Empowering the Exercise: a Body-Controlled Trampoline Training Game
暂无分享,去创建一个
[1] Jari Takatalo,et al. Measuring user experience in digital gaming: theoretical and methodological issues , 2007, Electronic Imaging.
[2] Jeanne H. Brockmyer,et al. The Development of the Game Engagement Questionnaire: A Measure of Engagement in Video Game Playing: Response to Reviews , 2009, Interacting with computers.
[3] Y. Fery,et al. Enhancing the control of force in putting by video game training , 2001, Ergonomics.
[4] Richard A. Magill,et al. The Effect of Erroneous Knowledge of Results on Skill Acquisition when Augmented Information is Redundant , 1992 .
[5] M. Csíkszentmihályi,et al. The Concept of Flow , 2014 .
[6] Bob Carroll,et al. Childrenís Perceived Competence and Enjoyment in Physical Education and Physical Activity Outside School , 2001 .
[7] Ning Hu,et al. Training for physical tasks in virtual environments: Tai Chi , 2003, IEEE Virtual Reality, 2003. Proceedings..
[8] R N Singer,et al. A comparison of discovery learning and guided instructional strategies on motor skill learning, retention, and transfer. , 1976, Research quarterly.
[9] Emiko Charbonneau,et al. Teach me to dance: exploring player experience and performance in full body dance games , 2011, Advances in Computer Entertainment Technology.
[10] K. Newell. Motor skill acquisition. , 1991, Annual review of psychology.
[11] Stefan Agamanolis,et al. Exertion interfaces: sports over a distance for social bonding and fun , 2003, CHI '03.
[12] D. Kolb. Experiential Learning: Experience as the Source of Learning and Development , 1983 .
[13] Katie Salen,et al. Rules of play: game design fundamentals , 2003 .
[14] D. Washburn. The games psychologists play (and the data they provide) , 2003, Behavior research methods, instruments, & computers : a journal of the Psychonomic Society, Inc.
[15] Poison Prevention,et al. Trampolines at Home, School, and Recreational Centers , 1999, Pediatrics.
[16] Martin Westhofen,et al. Vestibular rehabilitation using the Nintendo® Wii Balance Board – a user-friendly alternative for central nervous compensation , 2013, Acta oto-laryngologica.
[17] E. Deci,et al. Internalization of biopsychosocial values by medical students: a test of self-determination theory. , 1996, Journal of personality and social psychology.
[18] Zoe Marquardt,et al. Super Mirror: a kinect interface for ballet dancers , 2012, CHI EA '12.
[19] Jesse Schell,et al. The Art of Game Design: A book of lenses , 2019 .
[20] Junichi Hoshino,et al. Kangaroo: the trampoline entertainment system for aiding exercise , 2008, ACE '08.
[21] M. Weiss,et al. Predictors of Intrinsic Motivation among Adolescent Students in Physical Education , 2000, Research quarterly for exercise and sport.
[22] A. Bilodeau,et al. Motor-Skills Learning , 1961 .
[23] Paul Ward,et al. The relative effectiveness of various instructional approaches in developing anticipation skill. , 2005, Journal of experimental psychology. Applied.
[24] Nigel W. John,et al. A review of virtual environments for training in ball sports , 2012, Comput. Graph..
[25] Howard Rheingold,et al. Virtual Reality , 1991 .
[26] Peta Wyeth,et al. GameFlow: a model for evaluating player enjoyment in games , 2005, CIE.
[27] John C. Garner,et al. Changes in Physical Activity and Fitness After 3 Months of Home Wii Fit™ Use , 2011, Journal of strength and conditioning research.
[28] Brent E Faught,et al. Gender, perceived competence and the enjoyment of physical education in children: a longitudinal examination , 2012, International Journal of Behavioral Nutrition and Physical Activity.
[29] M. Csíkszentmihályi. Flow: The Psychology of Optimal Experience , 1990 .
[30] Niklas Ravaja,et al. Digital games as experiment stimulus , 2012 .
[31] Myron W. Krueger,et al. VIDEOPLACE—an artificial reality , 1985, CHI '85.
[32] Zhaoqi Wang,et al. A Novel Computer Vision Technique Used On Sport Video , 2004, WSCG.
[33] R. Riener,et al. Augmented visual, auditory, haptic, and multimodal feedback in motor learning: A review , 2012, Psychonomic Bulletin & Review.
[34] Jon McKenzie. Virtual Reality: Performance, Immersion, and the Thaw , 1994 .
[35] C. Karen Liu,et al. Performance-based control interface for character animation , 2009, SIGGRAPH 2009.
[36] Josef Wiemeyer,et al. Applying Serious Games to Motor Learning in Sport , 2012, Int. J. Game Based Learn..
[37] M. Bradley,et al. Measuring emotion: the Self-Assessment Manikin and the Semantic Differential. , 1994, Journal of behavior therapy and experimental psychiatry.
[38] Ian M Franks,et al. Advances in the application of information technology to sport performance , 2002, Journal of sports sciences.
[39] Thomas W. Malone,et al. Toward a Theory of Intrinsically Motivating Instruction , 1981, Cogn. Sci..
[40] Nadia Bianchi-Berthouze,et al. Understanding the Role of Body Movement in Player Engagement , 2012, Hum. Comput. Interact..
[41] T. Baranowski,et al. Impact of an Active Video Game on Healthy Children’s Physical Activity , 2012, Pediatrics.