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基于Nintendo Wii Balance Board的平衡测量及神经反馈训练提高健康人平衡能力的初步研究(英文)
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作者 南文雅 曲晓婷 +3 位作者 万峰 韦孟宇 胡勇 Rosa Agostiho 《纳米技术与精密工程》 CAS CSCD 北大核心 2015年第5期391-395,共5页
神经反馈训练在提高认知能力及治疗精神疾病方面具有积极效果,但其在健康人平衡能力方面的作用还没有研究.本文对神经反馈训练用于提高健康人平衡能力进行了初步研究.为了经济有效地检测平衡能力及神经反馈后的平衡能力变化,首先研究了... 神经反馈训练在提高认知能力及治疗精神疾病方面具有积极效果,但其在健康人平衡能力方面的作用还没有研究.本文对神经反馈训练用于提高健康人平衡能力进行了初步研究.为了经济有效地检测平衡能力及神经反馈后的平衡能力变化,首先研究了作为平衡测量系统的Nintendo Wii Balance Board(WBB),实验结果表明WBB具有良好的可靠性及灵敏度.对一位年轻健康的受试者做了连续5天的神经反馈训练,并在神经反馈训练前后用WBB测量了其平衡能力.神经反馈训练以后,该受试者左脚睁眼站立的平衡能力得到了改善. 展开更多
关键词 平衡 神经反馈训练 压力中心 nintendo WII BALANCE BOARD
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Nintendo Wii Fit联合主动呼吸循环技术在老年慢阻肺的临床应用效果 被引量:2
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作者 李水文 姚琴 《医学理论与实践》 2023年第6期1059-1062,共4页
目的:研究Nintendo Wii Fit联合主动呼吸循环技术在老年慢阻肺(COPD)中的临床应用效果。方法:选取2020年6月—2021年7月在江西省贵溪市东信医院就诊的110例老年COPD患者作为观察对象,随机数表法分为实验组与对照组,各55例。对照组实施... 目的:研究Nintendo Wii Fit联合主动呼吸循环技术在老年慢阻肺(COPD)中的临床应用效果。方法:选取2020年6月—2021年7月在江西省贵溪市东信医院就诊的110例老年COPD患者作为观察对象,随机数表法分为实验组与对照组,各55例。对照组实施常规治疗和主动呼吸循环技术,试验组在对照组治疗方案基础上进行Nintendo Wii Fit运动训练干预,比较两组干预效果。结果:干预12周后实验组FVC、FEV_(1)、FEV_(1)/FVC、6MWT、握力测试、CAT和mMRC均显著优于对照组(P<0.001)。结论:Nintendo Wii Fit联合主动呼吸循环技术在老年COPD中的临床应用能改善肺功能、缓解呼吸困难、提升老年人身体素质与平衡水平、提高生活质量。 展开更多
关键词 nintendo Wii Fit COPD 运动训练 主动呼吸循环技术
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Nintendo®Wii&#8482 and a Physical Activity Routine: Effective Therapeutic Interventions in the Older Adult Population?
