中國醫藥大學機構典藏 China Medical University Repository, Taiwan:Item 310903500/24640
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    题名: 國內線上遊戲人員肌肉骨骼不適盛行率及上肢之姿勢與肌肉負荷評估;Subjective discomfort rate and upper extremity posture and muscular load assessment of online game user in Taiwan
    作者: 何建宗;Ho Jian-Zong
    贡献者: 中國醫藥大學環境醫學研究所
    关键词: 線上遊戲;肌肉骨骼不適;姿勢;肌肉負荷;On-line Game;Musculoskeletal Disorders (MSDs);Posture;Muscular Load
    日期: 2004
    上传时间: 2010-01-20 16:01:27 (UTC+8)
    摘要: 線上遊戲(on-line Game)近年來蔚為風潮,依據資策會ACI-FIND公佈之資料顯示,截至2003年9月底止,我國寬頻用戶達到270萬戶,而且線上遊戲市場在2003年10月份達到288萬不重複造訪人次,其中是以16歲至24歲學生為主力族群。 許多以往研究顯示,肌肉骨骼不適(musculoskeletal disorders, MSDs)盛行率在電腦作業使用者中相當高,而線上遊戲屬於電腦作業的一種,其主要操作介面為滑鼠,Cooper等在1998年研究報告指出,長時間使用滑鼠之作業(如線上遊戲),對手部肌肉負荷的潛在風險有可能會高於一般VDT電腦作業,因此本研究針對國內線上遊戲主要族群,即高中生與大學生,以問卷方式,調查其主觀肌肉骨骼不適之盛行率與相關可能風險因子之暴露狀況,並於實驗室中,利用肌電儀(sEMG)與動態多軸量角器(dynamic multi-axis goniometer),在控制偏好設定之狀況下,以一般上網作業為對照組,評估其上肢肌肉負荷、操作姿勢與重複按鍵頻率等問題。 研究結果顯示,是否有打電玩並非為造成國內電玩遊戲族群主觀肌肉骨骼不適之唯一因子,其它如是否打工、是否執行其它電腦作業亦是顯著的風險因子。綜合來看,打電玩族群在其右手腕之肌肉骨骼不適盛行率(32.2%)顯著高於沒有打電玩族群(21.9%),而且長時間打電玩者(每週玩三次,每次兩個小時)其右手腕之肌肉骨骼不適勝算比甚至可達1.70,可見右手腕應是電玩作業所引起肌肉骨骼不適風險最高的部位。 進一步比較電玩作業與對照之上網作業之肌肉負荷,我們可以發現電玩作業其每分鐘按鍵頻率為60次是一般上網作業每分鐘5.4次之11倍,電玩作業在負責按鍵頻率之屈指肌與負責手腕伸展動作的伸腕肌,其%MVC分別為2.62%與5.62%亦顯著高於對照之上網作業1.61%與4.61%,在操作姿勢因子方面我們也發現電玩作業之手腕尺偏與橈偏角度之50百分位與90百分位值 (尺偏10.5度,17.4度;橈偏3.4度,7.3度) 均顯著高於一般上網作業之橈尺偏值,而且電玩作業之手腕伸展角度 (34.9度)亦顯著高於一般上網作業之31.3度。此結果可能與電玩作業需要保持較大伸腕角度以進行快速按鍵及以較大橈尺偏角度來轉換視角之作業特性有關。 因此若未來電玩遊戲在設計操作介面時,可以改成持續按住滑鼠右鍵即可以產生連續的動作,如此可以減少玩家的按鍵頻率,也可以使手腕不必長時間保持伸腕動作。另外在改善橈尺偏問題方面,可朝向改善介面,以使玩家不必藉由重複橈尺偏動作即可轉換視角的方式來進行,例如可以把轉換遊戲視角指令設定於鍵盤按鍵上,使玩家可以利用左手負責遊戲的視角轉換。另外有專門為線上遊戲玩家所設計的滑鼠,具有超高解析度感應器,操作滑鼠時,手腕只需小幅度偏轉即可使游標作大幅度的移動,也可能有效降低玩家在轉動遊戲視角時的手腕偏轉角度,但此需要進一步研究數據證明。; On-line games have become more and more popular since 1990.According to reports from Institute for Information Industry, there were more than 2.88 million different users played on-line games during October, 2003 in Taiwan . Among them, students from senior high schools and universities were the major groups. The prevalence rates for musculoskeletal disorders (MSDs) among VDT users were high according to previous researches. On-line game is one kind of VDT task which usually using mouse as the main inputting device. Cooper (1998) showed that higher muscular load was observed whilst using a computer mouse compared with using a keyboard. Therefore, this study aimed to explore the subjective MSDs prevalence of the main on-line game users of Taiwan and assessed the associated risk factors in the laboratory by employing general internet browsing task as the control. The results showed that playing on-line game is not the only risk factor associated with the subjective discomfort problems for the main on-line game users of Taiwan. The other risk factors such as part-time work, general VDT task were also significant risk factors. It was observed that the subjective musculoskeletal discomfort rate on the right wrist for on-line game users (32.2%) was significantly higher than that of the non-on-line game user (21.9%). For long-time on-line game user (playing more than 3 times per week and more than 2 hours each time), the subjective discomfort odd ratio on the right wrist was 1.70 compared with the other users. Further results of the laboratory experiments showed that the average mouse clicking rate for the experiment on-line game task (60 times/min) was 11 times of the controlled internet browsing task (5.4 times/min). For on-line game task, the %MVC value for the right flexor digitorum superficials (2.62%), which is responsible for clicking mouse, and the right extensor carpi (5.62%), which is responsible for forearm flexion, were found significantly higher than those of the control task (1.61% and 4.61%). Besides, on the right wrist, the 50ile and 90ile ulnar and radial deviation of the on-line game task (ulnar 10.5 and 17.4 degree, radial 3.4 and 7.3 degree) were found significantly higher than those of the controlled task. Significant right wrist extension angle for on-line game task was also observed compared with the internet browsing task. It was concluded that all the above adverse effects were associated with the characteristics of on-line game tasks. The on-line game users may maintain a larger right wrist extension angle for rapid mouse clicking movements and employing larger and high frequency of wrist ulnar and radial deviation movements for changing the 3D viewing angle. In conclusion, we suggest that
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