391 research outputs found
Active Game-Based Solutions for the Treatment of Childhood Obesity
[EN]Obesity is one of the biggest health problems globally that, together with sedentarism,
requires solutions that increase the enthusiasm towards physical activity. Therefore, this paper describes
two solutions based on active games using the Kinect sensor and biometric sensors, designed
for the outpatient treatment of childhood obesity. The solutions were applied in an intervention
program based on active video games and motor games, developed with children in treatment for
childhood obesity. An ad hoc questionnaire was used to assess the level of satisfaction, fun, learning,
and behavior changes in the children of the experimental group that developed the intervention.
The results showed a high index of satisfaction with the intervention program, as well as with the
games developed. It is concluded that active video games and group games are highly motivating
and can promote behavior change towards healthier life habits in children
Games against health: a player-centered design philosophy
This paper announces the âGames Against Healthâ (GAH) research agenda, a criticism of, and response to, the cultural imperialism of the âGames for Healthâ paradigm. Committed to player-centric design ethics, GAH seeks to dismantle the âgames for healthâ myth as neo-liberal elitist diktat. We acknowledge the values, tastes and pleasures of billions of game players worldwide. We argue that game designers should engage more efficiently in the disimprovement of player health and wellbeing in order to cater to those playersâ existing preferences. We hope the paper can serve as a convenient reference for those designing psychotic, sociopathic or antisocial games
A new track for technology: Can ICT take care for healthier lifestyles?
The paper takes a look on potential contribution of Information and Communication Technologies to abate public health challenges caused by demographics and lifestyle. From the current convergence of mhealth, and sport market products emerge targeting normal athletes to control their training in a quantified manner. The resulting feedback and transparency foster a healthier lifestyle. These products and services help overcome limitations to innovation typical to the health care market. The paper is based on research by the European Commission's Institute for Prospective Technological Studies on Integrated Personal Health/Care services. --eHealth,Integrated Personal Health/Care services,sport,training,lifestyle related disease,innovation
Development, validation, and reliability of the Kinect-Ed survey tools
To assess the future success of the Kinect-Ed nutrition and cooking intervention, the purpose of the current study was to develop the Kinect-Ed pre-test, post-test, and parental surveys, establish content and face validity, as well as test-retest reliability and internal consistency. Content validity was examined using an expert panel (n=7) and face validity using cognitive interviews (n=8). Test-retest reliability of the Kinect-Ed pre-test (n=129) and post-test (n=107) was completed with young adolescents (9-14 years), while the parent survey was followed up a telephone interview (n=20 parents). Test-retest correlations ranged from .499-1.000 with the majority of t-tests revealing non-significant differences while the chi square analyses revealed significant associations (Phi= .377-1.000). Results indicate that the Kinect-Ed surveys have content and face validity and are reliable and, therefore, can be used in the upcoming years to examine the effectiveness of the program for improving family meals, food preparation, and overall diet quality in young adolescents
Feasibility and acceptability of an exergame intervention for schizophrenia
Objectives
To evaluate the feasibility and acceptability of an exergame intervention as a tool to promote physical activity in outpatients with schizophrenia.
Design
Feasibility/Acceptability Study and Quasi-Experimental Trial.
Method
Sixteen outpatients with schizophrenia received treatment as usual and they all completed an 8-week exergame intervention using Microsoft KinectÂŽ (20 min sessions, biweekly). Participants completed pre and post treatment assessments regarding functional mobility (Timed Up and Go Test), functional fitness performance (Senior Fitness Test), motor neurological soft signs (Brief Motor Scale), hand grip strength (digital dynamometer), static balance (force plate), speed of processing (Trail Making Test), schizophrenia-related symptoms (Positive and Negative Syndrome Scale) and functioning (Personal and Social Performance Scale). The EG group completed an acceptability questionnaire after the intervention.
Results
Attrition rate was 18.75% and 69.23% of the participants completed the intervention within the proposed schedule. Baseline clinical traits were not related to game performance indicators. Over 90% of the participants rated the intervention as satisfactory and interactive. Most participants (76.9%) agreed that this intervention promotes healthier lifestyles and is an acceptable alternative to perform physical activity. Repeated-measures MANOVA analyses found no significant multivariate effects for combined outcomes.
