Using Augmented Reality and Gamification to Empower Rehabilitation Activities and Elderly Persons. A Study Applying Design Thinking

  • Oliver KornEmail author
  • Lea Buchweitz
  • Adrian Rees
  • Gerald Bieber
  • Christian Werner
  • Klaus Hauer
Conference paper
Part of the Advances in Intelligent Systems and Computing book series (AISC, volume 787)


We present the design of a system combining augmented reality (AR) and gamification to support elderly persons’ rehabilitation activities. The system is attached to the waist; it collects detailed movement data and at the same time augments the user’s path by projections. The projected AR-elements can provide location-based information or incite movement games. The collected data can be observed by therapists. Based on this data, the challenge level can be more frequently adapted, keeping up the patient’s motivation. The exercises can involve cognitive elements (for mild cognitive impairments), physiological elements (rehabilitation), or both. The overall vision is an individualized and gamified therapy. Thus, the system also offers application scenarios beyond rehabilitation in sports. In accordance with the methodology of design thinking, we present a first specification and a design vision based on inputs from business experts, gerontologists, physiologists, psychologists, game designers, cognitive scientists and computer scientists.


Augmented reality (AR) Human-centered rehabilitation Personalized rehabilitation Gamification Human factors Human-systems integration 


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Copyright information

© Springer International Publishing AG, part of Springer Nature 2019

Authors and Affiliations

  • Oliver Korn
    • 1
  • Lea Buchweitz
    • 1
  • Adrian Rees
    • 1
  • Gerald Bieber
    • 2
  • Christian Werner
    • 3
  • Klaus Hauer
    • 3
  1. 1.Offenburg UniversityOffenburgGermany
  2. 2.Fraunhofer Institute for Computer Graphics ResearchRostockGermany
  3. 3.Agaplesion Bethanien Krankenhaus Heidelberg gGmbHHeidelbergGermany

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