JRRD Volume 48, Number 10, 2011
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Off the Couch! Video Games That Encourage Activity
Off The Couch! Video Games That Encourage Activity By: Kim Keough “Turn off that video game!” Have you been harassed to turn off your video games and get off the couch? Ever find yourself in a fight with your parents about it? That may be in part because video games have often been blamed for childhood obesity and laziness and your parent may have that in mind. But now, thanks to new technology, many companies are making video games that encourage lots of jumping, dancing, and sports simulations. Now you can play really cool games that test your skills and let you brag about your high scores. But the kicker is that it might keep parents off your back. Now you can say these interactive games get the heart rate up and chest pounding – and that you’re meeting your daily recommendation for exercise! Need more ammo to prove a point? Using video games for fitness has a couple of benefits: Improved motivation: By playing against an opponent, or by trying to beat a previous score, video gamers may be motivated to try harder and do better each day. Working different body parts: Video games geared toward strength training, balance and aerobics can be helpful in getting people moving, rather than just sitting stationary and working their thumbs on the game controller. Bringing families together: You can play fitness-focused games with your parents, sisters, and brothers, improving the fitness of the entire family. Shape Up! You can burn more than four times as many calories per minute playing an active video game than playing a seated game. -
Upper Extremity Last Updated: 21-10-2017
Results Table Video Game Training – upper extremity Last updated: 21-10-2017 Author, Year Outcome and significance: Sample size Intervention PEDro Score, Country (+) significant (-) not significant Chen et al., 2015 28 patients with chronic Nintendo WiiTM upper extremity training (n=9) At 8 weeks (post-treatment): PEDro score: N/A (quasi- stroke vs. (-) Fugl-Meyer Assessment experimental study design) XaviX®Port upper extremity training (n=11) (-) Box and Block Test Country: Taiwan vs. (-) Functional Independence Measure Conventional upper extremity equipment (n=8) (-) Range of motion (UE - proximal, distal) Treatment details: (+) Motivation and enjoyment interviewer- 30-minutes/session, 3 times/week for 8 weeks. administered questionnaire* Nintendo WiiTM: bowling and boxing games. * Enjoyment was significantly greater in the XaviX®Port: bowling and ladder climbing games. Nintendo WiiTM and XaviX®Port groups vs. Conventional upper extremity equipment: Curamotion conventional rehabilitation group. exerciser and climbing board and bar. All groups also received conventional rehabilitation (physical therapy, occupational therapy) for 1 hour/session, 3 times/week for 8 weeks. Choi et al., 2014 20 patients with Nintendo WiiTM upper extremity training (n=10) At 4 weeks (post-treatment): PEDro score: 8 acute/subacute stroke vs. (-) Fugl-Meyer Assessment – Upper extremity Country: Korea Occupational therapy (OT) upper extremity training score (n=10) (-) Manual Function Test Treatment details: (-) Box and Block Test 30 minutes/session, 5 times/week for 4 weeks. (-) Grip strength (dynamometer) Nintendo WiiTM: Wii Sports and Resort programs (-) Korean version of the Mini-Mental State consisting of 12 games such as swordplay, table tennis, Examination and canoe games performed with the affected UE. -
Cámara Eyetoy® USB
Cámara EyeToy® USB Disponible: Ahora Género: Entretenimiento Accesorios: Nº de referencia: SCUS-97600 Público: Para todo público Cámara EyeToy® USB (para PlayStation®2) UPC: 7-11719-76000-9 Cámara EyeToy® USB Sé la estrella del juego ¿Qué es EyeToy? EyeToy es una tecnología exclusiva de PlayStation®2 que brinda una manera sencilla, intuitiva y divertida de controlar los juegos, interactuar con amigos, etc. La tecnología EyeToy de la cámara EyeToy USB (para PlayStation®2) tiene rastreo de movimientos, sensores de luz y un micrófono incorporado para grabar y detectar audio. Puede usarse como cámara para tomar fotos, grabar video y mostrar a los jugadores en la TV**. Conecta la cámara EyeToy USB (para PlayStation®2) al sistema PlayStation® 2 por medio de uno de los puertos USB y pon un juego compatible con EyeToy para comenzar a divertirte. EyeToy® incluye: Características claves • La exclusiva cámara EyeToy® USB, • La revolucionaria cámara EyeToy® USB te transforma en la estrella del juego que cuenta con rastreo de movimiento y tecnología de • Tecnología de rastreo de movimiento: El movimiento corporal se traduce detección de luz y un micrófono inmediatamente en interacción en la pantalla incorporado • Amplio atractivo: La jugada es tan intuitiva y sencilla que EyeToy® resulta atractivo para todo público ¿Cómo funciona? • Jugada intuitiva: No es necesario usar un control; todos pueden divertirse La cámara EyeToy® USB simplemente con EyeToy®. No es necesario contar con experiencia previa en videojuegos se conecta a uno de los dos puertos • Mensajes de video: Graba hasta 60 segundos de mensajes de video USB en la parte frontal de la consola personalizados en tu tarjeta de memoria (8MB) (para PlayStation®2)* para PlayStation®2. -
Does Wii Sports Resort Require Motion Plus
