徐豐明張修維2025-08-112025-08-112018-07-04U0061-1907201814364700https://www.airitilibrary.com/Publication/alDetailedMesh1?DocID=U0061-1907201814364700https://nutcir-lib.nutc.edu.tw/handle/123456789/776近年來人類對運動的觀念越來越重視,並隨著技術的發展,許多人會選擇以運動遊戲的方式來運動。本論文是透過運動遊戲讓使用者學習拳擊有氧,著重在調整使用者動作的流程,並利用虛擬實境技術和體感裝置打造一間虛擬的韻律教室來提供情境式教學的環境。在本系統的架構中,參考了八組拳擊有氧的動作作為教學的內容,並利用動畫軟體建立正確的教學動作資料庫。在遊戲流程上,主要透過虛擬教練來進行一對一教學,經由人體動作分析的流程提供使用者動作上的調整與建議。人體動作分析的流程是將使用者與正確動作的骨架資訊,依序透過兩個子系統,預備姿勢辨識以及動態動作分析,來了解使用者動作與標定動作的差異,並根據不同的容許範圍來評估使用者的動作以及提供調整動作的建議。最後,本系統將藉由實驗比對受測者動作以及標定動作的差異,其結果顯示使用者在動作上回歸到標定動作,並對於易用性給予中等的評價。In recent years, human beings begin to pay more attention to exercise, and along with the development of technology, many people tend to exercise by exergames. However, most of exergames do not present enough information on the user action for correctly adjusting their movements. In this paper, we provide an exergame for Tae Bo learning and focus on the adjustment of the user action. Moreover, we apply virtual reality and motion input device to build an environment and the virtual coach for one-on-one situated learning. In order to test our game system, we especially select eight Tae Bo actions for Tae-Bo instruction. In the game procedure, after the user finishes an action, the system will carry out the necessary action adjustment through two subsystems, namely static posture recognition and dynamic motion analysis. These two subsystems include skeleton data processing, data comparison and providing interactive action correction by the virtual coach and informative objects in the game environment. In the end, the game system will be evaluated through the subject test and SUS questionnaires. The result indicates that the subject’s action is improved and the system usability is marginally acceptable.zh運動遊戲人體動作分析虛擬實境KinectUnity3D情境式教學ExergameVirtual RealityKinectUnity3DHuman Action AnalysisSituated Learning利用虛擬實境進行拳擊有氧的運動遊戲式教學The Exergame for Tae-Bo Learning with Virtual Realitymaster thesis