O346 IS NINTENDO WII™ A MORE SUITABLE VIDEO GAME PLATFORM THAN PLAYSTATION2™ FOR ENHANCING LAPAROSCOPY SKILLS?

2012 ◽  
Vol 119 ◽  
pp. S382-S382
Author(s):  
R. Ju ◽  
P.L. Chang ◽  
K.C. Wang ◽  
A. Buckley
2016 ◽  
Vol 15 (1) ◽  
Author(s):  
Rodrigo Costa Schuster

O Acidente Vascular Cerebral (AVC) é uma obstrução súbita do fluxo cerebral vascular, que pode ser por isquemia ou hemorragia. O déficit neurológico depende do tamanho e a localização da lesão, o qual altera a função motora, sensitiva, equilíbrio, déficit cognitivo e de linguagem. Existem vários tratamentos fisioterapêuticos que promovem melhora do déficit de equilíbrio. A realidade virtual é uma interação de imagens gráficas, na qual há uma simulação de um ambiente real fazendo com que o indivíduo acredite estar em outra realidade, dessa maneira o objetivo geral deste estudo foi verificar os efeitos da Wiireabilitação no equilíbrio de pacientes hemiparéticos pós AVC. Foram selecionados treze pacientes com diagnóstico de AVC, os quais foram submetidos a uma avaliação fisioterapêutica. Seis pacientes realizaram um treinamento funcional com o auxílio do programa interativo do vídeo game Nintendo Wii® e os outros seis pacientes foram submetidos à cinesioterapia clássica. Ao final desse período, todos foram reavaliados. Ambas as intervenções possuem efeitos benéficos e apresentaram melhoras estatisticamente significativas tanto no grupo Wii quanto no grupo cinesioterapia melhorando o equilíbrio, marcha e funcionalidade nos indivíduos hemiparéticos. Apresenta-se o Nintendo Wii® como mais um recurso para os atendimentos da fisioterapia.Palavras-chave: fisioterapia, equilíbrio postural, acidente vascular cerebral. 


2018 ◽  
Vol 15 (4) ◽  
pp. 2376
Author(s):  
Abdurrahman Demir ◽  
Manolya Akın

The purpose of this study was to examine the effects of active video games Nintendo Wii and Wobel Board balance exercises on static balance development in children aged 6 years.          54 children, participated in the research voluntarily on informed consents from according to Helsinki criteria by taking permission from Mersin University Ethics Committe. The study was carried out with 3 groups with similar physical characteristics (mean age = 6,21, mean weight= 21,3, mean height = 116,8). The balance training were applied to a group with a 'wobble board' and another group with a 'nintendo wii game console' from active video games. The pre and post test static balance measurements of all groups were measured using the 'Balance Error Scoring System' and the differences between the groups were examined. For parametric results, 3x2 repetitive measurements were performed with anova analysis, and for non-parametric results kruskall wallis test was applied.         There was no significant difference between the groups participating in active video game and wobble board balance training in the measurements made after the study (p>,05). The difference between the experimental group and the foot and tandem position were found statistically significant. (p <,01). There was no significant difference between the two groups in paired feet values (p>, 05).         Both the wobbel board and the active video game training have been found to improve the static balance in children. It has been seen that there is no meaningful development in the control group. This result shows us that active video games are as effective as balance training in 6 years old children. In this context, active video games can be proposed as an alternative method to improve balance.Extended English summary is in the end of Full Text PDF (TURKISH) file. Özet Bu çalışmanın amacı, 6 yaş çocuklarda aktif video oyunları nintendo wii ve wobble board denge antrenmanlarının statik denge gelişimleri üzerine etkisini incelemektir.        Araştırmaya, 54 çocuk, Mersin Üniversitesi etik kurulundan izin alınarak Helsinki kriterlerine uygun olarak katılmıştır. Çalışma benzer fiziksel özellikte (yaş ort.=6,21, kilo ort.=21,3, boy ort.=116,8) 3 grupla  yürütülmüştür. Denge antrenmanları haftada üç gün 8 hafta ‘wobble board’ denge tahtası ve aktif video oyunları ‘nintendo wii oyun konsolu’ ile uygulanmıştır. Kontrol grubuna ise herhangi bir uygulama yaptırılmamıştır. Tüm grupların statik denge ölçümleri ‘Denge Hata Skoru Sistemi’ kullanılarak ölçülmüştür.Parametrik sonuçlar için, çalışmada 3x2 tekrarlı ölçümler anova analizi yapılmış, non-parametrik sonuçlar için ise kruskall wallis testi uygulanmıştır.       Araştırma sonrasında aktif video oyunu ve wobble board denge antrenmanına katılan gruplar arasında istatistiksel olarak manidar fark bulunmamıştır (p>,05). Deney gruplarının, zeminde ve köpükte tek ayak ve tandem duruşlarda bulunan fark kontrol grubuna göre istatistiksel olarak anlamlı (p<,01) iken, çift ayak değerlerinde, üç grup arasında da anlamlı bir fark bulunmamıştır (p>,05).       Hem wobble board hem de aktif video oyunları nintendo wii denge antrenmanlarının çocuklarda statik dengeyi geliştirdiği bulunmuştur. Kontrol gurubunda ise anlamlı bir gelişimin olmadığı görülmüştür. Bu sonuç bize aktif video oyunlarının 6 yaş grubu çocuklarda denge antrenmanları kadar etkili olduğunu göstermektedir. Bu bağlamda aktif video oyunları dengeyi geliştirmek için alternatif bir yöntem olarak önerilebilir.