Conclusion
This study established the feasibility and acceptability of an exergame intervention for outpatients with schizophrenia. The intervention proved to be an appealing alternative to physical activity. Future trials should include larger sample sizes, explore patients' adherence to home-based exergames and consider greater intervention dosage (length, session duration, and/or frequency) in order to achieve potential effects
Interactive Virtual Reality Fitness Game using Microsoft Kinect (KineFit)
KineFit is an interactive Virtual Reality (VR) fitness training application that utilized
the Kinect sensor as its main input device. Kinect offers a controller-free gaming
experience where user interacts with the game environment by using their whole
body, hence, making the experience more natural and immersive. The game is
incorporated with a gesture-based interface that removes any use of mouse and
keyboard as a means to navigate the game environment. Moreover, this project is
undertaken to motivate exercise as well as to inculcate healthy living culture among
Malaysians since obesity has becoming a critical issue in the country lately. In
addition, the Jack of exercise is one of the primary reasons that lead to obesity, which
in turn is caused by the lack of time, motivation and dull exercise routine.
Furthermore, most video games are desktop-based environment that limits the users'
movement, thus, promoting sedentary lifestyle. Hence, KineFit is undertaken to
change the current attitude and moves towards active lifestyle. Currently, KineFit
consists of two exercise modules but flexible for expansion and uses only the Kinect
sensor as the input device. This project implemented the incremental model which
offers flexibility in time, requirements, manpower and risks. A total of 14 users
participated in 2 different prototype testing to test the usability of the system and the
users' perception of the game on their motivation, engagement and enjoyment to
perform the exercise. The result of the first prototype testing is encouraging as users
felt motivated to complete the exercise while having fun at the same time. The users
suggested that the modules should be refmed for better user engagement. The second
prototype testing improved in terms of engagement as the exercise modules are
changed based on data gathered on the first prototype testing. Suggested future works
for expansion are by adding a jogging module and implementing an Artificial
Intelligence (AI) on character that is able to interact with the user to give the game
more depth, motivation, engagement and importantly, enjoyment of performing
exercise at the comfort of users' living room
Improving personalized elderly care: an approach using cognitive agents to better assist elderly people
Tesis por compendio de publicaciones[ES]El envejecimiento de la poblaciĂłn a nivel global es una constante cada vez mĂĄs presente en el dĂa a dĂa y las consecuencias derivadas de este problema son cada vez mĂĄs impactantes para el correcto funcionamiento y estructuraciĂłn de la sociedad. En este contexto, hablamos de consecuencias a nivel de crecimiento econĂłmico, estilos de vida (y jubilaciĂłn), relaciones familiares, recursos disponibles por el gobierno a la franja etaria mĂĄs anciana e inevitablemente la prevalencia de enfermedades crĂłnicas.
Es ante esta realidad que surge la necesidad de desarrollo y promociĂłn de estrategias eficaces en el acompaĂąamiento, prevenciĂłn y estĂmulo al envejecimiento activo y saludable de la poblaciĂłn para garantizar que las personas ancianas continĂşen teniendo un papel relevante en la sociedad en lugar de someterse al aislamiento y fĂĄcil deterioro de las capacidades fĂsicas, cognitivas, emocionales y sociales. De esta forma, tiene todo el sentido aprovechar todos los desarrollos tecnolĂłgicos verificados en los Ăşltimos aĂąos, principalmente en lo que se refiere a avances en las ĂĄreas de dispositivos mĂłviles,
inteligencia artificial y sistemas de monitoreo y crear soluciones capaces de brindar apoyo diariamente al recopilar datos e indicadores del estado de salud y, en respuesta, proporcionar diversas acciones personalizadas que motiven la adopciĂłn de mejores hĂĄbitos de salud y medios para lograr este envejecimiento activo y saludable. El desafĂo consiste en motivar a esta poblaciĂłn a conciliar su dĂa a dĂa con el interĂŠs y la voluntad de utilizar aplicaciones y sistemas que brinden este apoyo personalizado. Algunas de las abordajes recientemente explorados en la literatura con este objetivo y que han alcanzado resultados prometedores se basan en la utilizaciĂłn de tĂŠcnicas de gamificaciĂłn e incentivo al cumplimiento de desafĂos a nivel de salud (como si la persona estuviera jugando un juego) y la utilizaciĂłn de interacciones personalizadas con objetos (ya sean fĂsicos como robots o virtuales como avatares) capaces de brindar feedback mĂĄs personal, creando asĂ una conexiĂłn mĂĄs cercana entre ambas entidades. El trabajo aquĂ presentado combina estas ideas y resulta en un enfoque inteligente para la promociĂłn del bienestar de la poblaciĂłn anciana a travĂŠs de un sistema de