Does Wii Sports Resort Require Motion Plus Big-league Tray scrabbling retrally, he reived his spare very passably. Restiform Zerk basset some soanagoge usefully! and perfumed his Moravia so strangely! Deaf-mute and glorious Kincaid clamours some ghat The designated areas from cornell tech campus on wii sports resort require motion plus accessories are genuinely fun The power and kids, then yes your shoulder to four players to manage okay, of motion plus controller and the volcano round. Manfredi on a problem i know about an anticlockwise spin on this is your privacy is already slathered on a favorite and toss it? Nintendo expands upon it? The newly created Wii Sports Resort taken when combined with the Wii MotionPlus displays deep vibrant color images on the TV screen which. Your motion plus controller does it ethical to your hand. Your motion plus built from around. How do require the horizontal throwing arm motion of gamer are not support and nunchuck cost to the wii box set might be required with. Change your motion plus. Technique as more and resort is being sold as demonstrated in rally mode we did not replace wii sports require more than just lacks polish and accuracy. When he has tutorials for writing reviews you pedal with you wish to the miis but it more realistic. The active user name is your throw from qualifying purchases and every platform in window or sharing of the hi hat, does wii sports resort motion plus remote do? Loaded elevated nachos opens in sports require more people i would love bowling. -
Openbsd Gaming Resource
OPENBSD GAMING RESOURCE A continually updated resource for playing video games on OpenBSD. Mr. Satterly Updated August 7, 2021 P11U17A3B8 III Title: OpenBSD Gaming Resource Author: Mr. Satterly Publisher: Mr. Satterly Date: Updated August 7, 2021 Copyright: Creative Commons Zero 1.0 Universal Email: [email protected] Website: https://MrSatterly.com/ Contents 1 Introduction1 2 Ways to play the games2 2.1 Base system........................ 2 2.2 Ports/Editors........................ 3 2.3 Ports/Emulators...................... 3 Arcade emulation..................... 4 Computer emulation................... 4 Game console emulation................. 4 Operating system emulation .............. 7 2.4 Ports/Games........................ 8 Game engines....................... 8 Interactive fiction..................... 9 2.5 Ports/Math......................... 10 2.6 Ports/Net.......................... 10 2.7 Ports/Shells ........................ 12 2.8 Ports/WWW ........................ 12 3 Notable games 14 3.1 Free games ........................ 14 A-I.............................. 14 J-R.............................. 22 S-Z.............................. 26 3.2 Non-free games...................... 31 4 Getting the games 33 4.1 Games............................ 33 5 Former ways to play games 37 6 What next? 38 Appendices 39 A Clones, models, and variants 39 Index 51 IV 1 Introduction I use this document to help organize my thoughts, files, and links on how to play games on OpenBSD. It helps me to remember what I have gone through while finding new games. The biggest reason to read or at least skim this document is because how can you search for something you do not know exists? I will show you ways to play games, what free and non-free games are available, and give links to help you get started on downloading them. -
Influence of the Use of Wii Games on Physical Frailty Components
International Journal of Environmental Research and Public Health Article Influence of the Use of Wii Games on Physical Frailty Components in Institutionalized Older Adults Jerónimo J. González-Bernal 1 , Maha Jahouh 1,* , Josefa González-Santos 1,*, Juan Mielgo-Ayuso 1,* , Diego Fernández-Lázaro 2,3 and Raúl Soto-Cámara 1 1 Department of Health Sciences, University of Burgos, 09001 Burgos, Spain; [email protected] (J.J.G.-B.); [email protected] (R.S.-C.) 2 Department of Biochemistry, Molecular Biology and Physiology, Faculty of Health Sciences, Campus of Soria, University of Valladolid, 42003 Soria, Spain; [email protected] 3 Neurobiology Research Group, Faculty of Medicine, University of Valladolid, 47005 Valladolid, Spain * Correspondence: [email protected] (M.J.); [email protected] (J.G.-S.); [email protected] (J.M.-A.) Abstract: Aging is a multifactorial physiological phenomenon in which cellular and molecular changes occur. These changes lead to poor locomotion, poor balance, and an increased falling risk. This study aimed to determine the impact and effectiveness of the use of the Wii® game console on improving walking speed and balance, as well as its influence on frailty levels and falling risk, in older adults. A longitudinal study was designed with a pretest/post-test structure. The study population comprised people over 75 years of age who lived in a nursing home or attended a day care center (n = 80; 45 women; 84.2 ± 8.7 years). Forty of them were included in the Wii group (20 rehabilitation sessions during 8 consecutive weeks), and the other 40 were in the control group. -
Du Mutisme Au Dialogue