2011 ◽  
Vol 20 (4) ◽  
pp. 309-324 ◽  
Author(s):  
Rory McGloin ◽  
Marina Krcmar

The introduction and popularity of the Nintendo Wii home console has brought attention to the natural mapping motion capturing controller. Using a sample that identified sports as their most frequently played video games, a mental models approach was used to test the impact that perceived controller naturalness (traditional controller vs. natural mapping motion capturing controller) had on perceptions of spatial presence, realism, and enjoyment. The results showed that perceived video game realism is a predictor of spatial presence and enjoyment. Furthermore, the results supported predictions that controller naturalness would influence perceived video game realism of graphics and sound. Future research should investigate whether or not these controllers lead to greater presence and enjoyment in different genres of games (e.g., first-person shooters). In addition, future research should consider whether or not these controllers have the ability to prime violent mental models.


2013 ◽  
Vol 28 (2) ◽  
pp. 537-542 ◽  
Author(s):  
M. B. Jalink ◽  
J. Goris ◽  
E. Heineman ◽  
J. P. E. N. Pierie ◽  
H. O. ten Cate Hoedemaker

2013 ◽  
Vol 19 (4) ◽  
pp. 298-304 ◽  
Author(s):  
Glenna A. Dowling ◽  
Robert Hone ◽  
Charles Brown ◽  
Judy Mastick ◽  
Marsha Melnick

Author(s):  
Laurentius Kuncoro Probo Saputra ◽  
Danny Sebastian ◽  
Kristian Adi Nugraha ◽  
Matahari Bhakti Nendya ◽  
Kadek Dendy Senapartha
Keyword(s):  

Situasi pandemi Covid-19 mengharuskan seluruh siswa sekolah melaksanakan pembelajaran secara daring. Suasana jenuh kerap dirasakan oleh siswa karena keterbatasan interaksi yang dapat mereka lakukan. Sebagai media untuk menghalau rasa jenuh, para siswa suka memainkan permainan video yang ada pada gawai mereka. Permainan video dapat memberikan hiburan sekaligus memiliki dampak yang baik untuk tingkat kreativitas dan logika berpikir seseorang. Perkembangan kreativitas dan logika dapat lebih terasah jika seseorang mampu merancang dan membuat game itu sendiri. Kegiatan pengabdian ini mengajak para siswa untuk dapat berproses dalam membuat video game sendiri. Pembuatan video game ini menggunakan game platform dari Construct 3. Peserta pendampingan berjumlah 5 orang berasal dari 3 SMA di Yogyakarta. Proses pendampingan dilakukan secara intensif selama 2 bulan. Hasil yang didapat dari pendampingan ini berupa 4 buah game yang berhasil dibuat oleh setiap peserta. Game yang dihasilkan juga telah diunggah pada layanan Google Play dan telah terdaftar pada karya cipta sebagai kekayaan intelektual. Hasil evaluasi kegiatan pendampingan ini memperlihatkan bahwa proses pembuatan permainan video dengan Construct 3 memberikan banyak manfaat bagi para siswa dalam hal pengembangan kreativitas dan logika berpikir mereka.


Author(s):  
Christopher Back ◽  
Andrew Olewnik ◽  
Richard Redding

Integration of the Nintendo Wii Remote (Wiimote) with computers has been an innovation for open community developers as a video game device and beyond. The same qualities which have made the device popular among this community (i.e. cost, accessibility and open development) make it a powerful inexpensive interface device which can be used in virtual environments to support engineering analysis and design activities. Interface devices in engineering currently include data gloves, tactile input devices and high precision tracking systems which typically require significant financial investment. The Wiimote can be utilized to duplicate, at reduced, but in most cases acceptable standards, the combined capabilities of these traditional devices but at much lower cost. This paper presents background on the ongoing innovations of the open community of developers using the Wiimote and provides a knowledge base of the technology that can be applied to support various aspects of engineering. In addition various development approaches are discussed to provide potential developers with direction in their own Wiimote programming. As part of the method presentation, the implementation of the Wiimote at the New York State Center for Engineering Design and Industrial Innovation (NYSCEDII) is presented in terms of necessary hardware and software utilized to support interactive environments. The paper concludes with a presentation of current applications including the use of the Wiimote as a wireless input device for large system design exploration, a tracking system for head movement in dynamic simulations, visualization of consumer product interaction and tracking of an interactive Wii-glove. The applications represent initial development of what is expected to become a valuable tool for research and education in engineering.


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