁協助難以獨自操作。好的上肢復健數位遊戲設計,應符合上肢復健治療目的,使用者易於理解與操作遊戲介面,並提供合理的價格,所以不僅只有醫院的復健治療單位能應用,患者也可以負擔得起擁有自己的設備,安裝在自己家中額外作復健。因此,為了本國及使用者可獨立使用,國內開發的數位上肢復健遊戲是值得期待的。本計畫為連續性計畫,延續主持人正在執行的專題研究計畫“開發適合本國中風患者上肢復健數位遊戲–設計及可行性評估 (1)"。目前此計畫已設計完成一套中風患者上肢復健數位遊戲系統,命名為“園藝復健治療遊戲系統"。主持人正在進行此套系統應用在上肢復健治療的可行性測試,請臨床職能治療師及中風病人試用,並提出改善設計建議。此系統將依據這些建議,進一步修正,預計今年 6 月前會完成一套符合治療需求的園藝復健治療遊戲系統。為了使此套國內自行開發的園藝復健治療遊戲系統的使用性及治療效果更具效力,能夠實際的被臨床上肢復健治療單位及政能治療師應用在上肢復健治療,本計畫有必要更一步探究此系統對中風患者上肢復健的治療成效強度為何,及使用者對其使用性及主觀滿意度。因此,本計畫目的在評估園藝復健治療遊戲系統的治療成效、使用性及主觀滿意度。執行內容分二個階段進行:1) 評估園藝復健治療遊戲系統應用在中風患者上肢復健的治療成效,2) 中風患者及職能治療師評估園藝復健治療遊戲系統的使用性及主觀滿意度。依評估結果,修正園藝復健治療遊戲系統。本研究成果可提出一套有療效的園藝復健治療遊戲系統,並能實際被應用在臨床上肢復健。
    Digital games have been proven effective in upper extremity rehabilitation for stroke patients in addition to arousing higher motivation and feelings of pleasure. However, only a few OT departments in Taiwan’s hospitals have ever tried to adopt digital games in their OT programs. The main reasons concerned can be summarized as follows: a) the devices are expensive; b) the gaming interfaces are not in Chinese, hence easily causing operation errors and inconveniences; c) the gaming interfaces are complicated for patients to independently operate the games without help from the therapists. A well designed upper extremity rehabilitation digital game should intentionally meet the purpose of rehabilitation. It should be easy for the users to understand and to operate the game interfaces directly. Also it should be at a reasonable price, so that not only hospital rehabilitation units can install it, but also individual patients can afford to obtain their own installations at home for additional practices. Therefore, it is desirable to domestically develop digital upper extremity rehabilitation games for the local hospitals as well as individual users. In the ongoing research project “Developing a digital game for domestic stroke patients’ upper extremity rehabilitation – design (I)”, this digital games has been designed, named "Gardening rehabilitation gaming system”. We are applying this system in upper extremity rehabilitation to assess its feasibility, and make suggestions of the therapists and patients for improvement design in this game system. This system will be based on these suggestions, further amendments are expected to be completed in June this year. In order to make this digital game system more effective, and can actually be applied in clinical treatment of upper extremity rehabilitation therapy, it is necessary to explore the strength of therapeutic effectiveness, usability and satisfaction of this system for stroke patients. Therefore, this project aims to assess the effectiveness, usability and subjective satisfaction of Gardening rehabilitation gaming system. The research contents include: 1) to assess the therapeutic effectiveness of Gardening rehabilitation gaming system; 2) to assess the satisfaction and usability after stroke patients have completed 24 sessions of gaming intervention. Finally, we will modify the system based on the assessment results for further improvement. The results of this study could propose a model of digital game development for effective upper extremity rehabilitation.
    URI: https://ir.csmu.edu.tw:8080/ir/handle/310902500/10247
    Appears in Collections:[職能治療學系暨碩士班] 研究計劃

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