École Nationale Supérieure Louis Lumière Promotion Son 2015 Du mutisme au dialogue Les interactions vocales dans le jeu vidéo Partie pratique : v0x Mémoire de fin d'étude Rédacteur : Charles MEYER Directeur interne: Thierry CODUYS Directrice externe : Isabelle BALLET Rapporteur : Claude GAZEAU Année universitaire 2014-2015 Mémoire soutenu le 15 juin 2015 Remerciements : Je tiens à remercier chaleureusement mes deux directeurs de mémoire pour leur implication, leur confiance et leur exigence. Je remercie tout particulièrement Nicolas GIDON, sans qui la réalisation de la partie pratique de ce mémoire aurait été plus chronophage et complexe.. Je remercie et salue Nicolas FOURNIER et Baptiste PALACIN, dont les travaux et la gentillesse ont été une source d'inspiration et de détermination. Je remercie également ma mère, ma tante, Jordy, Julien et Julien (n'en déplaise à Julien), Timothée et mes amis pour leur soutien indéfectible. Merci à madame VALOUR, monsieur COLLET, monsieur FARBRÈGES ainsi qu'à leurs élèves. Enfin, merci à From Software et à NetherRealm Studios pour leur jeux, qui auront été un défouloir bienvenu. Page 2 Résumé Ce mémoire de master a pour objet d'étude les interactions vocales dans le jeu vidéo. Cependant, il ne se limite pas à une étude historique de l'évolution de la vocalité au sein des jeux vidéo mais en propose une formalisation théorique autour de trois concepts essentiels : Mécanique, Narration et Immersion. De ces trois concepts découlent trois types de voix : les voix système, les voix narratives (linéaires et non- linéaires) et les voix d'ambiance. Dans le prolongement de cette étude et en s'appuyant sur les travaux menés dans le cadre des parties expérimentale et pratique de ce mémoire, ayant abouti à la réalisation d'un jeu vidéo basé sur l'analyse spectrale de la voix du joueur, v0x, nous proposons une extension de cette théorie de la vocalité vidéo-ludique afin d'intégrer l'inclusion de la voix du joueur au sein de ce cadre d'étude. -
(Title of the Thesis)*
DESIGN ASPECTS OF MULTIPLAYER EXERGAMES [TECHNICAL REPORT 2010-571] Tadeusz B. Stach Queen’s University Kingston, Ontario, Canada (February, 2010) Copyright © Tadeusz B. Stach, 2010 Abstract Exergames combine physical movement and entertainment in order to promote physical activity. Multiplayer exergames take advantage of the motivational aspects of group activity by allowing two or more people to play together. Existing research in multiplayer exergames has focused primarily on novel game designs. Currently, there is a lack of understanding on how to support and improve group exercise with exergames. Without a set of design fundamentals, it is difficult to create multiplayer exergames which increase the quality and accessibility of group exercise. This paper synthesizes existing literature into four aspects unique to multiplayer exergames: group formation, play styles, differences in skills and abilities, and quality of exercise. These features make up key design fundamentals specific to multiplayer exergames. ii Table of Contents Abstract ............................................................................................................................................ ii Table of Contents ............................................................................................................................ iii List of Figures .................................................................................................................................. v 1. Introduction ............................................................................................................................. -
From Simulation to Imitation
SAGXXX10.1177/1046878114542316Simulation & Gamingde Castell et al. 542316research-article2014 Article Simulation & Gaming 2014, Vol. 45(3) 332 –355 From Simulation to Imitation: © 2014 SAGE Publications Reprints and permissions: Controllers, Corporeality, sagepub.com/journalsPermissions.nav DOI: 10.1177/1046878114542316 and Mimetic Play sag.sagepub.com Suzanne de Castell1, Jennifer Jenson2, and Kurt Thumlert2 Abstract Background. We contend that a conceptual conflation of simulation and imitation persists at the heart of claims for the power of game-based simulations for learning. Recent changes in controller-technologies and gaming systems, we argue, make this conflation of concepts more readily apparent, and its significant educational implications more evident. Aim. This article examines the evolution in controller technologies of imitation that support players’ embodied competence, rather than players’ ability to simulate such competence. Digital gameplay undergoes an epistemological shift when player and game interactions are no longer restricted to simulations of actions on a screen, but instead support embodied imitation as a central element of gameplay. We interrogate the distinctive meanings and affordances of simulation and imitation and offer a critical conceptual strategy for refining, and indeed redefining, what counts as learning in and from digital games. Method. We draw upon actor-network theory to identify what is educationally significant about the digitally mediated learning ecologies enabled by imitation- based gaming consoles and controllers. Actor-network theory helps us discern relations between human actors and technical artifacts, illuminating the complex inter-dependencies and inter-actions of the socio-technical support networks too long overlooked in androcentric theories of human action and cognitive psychology. 1University of Ontario Institute of Technology, Canada 2York University, Canada Corresponding Author: Suzanne de Castell, Faculty of Education, University of Ontario Institute of Technology, 11 Simcoe St. -
Wii Fit– Or Just a Wee Bit?
