4.6 Article

An IoT-Enabled Platform for the Assessment of Physical and Mental Activities Utilizing Augmented Reality Exergaming

期刊

SENSORS
卷 22, 期 9, 页码 -

出版社

MDPI
DOI: 10.3390/s22093181

关键词

augmented reality; exergames; gamification; IoT; sensors; mobile platforms; wearables

资金

  1. European Union
  2. Greek national funds through the Operational Program Competitiveness, Entrepreneurship and Innovation under the call RESEARCHCREATE-INNOVATE (SISEI: Smart Infotainment System with Emotional Intelligence) [T1EDK-01046]

向作者/读者索取更多资源

Augmented reality (AR) and Internet of Things (IoT) are core technological elements in modern information systems and applications, with extensive applications in healthcare. This work presents a prototype platform that combines AR and IoT for the development of serious games in the healthcare domain. The platform aims to promote user physical activities and monitor their health and cognitive statuses through challenges and quests in virtual and real world environments.
Augmented reality (AR) and Internet of Things (IoT) are among the core technological elements of modern information systems and applications in which advanced features for user interactivity and monitoring are required. These technologies are continuously improving and are available nowadays in all popular programming environments and platforms, allowing for their wide adoption in many different business and research applications. In the fields of healthcare and assisted living, AR is extensively applied in the development of exergames, facilitating the implementation of innovative gamification techniques, while IoT can effectively support the users' health monitoring aspects. In this work, we present a prototype platform for exergames that combines AR and IoT on commodity mobile devices for the development of serious games in the healthcare domain. The main objective of the solution was to promote the utilization of gamification techniques to boost the users' physical activities and to assist the regular assessment of their health and cognitive statuses through challenges and quests in the virtual and real world. With the integration of sensors and wearable devices by design, the platform has the capability of real-time monitoring the users' biosignals and activities during the game, collecting data for each session, which can be analyzed afterwards by healthcare professionals. The solution was validated in real world scenarios and the results were analyzed in order to further improve the performance and usability of the prototype.

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