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作者 Elizabeth A. Fain Brenda Kennell 《Open Journal of Nursing》 2014年第8期577-582,共6页
Occupational therapists work with individuals across the lifespan to promote health and wellness. “Occupational therapy promotes health and wellbeing through active involvement in meaningful occupations. By helping c... Occupational therapists work with individuals across the lifespan to promote health and wellness. “Occupational therapy promotes health and wellbeing through active involvement in meaningful occupations. By helping clients eliminate barriers, enhance their self-management skills, improve their performance of daily activities and adopt healthy habits and routines, occupational therapy unlocks the door to participation across the lifespan” (AOTA, 2010). In today’s world, health and wellness-related services are in demand for those aged 65 and older. As life expectancy rates continue to rise, there is an increase in concern for the field of occupational therapy to find a successful and efficient way to meet the needs of the growing number of older adults (National Center for Health Statistics, 2006). The idea that physical activity can be a beneficial occupation in the elderly has been examined and proved effective as a means of enhancing the quality of life in this population. “Although functional impairments due to the aging process seem to be inevitable, functional limitations due to an inactive lifestyle might be reversed. Indeed, it has been suggested that physically active lifestyles may contribute to improving or maintaining health and wellness” (Fletcher, Gulanick, & Braun, 2005). The purpose of this study was to investigate the effects of two different physical activity programs on individuals aged 65 and older. The variables that were examined were functional skills (activities of daily living), balance skills, and overall upper extremity function. This study looked at two forms of physical activity to determine their individual effects on functional skills, balance, and overall upper extremity function in this population. The two physical activity interventions were the Nintendo&#8482 Wii gaming system and a videotaped exercise routine. 展开更多
关键词 nintendo WII Physical Activity Functional SKILLS Activities of DAILY LIVING
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掌机市场 岂容独享——Nintendo DS
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作者 桦文 《电脑技术——Hello-IT》 2005年第5期63-63,共1页
关键词 nintendo DS 掌上游戏机 任天堂公司 LCD显示屏 配置 性能
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任天堂下一代掌机:Nintendo DS
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《网络与信息》 2004年第11期20-20,共1页
有消息透露,任天堂将在今年12月2日在日本正式发售它的下一代掌上型游戏机——Nintendo DS,除了具有双屏设计外,Nintendo DS还支持无线对打游戏,能实现最多16人在30m(约100英尺)的范围内构建出一个无线局域网。DS的第二个屏幕是... 有消息透露,任天堂将在今年12月2日在日本正式发售它的下一代掌上型游戏机——Nintendo DS,除了具有双屏设计外,Nintendo DS还支持无线对打游戏,能实现最多16人在30m(约100英尺)的范围内构建出一个无线局域网。DS的第二个屏幕是面积较小的触摸屏。 展开更多
关键词 掌上型游戏机 nintendo DS 触摸屏 任天堂公司
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来自天堂的挑战——任天堂Nintendo DS
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《通信技术》 2004年第6期9-9,共1页
关键词 任天堂公司 nintendo DS 掌上游戏机 NDS
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Virtual reality interface devices in the reorganization of neural networks in the brain of patients with neurological diseases 被引量:5
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作者 Valeska Gatica-Rojas Guillermo Méndez-Rebolledo 《Neural Regeneration Research》 SCIE CAS CSCD 2014年第8期888-896,共9页
Two key characteristics of all virtual reality applications are interaction and immersion. Systemic interaction is achieved through a variety of multisensory channels (hearing, sight, touch, and smell), permitting t... Two key characteristics of all virtual reality applications are interaction and immersion. Systemic interaction is achieved through a variety of multisensory channels (hearing, sight, touch, and smell), permitting the user to interact with the virtual world in real time. Immersion is the degree to which a person can feel wrapped in the virtual world through a defined interface. Virtual real- ity interface devices such as the Nintendo~ Wii and its peripheral nunchuks-balance board, head mounted displays and joystick allow interaction and immersion in unreal environments created from computer software. Virtual environments are highly interactive, generating great activation of visual, vestibular and proprioceptive systems during the execution of a video game. In addi- tion, they are entertaining and safe for the user. Recently, incorporating therapeutic purposes in virtual reality interface devices has allowed them to be used for the rehabilitation of neurological patients, e.g., balance training in older adults and dynamic stability in healthy participants. The improvements observed in neurological diseases (chronic stroke and cerebral palsy) have been shown by changes in the reorganization of neural networks in patients' brain, along with better hand function and other skills, contributing to their quality of life. The data generated by such studies could substantially contribute to physical rehabilitation strategies. 展开更多