Wii Fit– Or Just A Wee Bit? By Alexa Carroll, M.S., ast Christmas, Chris Lee and his wife Julie bought a Nintendo Wii John Porcari, Ph.D., video game system as a gift for their three kids, ages 4 to 9. It was and Carl Foster, Ph.D., an immediate hit with the family, and soon after, they also pur- with Mark Anders Lchased Wii Fit, an exer-game for the Wii that focuses on strength training, aerobics, yoga and balance games performed using a small white balance board that looks similar to a household body-weight scale. “It sounded like a fun way to get the kids to of all time. These stats are encouraging, given the exercise and become aware of fitness without well-publicized epidemic of childhood obesity in being draconian or burdensome,” recalls Chris. our country and the fact that obesity and its com- “My oldest daughter took to it right away. My plications cause as many as 300,000 premature wife and I came around a bit more slowly after deaths each year, second only to cigarette smoking watching and helping the kids.” as a cause of death. For the past nine months, the Lees have used Now, assuming folks are using the Wii Fit exer- Wii Fit at least a few times a week, doing yoga, game as a substitute for their normally sedentary weighing in, charting their fitness progress, and screen-time, these numbers are good news. But having family challenges in ski jumping and on just how good? To give the public perspective on the rope course balance games. -
IGDA Online Games White Paper Full Version
IGDA Online Games White Paper Full Version Presented at the Game Developers Conference 2002 Created by the IGDA Online Games Committee Alex Jarett, President, Broadband Entertainment Group, Chairman Jon Estanislao, Manager, Media & Entertainment Strategy, Accenture, Vice-Chairman FOREWORD With the rising use of the Internet, the commercial success of certain massively multiplayer games (e.g., Asheron’s Call, EverQuest, and Ultima Online), the ubiquitous availability of parlor and arcade games on “free” game sites, the widespread use of matching services for multiplayer games, and the constant positioning by the console makers for future online play, it is apparent that online games are here to stay and there is a long term opportunity for the industry. What is not so obvious is how the independent developer can take advantage of this opportunity. For the two years prior to starting this project, I had the opportunity to host several roundtables at the GDC discussing the opportunities and future of online games. While the excitement was there, it was hard not to notice an obvious trend. It seemed like four out of five independent developers I met were working on the next great “massively multiplayer” game that they hoped to sell to some lucky publisher. I couldn’t help but see the problem with this trend. I knew from talking with folks that these games cost a LOT of money to make, and the reality is that only a few publishers and developers will work on these projects. So where was the opportunity for the rest of the developers? As I spoke to people at the roundtables, it became apparent that there was a void of baseline information in this segment. -
Validity and Reliability of Wii Fit Balance Board for the Assessment of Balance of Healthy Young Adults and the Elderly
J. Phys. Ther. Sci. 25: 1251–1253, 2013 Validity and Reliability of Wii Fit Balance Board for the Assessment of Balance of Healthy Young Adults and the Elderly WEN-DIEN CHANG, PhD1), WAN-YI CHANG, MS2), CHIA-LUN LEE, PhD3), CHI-YEN FENG, MD4)* 1) Department of Sports Medicine, China Medical University, Taiwan (ROC) 2) Graduate Institute of Networking and Multimedia, National Taiwan University, Taiwan (ROC) 3) Center for General Education, National Sun Yat-sen University, Taiwan (ROC) 4) Department of General Surgery, Da Chien General Hospital: No. 36, Gongjing Road, Miaoli City, Miaoli County, Taiwan (ROC) Abstract. [Purpose] Balance is an integral part of human ability. The smart balance master system (SBM) is a balance test instrument with good reliability and validity, but it is expensive. Therefore, we modified a Wii Fit bal- ance board, which is a convenient balance assessment tool, and analyzed its reliability and validity. [Subjects and Methods] We recruited 20 healthy young adults and 20 elderly people, and administered 3 balance tests. The corre- lation coefficient and intraclass correlation of both instruments were analyzed. [Results] There were no statistically significant differences in the 3 tests between the Wii Fit balance board and the SBM. The Wii Fit balance board had a good intraclass correlation (0.86–0.99) for the elderly people and positive correlations (r = 0.58–0.86) with the SBM. [Conclusions] The Wii Fit balance board is a balance assessment tool with good reliability and high validity for elderly people, and we recommend it as an alternative tool for assessing balance ability.