Near-Realistic Mobile Exergames With Wireless Wearable Sensors | Academic Article individual record
abstract

Exergaming is expanding as an option for sedentary behavior in childhood/adult obesity and for extra exercise for gamers. This paper presents the development process for a mobile active sports exergame with near-realistic motions through the usage of body-wearable sensors. The process begins by collecting a dataset specifically targeted to mapping real-world activities directly to the games, then, developing the recognition system in a fashion to produce an enjoyable game. The classification algorithm in this paper has precision and recall of 77% and 77% respectively, compared with 40% and 19% precision and recall on current activity monitoring algorithms intended for general daily living activities. Aside from classification, the user experience must be strong enough to be a successful system for adoption. Indeed, fast and intense activities as well as competitive, multiplayer environments make for a successful, enjoyable exergame. This enjoyment is evaluated through a 30 person user study. Multiple aspects of the exergaming user experience trials have been merged into a comprehensive survey, called ExerSurvey. All but one user thought the motions in the game were realistic and difficult to cheat. Ultimately, a game with near-realistic motions was shown to be an enjoyable, active video exergame for any environment.

author list (cited authors)
Mortazavi, B., Nyamathi, S., Lee, S. I., Wilkerson, T., Ghasemzadeh, H., & Sarrafzadeh, M.
publication date
2014
published in
keywords
  • Male
  • Exercise Therapy
  • Middle Aged
  • Female
  • Databases, Factual
  • Algorithms
  • Adolescent
  • Remote Sensing Technology
  • Young Adult
  • Sports
  • Adult
  • Clothing
  • Video Games
  • Humans
altmetric score

3.5

citation count

22

PubMed Central ID
24608050
identifier
327518SE
Digital Object Identifier (DOI)
start page
449
end page
456
volume
18
issue
2