Implementing Finger Movement Measure System with Music-Gamification Elements

Dexterity of the fingers is crucial in physical function, as it directly impacts daily activities and is closely connected to cognitive function. The production of brain-derived neurotrophic factor (BDNF) is related to the fingertips in motion. In previous research, we developed a finger motion measurement system for the elderly by integrating image recognition technology with a touch panel. However, despite the system’s ability to capture fine-grained coordinate changes at the moment when fingers touch the panel, the experiment was unengaging for participants. Therefore, we improved the system for measuring finger motion to be less exhausting and more enjoyable. We incorporated music and gamification elements at the moments of finger touch. We obtained a selection of representative rhythm tracks and implemented animated materials in gamification. The participants’ fatigue and enjoyment were measured based on “responsiveness” and “focus” using a quantitative evaluation method.

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Publication Details

Published
2025-06-18
DOI
https://doi.org/10.3390/engproc2025098013
Primary Topic
Educational Games and Gamification
Type
article
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article

Implementing Finger Movement Measure System with Music-Gamification Elements

Atsuko Hayashi, Masahide Nakamura, Sinan Chen, Xian Wu
Educational Games and Gamification
article

Implementing Finger Movement Measure System with Music-Gamification Elements

Atsuko Hayashi, Masahide Nakamura, Sinan Chen, Xian Wu
article en

Abstract

Dexterity of the fingers is crucial in physical function, as it directly impacts daily activities and is closely connected to cognitive function. The production of brain-derived neurotrophic factor (BDNF) is related to the fingertips in motion. In previous research, we developed a finger motion measurement system for the elderly by integrating image recognition technology with a touch panel. However, despite the system’s ability to capture fine-grained coordinate changes at the moment when fingers touch the panel, the experiment was unengaging for participants. Therefore, we improved the system for measuring finger motion to be less exhausting and more enjoyable. We incorporated music and gamification elements at the moments of finger touch. We obtained a selection of representative rhythm tracks and implemented animated materials in gamification. The participants’ fatigue and enjoyment were measured based on “responsiveness” and “focus” using a quantitative evaluation method.

Kobe University (JP)
Openalex Percentile: Top 86%
Educational Games and Gamification
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