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The Usability and Effect of a Novel Intelligent Rehabilitation Exergame System on Quality of Life in Frail Older Adults: Prospective Cohort Study

The Usability and Effect of a Novel Intelligent Rehabilitation Exergame System on Quality of Life in Frail Older Adults: Prospective Cohort Study

As previously described by Chang et al [11], at a 95% power and 5% 2-tailed significance level, complete data from at least 15 participants are required to accurately detect differences in the usability analysis. We analyzed power using the G*Power 3.1 software (University of Kiel) [30]. Descriptive statistical data are reported as the mean and SD. Distributions of continuous variables were evaluated using the Shapiro-Wilk test.

Chien-Hsiang Chang, Chun-Chun Wei, Wei-Chih Lien, Tai-Hua Yang, Bo Liu, Yimo Lin, Poh Thong Tan, Yang-Cheng Lin

JMIR Serious Games 2025;13:e50669

Interactive Somatosensory Games in Rehabilitation Training for Older Adults With Mild Cognitive Impairment: Usability Study

Interactive Somatosensory Games in Rehabilitation Training for Older Adults With Mild Cognitive Impairment: Usability Study

The background of this game was based on nostalgic designs created by Chang [46], who reinterpreted the nostalgic Taiwanese grocery store scene. Unlike the convenience stores today, the traditional grocery stores in the 1960s sold not only rice, oil, salt, sauce, and tea, but also various colorful dried fruit preserves that filled the shelves of the entire store, making it a common memory of people in the 1960s (Figure 4).

Chien-Hsiang Chang, Chung-Hsing Yeh, Chien-Cheng Chang, Yang-Cheng Lin

JMIR Serious Games 2022;10(3):e38465