Advertisement

Exploring the Usage of 3D Virtual Worlds and Kinect Interaction in Exergames with Elderly

  • Hugo Paredes
  • Fernando Cassola
  • Leonel Morgado
  • Fausto de Carvalho
  • Silvia Ala
  • Francisco Cardoso
  • Benjamim Fonseca
  • Paulo Martins
Part of the Lecture Notes in Computer Science book series (LNCS, volume 8547)

Abstract

The combination of the potentialities of the interactive technologies, like exergames and the emerging motion capture devices with the ability of 3D virtual worlds for socialisation and context, can produce a platform to promote the physical activity of its users, which leverages its potential. The OnlineGym is an exploratory project based on an online 3D virtual worlds platform that allows users to interact with the system through the use of a motion capture device. This paper discusses the chosen technological approaches and the preliminary results of the experiments performed with users.

Keywords

Active Ageing Virtual Worlds Physical Activity OnlineGym 

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. 1.
    Ariyachandra, T., Crable, E., Brodzinski, J.: Seniors’ perceptions of the web and social networking. Issues in Information Systems 10(2), 324–332 (2009)Google Scholar
  2. 2.
    Bachrach, Y., Kosinski, M., Graepel, T., Kohli, P., Stillwell, D.: Personality and patterns of facebook usage. In: Proceedings of the 3rd Annual ACM Web Science Conference, pp. 24–32. ACM (2012)Google Scholar
  3. 3.
    Brox, E., Luque, L., Evertsen, G., Hernandez, J.: Exergames for elderly: Social exergames to persuade seniors to increase physical activity. In: 2011 5th International Conference on Pervasive Computing Technologies for Healthcare (PervasiveHealth), pp. 546–549 (May 2011)Google Scholar
  4. 4.
    Gerling, K., Livingston, I., Nacke, L., Mandryk, R.: Full-body motion-based game interaction for older adults. In: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, CHI 2012, pp. 1873–1882. ACM, New York (2012)Google Scholar
  5. 5.
    von Bruhn Hinné, T., Keates, S.: Using Motion-Sensing Remote Controls with Older Adults. In: Stephanidis, C. (ed.) Universal Access in HCI, Part II, HCII 2011. LNCS, vol. 6766, pp. 166–175. Springer, Heidelberg (2011)CrossRefGoogle Scholar
  6. 6.
    Marston, H.R., Greenlay, S., van Hoof, J.: Understanding the nintendo wii and microsoft kinect consoles in long-term care facilities. Technology and Disability 25(2), 77–85 (2013)Google Scholar
  7. 7.
    Morgado, L., Varajao, J., Coelho, D., Rodrigues, C., Sancin, C., Castello, V.: The attributes and advantages of virtual worlds for real world training. The Journal of Virtual Worlds and Education 1(1), 15–36 (2010)Google Scholar
  8. 8.
    Pettijohn, T.F., LaPiene, K.E., Horting, A.L.: Relationships between facebook intensity, friendship contingent self-esteem, and personality in US college students. Cyberpsychology 6(1) (2012)Google Scholar
  9. 9.
    Schroeder, R.: Defining virtual worlds and virtual environments. Journal For Virtual Worlds Research 1(1) (2008)Google Scholar
  10. 10.
    Waerstad, M., Omholt, K.A.: Exercise Games for Elderly People: Identifying important aspects, specifying system requirements and designing a concept. Institutt for telematikk (2013)Google Scholar

Copyright information

© Springer International Publishing Switzerland 2014

Authors and Affiliations

  • Hugo Paredes
    • 1
    • 3
  • Fernando Cassola
    • 1
    • 3
  • Leonel Morgado
    • 2
    • 3
  • Fausto de Carvalho
    • 4
  • Silvia Ala
    • 1
  • Francisco Cardoso
    • 1
  • Benjamim Fonseca
    • 1
    • 3
  • Paulo Martins
    • 1
    • 3
  1. 1.UTAD – Universidade de Trás-os-Montes e Alto Douro, Quinta de PradosVila RealPortugal
  2. 2.UAb – Universidade AbertaOeirasPortugal
  3. 3.INESC TEC – INESC Technology and Science (formerly INESC Porto)PortoPortugal
  4. 4.PT InS – PT Inovação e Sistemas, Rua Eng. José Ferreira Pinto BastoAveiroPortugal

Personalised recommendations