International Journal of Computer Theory and Engineering

Editor-In-Chief: Prof. Mehmet Sahinoglu
Frequency: Quarterly
ISSN: 1793-8201 (Print), 2972-4511 (Online)
Publisher:IACSIT Press

OPEN ACCESS
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CiteScore

IJIET 2019 Vol.11(3): 56-60
doi: 10.7763/IJCTE.2019.V11.1242

Using Kinect v2 Combined with Unity3D to Design an Agility Training Game

Ya-Shu Kang1 , Shao-Ting Lu2 , Chun-Chia Chiu2 , Chia-Chun Tu , Zhi-Yu Wu3 , Yao-Jen Chang

  • 1Department of Special Education, Chung Yuan Christian University, Taoyuan, 320, Taiwan
  • 2Department of Electronic Engineering, Chung Yuan Christian University, Taoyuan, 320, Taiwan
  • 3Communication Engineering Master's Programs, Chung Yuan Christian University, Taoyuan, 320, Taiwan.

Abstract

In this study, we used Kinect v2 technology along with a skeleton tracking technology to create a training system for students with an agility impairment. Through this system, training can be conducted through exercise games without using a playground. We designed a track and simulated real-world obstacles by using animated games. A single case research method was used to conduct the experiment. Three elementary school children were recruited as participants. Data showed that the time taken to complete the exercises decreased among all the three participants. Social validity results showed the parents and teachers considered the video game useful and it helped their children increase agility effectively.

Keywords

  • Agility training
  • exercise games
  • gamification
  • Kinect v2
1242-ET008

How to Cite

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Ya-Shu Kang, Shao-Ting Lu, Chun-Chia Chiu, Chia-Chun Tu, Zhi-Yu Wu, and Yao-Jen Chang, "Using Kinect v2 Combined with Unity3D to Design an Agility Training Game," International Journal of Computer Theory and Engineering, vol. 11, no. 3, pp. 56-60, 2019. https://doi.org/10.7763/IJCTE.2019.V11.1242

Copyright & License

Copyright © 2019 by the authors. This is an open access article distributed under the Creative Commons Attribution License which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited (CC BY 4.0).

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