By Günter Wallner, Simone Kriglstein, Helmut Hlavacs, Rainer Malaka, Artur Lugmayr, Hyun-Seung Yang
This booklet constitutes the refereed complaints of the fifteenth InternationalConference on leisure Computing, ICEC 2016, held in Vienna, Austria, in September 2016.
The sixteen complete papers, thirteen brief papers, and a pair of posters offered have been conscientiously reviewed and chosen from forty six submissions. The multidisciplinary nature of leisure computing is mirrored by means of the papers. they're prepared within the following topical sections: video games for health and wellbeing, studying, and social switch; use and evaluate of electronic leisure; and leisure technology.
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Extra resources for Entertainment Computing - ICEC 2016: 15th IFIP TC 14 International Conference, Vienna, Austria, September 28-30, 2016, Proceedings
Therefore, there is a need for older people to train the cooperative motions between the arms and ﬁngers. This has become a particularly important issue as the populations of Japan, and other developed nations, begin to age . In the scope of cooperative motion between the arms and ﬁngers, it is has been found after measurements were carried out that focussed on the adjustment of strength in the ﬁngers, there is a decrease in function with age , and training is carried out to focus on dexterity .
2 Exercise Support System Summary The images of the game system that measures, analyzes, and visualizes the upper-limb grasp motion of elderly people in use are shown in Fig. 1. The user sits in a chair, grasps the controller that will measure the upper-limb grasp motion, and proceeds through the game content that is displayed on the screen. The exercise process is explained by a character in the game who acts as an instructor. The game analyzes the characteristics of each user’s upper-limb grasp motion, and gives feedback to either the user or their care manager.
The time required is evaluated into one of 5 levels, and a level is dropped for each time the ball was dropped. 6. Hand-eye coordination In order to study feed-back control capabilities within the scope of hand-eye coordination during the ball rolling game (f), the time taken to roll the ball to the target area is evaluated into one of 5 levels. 2 33 Supporting Training by Visualization So that each user can easily comprehend the characteristics of their elements of movement, their data is made into an easy-to-understand spider chart (Fig.