Kinect-based exergames allow players to undertake physical exercise in an interactive manner with visual stimulation. Previous studies focused on investigating physical fitness based on calories or heart rate to ascertain the effectiveness of exergames. However, designing an exergame for specific training purposes, with intensity levels suited to the needs and skills of the players, requires the investigation of motion performance to study player experience.This study investigates how parameters of a Kinect-based exergame, combined with balance training exercises, influence the balance control ability and intensity level the player can tolerate, by analyzing both objective and gameplay-based player experience, and taking enjoyment and difficulty levels into account.The exergame tested required participants to maintain their balance standing on one leg within a posture frame (PF) while a force plate evaluated the player's balance control ability in both static and dynamic gaming modes. The number of collisions with the PF depended on the frame's travel time for static PFs, and the leg-raising rate and angle for dynamic PFs. In terms of center of pressure (COP) metrics, significant impacts were caused by the frame's travel time on MDIST-AP for static PFs, and the leg-raising rate on MDIST-ML and TOTEX for dynamic PFs. The best static PF balance control performance was observed with a larger frame offset by a travel time of 2 seconds, and the worst performance with a smaller frame and a travel time of 1 second. The best dynamic PF performance was with a leg-raising rate of 1 second at a 45-degree angle, while the worst performance was with a rate of 2 seconds at a 90-degree angle.The results demonstrated that different evaluation methods for player experience could result in different findings, making it harder to study the design of those exergames with training purposes based on player experience.
In contrast to experiences offered by traditional media, this study used a three‐dimensional virtual environment to evaluate customer experiences. The aims of this study were twofold: first, to investigate whether virtual interaction can impress customers in a visual or auditory sense and thereby further induce “presence”; and second, to understand how to provide a better sense of presence by using virtual interactions. This study used a nuclear power plant control room to construct virtual customer experience patterns. The results of the questionnaire showed no statistical significance, except for one question: “How responsive was the environment to actions that you initiated (or performed)?” During the experience, interactively receiving information in the active model offered a more significant sense of presence. For the physiological measurement, we used the multiscale entropy of complexity to analyze the heart rate. The complexity index for the active model proved significantly larger than for the passive, indicating better adaptability to the active model.
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