Browse > Article
http://dx.doi.org/10.6109/jkiice.2022.26.3.403

Comparative Evaluation of Exercise Effects of Motion-based Sports Game  

Boo, Jae Hui (Department of Computer Engineering, Dankook University)
An, Ji Hyeon (Department of Computer Engineering, Dankook University)
Kim, Jeong Hyeon (Department of Computer Engineering, Dankook University)
Kim, Dong Keun (Department of Human Centered Artificial Intelligence, Sangmyung University)
Park, Kyoung Shin (Department of Computer Engineering, Dankook University)
Abstract
A motion-based sports game uses a motion sensor or a camera to exercise based on body movements, and it is possible to obtain exercise effects such as improving physical strength while enjoying the game. In prior works, various studies such as usability evaluation has been conducted on motion-based sports games. However, there has been no discussion about how the exercise effect is exerted on users when experiencing motion-based sports games as individual or team play. This study compared the user's exercise effects by analyzing the user's ECG (Electrocardiogram) sensor and the Kinect sensor's skeletal information using Nintendo Switch game that is played individually and as a team. In this paper, the experimental design and method, the quantitative measurement results based on ECG and Kinect, and the results of the post-test subjective measurement are discussed.
Keywords
Motion-based Sports Game; Team Play; Exercise Effect; ECG; Kinect Sensor;
Citations & Related Records
Times Cited By KSCI : 9  (Citation Analysis)
연도 인용수 순위
1 W. Lee, B. Kang, Y. Kim, H. Kim, J. K. Park, and S. E. Park, "A Study on the Lower Body Muscle Strengthening System Using Kinect Sensor," Journal of the Korea Institute of Information and Communication Engineering, vol. 21, no. 11, pp. 2095-2102, Nov. 2017.   DOI
2 Y. -I. Gil, H. -J. Lee, and I. -J. Ko, "Sport Functional Movement for Physically Interactive Spinning Game Implementation," Journal of Korea Game Society, vol. 20, no. 2, pp. 139-152, Apr. 2020.   DOI
3 Nintendo Wii, https://www.nintendo.com/
4 J. W. Lee and J. Y. Kim, "Education and Field Utilization for Activating Virtual Reality Martial Arts Sports," The Journal of Sports and Entertainment Law, vol. 23, no. 4, pp. 111-125, Nov. 2020.   DOI
5 S. Park, B. G Jang, and Y. Kim, "Exploring the Types and Teaching Methods for Alienated Students from Elementary School Physical Education: Focusing on Utilization of Virtual Reality Sports Room," Journal of Learner-Centered Curriculum and Instruction, vol. 20, no. 17, pp. 1147-1170. Sep. 2020.
6 D. H. Seo, K. Park, and D. K. Kim, "Design and Development of Virtual Reality Exergame using Smart mat and Camera Sensor," Journal of the Korea Institute of Information and Communication Engineering, vol. 20, no. 12, pp. 2297-2304, Dec. 2016.   DOI
7 H. Kayama, K. Okamoto, S. Nishiguchi, M. Yamada, T. Kuroda, and T. Aoyama, "Effect of a Kinect-based exercise game on improving executive cognitive performance in community-dwelling elderly: case control study," Journal of Medical Internet Research, vol. 16, no. 2, 2014.
8 W. -J. Jang, Y. -I. Gil, H. -R. Seo, B. Sung, D.-I. Kim, and I. -J. Ko, "Interface Design for Motion-Based Physical Interactive Games," Journal of Korea Game Society, vol. 19, no. 4, pp. 15-26, Aug. 2019.   DOI
9 K. Doo. "A Study on Realistic Interface Elements for Improving the Flow in Screen Golf," Journal of Industrial Convergence, vol. 19, no. 1, pp. 71-77, Feb. 2021.   DOI
10 K. -H. Kim, W. -S. Lee, and G. -H. Oh, "A Research on Serious Game for Self-Rehabilitation of Patients with Shoulder injury," Journal of Korea Game Society, vol. 19, no. 3, pp. 87-100, Jun. 2019.   DOI
11 K. -H. Kim, W. -S. Lee, and G. -H. Oh, "A Research on Serious Game for Self-Rehabilitation of Patients with Shoulder injury," Journal of Korea Game Society, vol. 19, no. 3, pp. 87-100, Jun. 2019.   DOI
12 E. J. Ryoo, M. Kang, and J. Park, "Case Study on the Learner's Engaged Learning Experience in Kinect Game Based Learning," Journal of The Korean Association of Information Education, vol. 23, no. 4, pp. 363-374, Aug. 2019.   DOI
13 H. S. Lee, "The Effect of T-Ball Class Using Virtual Reality Sports Room on Pleasure in Physical Activity of Elementary School Students," Asian Journal of Physical Education of Sport Science, vol. 8, no. 4, pp. 39-53, Oct. 2020.   DOI
14 H. W. Paek, I. J. Ko, and G. Bang, "A Study on Design of Physically Interactive Sport Game for Children," Journal of Korea Game Society, vol. 18, no. 5, pp. 31-46, Oct. 2018.   DOI
15 Microsoft Xbox, https://www.xbox.com/
16 Y. Park and K. Yoon, "A Study of Exploring Aspects of using Virtual Reality in Physical Education," Korean Association of Sport Pedagogy, vol. 27, no. 4, pp. 81-96, Oct. 2020.
17 A. Cocca, F. E. Verdugo, L. T. R. Cuenca, and M. Cocca, "Effect of a Game-Based Physical Education Program on Physical Fitness and Mental Health in Elementary School Children," International Journal of Environmental Research and Public Health, vol. 17, no. 4883, Jul. 2020.
18 W. -J. Choi, B. -C. Lee, K. -S. Jeong, and Y. -J. Lee, "Minimum Measurement Time Affecting the Reliability of the Heart Rate Variability Analysis," Korean Journal of Health Promotion, vol. 17, no. 4, pp. 269-274, Dec. 2017.   DOI
19 G. M. Kim and J. -M. Woo, "Determinants for heart rate variability in a normal Korean population," Journal of Korean Medical Science, vol. 26, no. 10, pp. 1293-1298, Oct. 2011.   DOI
20 F. Shaffer and J. P. Ginsberg, "An Overview of Heart Rate Variability Metrics and Norms," Frontiers in Public Health, vol. 5, no. 258, Sep. 2017.
21 T. -G. Kim, K. -B. Kim, and S. -Y. Kang, "A Study on the Design Method of Physical Convergence Game for Leisure use of Silver Generation," Journal of Digital Convergence, vol. 18, no. 6, pp. 419-424. Jun. 2020.   DOI