关键词 nerve regeneration virtual reality virtual environment virtual reality exposuretherapy rehabilitation stroke postural balance cerebral palsy aged review nintendo wii balanceboard neural regeneration
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A Prospective, Randomized Trial to Evaluate the Efficacy of Virtual Reality Treatment Versus Traditional Balance Treatment in Patients with Stroke 被引量:2
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作者 Zsanett Sipos Zsofia Hogye Zsuzsanna Vekerdy-Nagy 《Journal of Sports Science》 2016年第3期150-155,共6页
Recovery from stroke needs different time and speed in every case depending on the brain capacity of neural plasticity. Based on neurophysiological researches high repetition of practice is required to induce neuropla... Recovery from stroke needs different time and speed in every case depending on the brain capacity of neural plasticity. Based on neurophysiological researches high repetition of practice is required to induce neuroplastic changes and functional recovery of motor deficits. However, data from earlier studies shows that stroke patients generally perform a very limited number of movement repetitions in traditional therapy sessions. Virtual Reality therapy was found to be beneficial in improving trunk, hand, upper and lower extremity functions. However, reviews found no definitive conclusions regarding balance. The present study focuses on evaluating the efficacy of Nintendo WiiTM on balance and gait functions of stroke patients. Twenty one hemiparetic stroke patients were randomly assigned to either control or therapy groups. Effectiveness was evaluated by Fugl-Meyer balance subtest, Functional Ambulation Categories (FAC), Romberg (R), sharpened Romberg (SR), one-legged stance (OLS), six-meter walking test (6MWT) and timed up and go test (TUG). The analysis revealed a significant effect of training with Nintendo Wii M for FAC z = 0.0267, FMBS z = 0.0046, OLST2 z = 0.0068 and OLS1 z = 0.0067 (affected side). The control group demonstrated improvement in R (z = 0.0474) and SR (z = 0.0411). In both groups improvement was detected in functional mobility and 6MWT (control group z = 0.0069, Wii groupz = 0.0123). No significant differences were found between groups. Findings of the current study support that balance treatment with Nintendo WiiTM is similarly effective method to improve static balance and functional mobility when compared with conventional therapy. 展开更多
关键词 nintendo WiiTM STROKE dynamic balance REHABILITATION video game.
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Virtual games and quality of life in Parkinson’s disease: A randomised controlled trial 被引量:1
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作者 Glicia Pedreira Antonio Prazeres +3 位作者 Danilo Cruz Irênio Gomes Larissa Monteiro Ailton Melo 《Advances in Parkinson's Disease》 2013年第4期97-101,共5页
Objective: To evaluate the efficacy of Nintendo Wii training in quality of life in Parkinson’s disease (PD) patients when compared to traditional physical therapy (PT). Methods: A randomized, single-blinded trial wit... Objective: To evaluate the efficacy of Nintendo Wii training in quality of life in Parkinson’s disease (PD) patients when compared to traditional physical therapy (PT). Methods: A randomized, single-blinded trial with 2 parallel arms was performed in a referral center for movement disorders in North-eastern, Brazil. Forty-four PD outpatients that fulfilled the eligibility criteria with mild to moderate motor impairment were randomized. Both groups executed a warm up session for 10 minutes that consisted of trunk flexion, extension and rotation, associated with upper and lower limbs stretching. The PT group followed a program that consisted of trunk and limb mobilisation, balance, muscle strengthening, rhythmic movement, postural alignment, double-task execution, bimanual tasks, and gait training. The Nintendo Wii group executed a sequence of tasks according to a previously established protocol, with similar training exercises. Duration of exercises was 40 minutes per session, 3 days per week for 4 weeks. The primary endpoint was the total score obtained in the Parkinson’s disease quality of life questionnaire (PDQ-39) translated from English to Brazilian Portuguese by Oxford outcomes. Secondary endpoints were the scores achieved by each group in the following domains of PDQ-39 scale: mobility, activities of daily living (ADL), emotional well-being, stigma, social support, cognition, communication and bodily discomfort. Assessments were performed before and after intervention in both groups with subjects in the “on” period. Results: Subjects in the Nintendo Wii group showed greater improvement in the PDQ-39 total score when compared to PT group (p = 0.01). Also, significant differences were observed in ADL, stigma, social support and communication when comparing subjects before and after intervention in the Nintendo Wii group (p < 0.05). Conclusions: The results achieved in this trial suggest that rehabilitation using Nintendo Wii may have beneficial effects in quality of life of PD subjects, when compared to traditional PT. Further larger randomised controlled-trials are necessary to reassure these results. 展开更多
关键词 Parkinson’s Disease REHABILITATION nintendo WII Quality of Life Physical Therapy
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Wii Fit Gaming System——How to Select among Balance Exercise and Measurement Tools
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作者 Zsanett Sipos Zsuzsanna Vekerdy-Nagy 《Journal of Sports Science》 2020年第2期41-46,共6页
VR(virtual reality)and video game technology has been proven to be beneficial in rehabilitation.The majority of studies have focused on the use of Nintendo Wii in the rehabilitation of neurological disorders most comm... VR(virtual reality)and video game technology has been proven to be beneficial in rehabilitation.The majority of studies have focused on the use of Nintendo Wii in the rehabilitation of neurological disorders most commonly stroke.It is not the only commercially available gaming system however it is the most popular virtual gaming used at home,research and clinical practice.VR training has been proven to be beneficial in lower extremity functions,balance and gait recovery.Previous studies focused on evaluating the efficacy and effectiveness of the Nintendo Wii and VR and the dosage and intensity of the“Wii therapy”remained unclear.The objective of the recent trial was to evaluate the knowledge about balance games and clinical measurement using Nintendo Wii,alongside helping clinicians plan therapy with Nintendo Wii. 展开更多
关键词 BALANCE rehabilitation nintendo Wii video game VR.
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Mario Paint: An Accessible Environment of Musical Creativity and Sound Exploration
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作者 Dr. Christopher Hopkins 《Journal of Literature and Art Studies》 2015年第10期847-858,共12页
Mario Paint, the 1992 Nintendo game for the Super NES, remains an accessible environment for musical creativity and sound exploration within its music mode. Although developed for a gaming system, the game's music mo... Mario Paint, the 1992 Nintendo game for the Super NES, remains an accessible environment for musical creativity and sound exploration within its music mode. Although developed for a gaming system, the game's music mode is a streamlined tool built upon basic music theory and music composition. Through familiar video game sounds and icon and Westem music notation, players are able to compose chipttme works and explore the nature of sound through an inviting interface. Similar music composition software upgrades the process of composition established in Mario Paint, allowing for digital distribution and dissemination. Mario Paint continues to inspire new projects in the areas of video games and scholastic studies. Mario Paint and its successors are very reasonable entry-level programs for chiptune composers and fledgling music students 展开更多
关键词 music composition Super NES nintendo music theory music production sound chip
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任天堂的启示——从任天堂的经典产品探讨手工陶瓷产品的未来
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作者 李洋 《中国陶瓷工业》 CAS 2018年第5期36-40,共5页
从任天堂自诞生以来各时期产品生命周期与产品销量的数据对比,分析任天堂产品的相互关系,并通过任天堂在不同历史节点的抉择,以及这些抉择对任天堂发展的影响,结合技术经济学相关理论,探讨任天堂给予我们的启示以及手工陶瓷产品的未来。
关键词 工匠精神 任天堂 手工陶瓷产品
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泰山派游戏掌机(上)
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作者 叶家典 《无线电》 2025年第5期73-77,共5页
从经典的索尼PSP到当今的Nintendo Switch,便携式游戏设备作为连接数字世界与现实生活的桥梁,正逐渐成为现代人休闲娱乐不可或缺的一部分。本项目旨在设计制作一款集便携性与实用性于一体,有助于电子DIY设计学习,具有良好体验的开源游... 从经典的索尼PSP到当今的Nintendo Switch,便携式游戏设备作为连接数字世界与现实生活的桥梁,正逐渐成为现代人休闲娱乐不可或缺的一部分。本项目旨在设计制作一款集便携性与实用性于一体,有助于电子DIY设计学习,具有良好体验的开源游戏掌机。 展开更多
关键词 游戏掌机 nintendo Switch PSP 便携式游戏设备
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