cuidados de salud personalizado. Este sistema incorpora diversas tĂŠcnicas de gamificaciĂłn para la promociĂłn de mejores hĂĄbitos y comportamientos, y la utilizaciĂłn de un asistente virtual cognitivo capaz de entender las necesidades e intereses del usuario para posibilitar un feedback e interacciĂłn personalizados con el fin de ayudar y motivar al cumplimiento de los diferentes desafĂos y objetivos que se identifiquen. El enfoque propuesto fue validado a travĂŠs de un estudio con 12 usuarios ancianos
y se lograron resultados significativos en tĂŠrminos de usabilidad, aceptaciĂłn y efectos de salud. EspecĂficamente, los resultados obtenidos permiten respaldar la importancia y el efecto positivo de combinar tĂŠcnicas de gamificaciĂłn e interacciĂłn con un asistente virtual cognitivo que traduzca el progreso del estado de salud del usuario, ya que se lograron mejoras significativas en los resultados de salud despuĂŠs de la intervenciĂłn. AdemĂĄs, los resultados de usabilidad obtenidos mediante la cumplimentaciĂłn de un cuestionario de usabilidad confirmaron la buena adhesiĂłn a el enfoque presentado. Estos resultados validan la hipĂłtesis de la investigaciĂłn estudiada en el desarrollo de
esta disertaciĂłn
A review of physical activity monitoring and activity trackers for older adults
The objective assessment of physical activity levels through wearable inertial-based motion detectors for an automatic, continuous and long-term monitoring of people in free-living environments is a well-known research area in literature. However, their application to older adults can present particular constraints. This paper reviews the methods of measuring physical activity, adoption of wearable devices in older adults, describes and compares existing commercial products encompassing activity trackers tailored for older participants
Energy expenditure of âKinectâ˘â exergaming in schoolchildren
With declining levels of physical activity and increasing body mass indexes recent research has proposed that active video gaming could be a potential tool in the fight against childhood obesity. This study was designed to evaluate the energy and physiological costs of the latest technology of active gaming, Kinect⢠for the Xbox360ÂŽ, in healthy schoolchildren. The hypothesis was that energy expenditure would be significantly greater when children engaged in activity promoting video games using Kinect⢠compared to both traditional sedentary video gaming and rest. Energy expenditure, heart rate and oxygen consumption were measured in 18 healthy schoolchildren (10 boys and 8 girls) aged 11 to 15 years during rest, whilst playing a traditional non-active video game and also whilst playing two activity promoting Kinect⢠video games. Participants played each game for 15 minutes in a fixed order and measurements were made by indirect calorimetry using the Cosmed K4 b² metabolic cart. Repeated measurement mixed-model analysis was conducted to compare the physiological costs and energy expenditures across conditions with multiple post hoc comparisons. Mean heart rates, oxygen and energy costs all increased significantly (p < .05) during activity promoting video game play compared to rest and sedentary gaming. Mean heart rate increased by 53% above rest (77.4 Âą 14.6 bpm) during a dance simulation game (118.3 Âą 17.8 bpm) and by 70% during a boxing game (131.3 Âą 15.3 bpm). Mean energy expenditures of 3.00 Âą 1.03 kcalâ˘minâ1 and 4.35 Âą 1.55 kcalâ˘minâ1 were demonstrated during âDance Centralâ and âKinect Sports Boxingâ, 150% and 263% greater than resting values (1.20 Âą 0.25 kcalâ˘minâ1) and 103% and 194% higher than during sedentary gaming (1.48 Âą 0.33 kcalâ˘minâ1). Activity levels of 2.91 and 4.02 child-specific METs were achieved when playing the Kinect⢠dance and boxing game. Active gaming using Kinect⢠on the Xbox360ÂŽ significantly increased energy expenditure compared to rest and almost tripled when compared to traditional sedentary gaming. In our sample, Kinect⢠active gaming expended up to the equivalent of 261 kcalâ˘hâ1, 172 kcalâ˘hâ1greater than sedentary gaming. Such expenditure could potentially help bridge the âenergy gapâ that is thought to be responsible for the increasing incidence of obesity seen in children and adolescents
Health Promotion for Childhood Obesity: An Approach Based on Self-Tracking of Data
[EN]At present, obesity and overweight are a global health epidemic. Traditional interventions
for promoting healthy habits do not appear to be e ective. However, emerging technological solutions
based on wearables and mobile devices can be useful in promoting healthy habits. These applications
generate a considerable amount of tracked activity data. Consequently, our approach is based on
the quantified-self model for recommending healthy activities. Gamification can also be used as
a mechanism to enhance personalization, increasing user motivation. This paper describes the
quantified-self model and its data sources, the activity recommender system, and the PROVITAO
App user experience model. Furthermore, it presents the results of a gamified program applied for
three years in children with obesity and the process of evaluating the quantified-self model with
experts. Positive outcomes were obtained in childrenâs medical parameters and health habits
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