A comparison of the upper limb movement kinematics utilized by children playing virtual and real table tennis

Active virtual games (AVG) may facilitate gross motor skill development, depending on their fidelity. This study compared the movement patterns of nineteen 10–12 yr old children, while playing table tennis on three AVG consoles (Nintendo Wii, Xbox Kinect, Sony Move) and as a real world task. Wrist a...

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Main Authors: Bufton, Amy, Campbell, Amity, Howie, Erin, Straker, Leon
Format: Journal Article
Published: Elsevier BV; North Holland 2014
Subjects:
Online Access:http://hdl.handle.net/20.500.11937/14067
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author Bufton, Amy
Campbell, Amity
Howie, Erin
Straker, Leon
author_facet Bufton, Amy
Campbell, Amity
Howie, Erin
Straker, Leon
author_sort Bufton, Amy
building Curtin Institutional Repository
collection Online Access
description Active virtual games (AVG) may facilitate gross motor skill development, depending on their fidelity. This study compared the movement patterns of nineteen 10–12 yr old children, while playing table tennis on three AVG consoles (Nintendo Wii, Xbox Kinect, Sony Move) and as a real world task. Wrist and elbow joint angles and hand path distance and speed were captured. Children playing real table tennis had significantly smaller (e.g. Wrist Angle Forehand Real-Kinect: Mean Difference (MD): -18.2°, 95% Confidence Interval (CI): -26.15 to -10.26) and slower (e.g. Average Speed Forehand Real-Kinect: MD: -1.98 m s-1, 95% CI: -2.35 to -1.61) movements than when using all three AVGs. Hand path distance was smaller in forehand and backhand strokes (e.g. Kinect-Wii: MD: 0.46 m, 95% CI: 0.13–0.79) during playing with Kinect than Move and Wii. The movement patterns when playing real and virtual table tennis were different and this may impede the development of real world gross motor skills. Several elements, including display, input and task characteristics, may have contributed to the differences in movement patterns observed. Understanding the interface components for AVGs may help development of higher fidelity games to potentially enhance the development of gross motor skill and thus participation in PA.
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spelling curtin-20.500.11937-140672019-02-19T04:26:13Z A comparison of the upper limb movement kinematics utilized by children playing virtual and real table tennis Bufton, Amy Campbell, Amity Howie, Erin Straker, Leon Fidelity Gross motor skill Virtual games Movement patterns Active virtual games (AVG) may facilitate gross motor skill development, depending on their fidelity. This study compared the movement patterns of nineteen 10–12 yr old children, while playing table tennis on three AVG consoles (Nintendo Wii, Xbox Kinect, Sony Move) and as a real world task. Wrist and elbow joint angles and hand path distance and speed were captured. Children playing real table tennis had significantly smaller (e.g. Wrist Angle Forehand Real-Kinect: Mean Difference (MD): -18.2°, 95% Confidence Interval (CI): -26.15 to -10.26) and slower (e.g. Average Speed Forehand Real-Kinect: MD: -1.98 m s-1, 95% CI: -2.35 to -1.61) movements than when using all three AVGs. Hand path distance was smaller in forehand and backhand strokes (e.g. Kinect-Wii: MD: 0.46 m, 95% CI: 0.13–0.79) during playing with Kinect than Move and Wii. The movement patterns when playing real and virtual table tennis were different and this may impede the development of real world gross motor skills. Several elements, including display, input and task characteristics, may have contributed to the differences in movement patterns observed. Understanding the interface components for AVGs may help development of higher fidelity games to potentially enhance the development of gross motor skill and thus participation in PA. 2014 Journal Article http://hdl.handle.net/20.500.11937/14067 10.1016/j.humov.2014.08.004 Elsevier BV; North Holland fulltext
spellingShingle Fidelity
Gross motor skill
Virtual games
Movement patterns
Bufton, Amy
Campbell, Amity
Howie, Erin
Straker, Leon
A comparison of the upper limb movement kinematics utilized by children playing virtual and real table tennis
title A comparison of the upper limb movement kinematics utilized by children playing virtual and real table tennis
title_full A comparison of the upper limb movement kinematics utilized by children playing virtual and real table tennis
title_fullStr A comparison of the upper limb movement kinematics utilized by children playing virtual and real table tennis
title_full_unstemmed A comparison of the upper limb movement kinematics utilized by children playing virtual and real table tennis
title_short A comparison of the upper limb movement kinematics utilized by children playing virtual and real table tennis
title_sort comparison of the upper limb movement kinematics utilized by children playing virtual and real table tennis
topic Fidelity
Gross motor skill
Virtual games
Movement patterns
url http://hdl.handle.net/20.500.11937/14067