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A Kinect Based Adaptive Exergame

1
Irina Mocanu, 2Cosmin Marian 3
Lucia Rusu, 4Raluca Arba
Computer Science Department Faculty of Economics and Business
University Politehnica of Bucharest Babes Bolyai University of Cluj-Napoca
Bucharest, Romania Cluj-Napoca, Romania
1
irina.mocanu@cs.pub.ro, 2cosmin1611@gmail.com 3
lucia.rusu@econ.ubbcluj.ro, 4raluca.arba@econ.ubbcluj.ro

Abstract—This paper describes an application that aims to  The weight loss by burning a number of calories over
stimulate physical activity adapted to elderly people. The a period of time. The recommendation is 30 minutes
application is implemented as a game with two avatars: user and of exercise a day for at least five days a week. This
trainer. The user avatar must reproduce the movements of the begins with daily activities: take the stairs instead of
trainer’s avatar. The similarity between two movements is taking the elevator, several steps in a walking
computed using Dynamic Time Warping. Also the speed of the program.
trainer is adapted to the user’s movements using cross-
correlation. Thus the game can stimulate for a long time  ability to combat many health problems, from
physically activity. The preliminary evaluations with ten people cardiovascular disease to depression. Physical activity
have shown that the system can be an effective tool that engages allows blood to flow through arteries and veins
users into physical activity. vigorously, reducing the risk of cardiovascular
disease, reduce the risk of developing type 2 diabetes,
Keywords—exergame; Dynamic Time Warping; cross
stroke, depression and arthritis.
correlation; adaptation;
 Improved mood. Exercise stimulates the release of
I. INTRODUCTION endorphins in the brain that are known producer of
Exercises play an important role in the overall condition of "runner's high". Releasing tension and stress through
the elderly. A structured exercise program may lead to a rapid exercise can boost self-esteem and confidence.
recovery in severe disease (stroke, fractures, surgery) and even
major benefits for the elderly with less severe disease. The  an energy boost efficiency caused by oxygen
purpose of the exercise is to regain tone and normal weight and throughout the body. As the heart and lungs working
reduce comorbidities that affect obese patients, such as: in sync, enabling a flow body and restoring good
cardiovascular disease, diabetes, osteoporosis [1]. blood flow to muscles and tissues energy. Regular
exercise increases endurance and muscle strength,
Activities of Daily Living (ADL) are defined as activities allowing muscles and bones become stronger0
carried out regularly. While walking is a form of exercise with
several implications, this does not present a comprehensive  sleep better. The body is released from stress and
application form to the effort of the human body. Even if the allows relaxed state of mind. A relaxed mind will gain
ADL can include washing the car, cleaning the house and the benefits of sleep: immune function, good memory,
gardening, cooking, washing dishes are not considered exercise relax the body and muscles and the body works better.
that would require sufficient human body. Patients should seek Also there are some (especially age-related) factors that
a structured exercise program to accelerate further their goals induce a progressive diminution of physical activity: the
of increasing mobility, muscle mass, stamina and eventually to discomfort caused by some health problems, the lack of
weight loss (if applicable). enthusiasm (apathy), social conformism. Moreover, these
A good program is well structured exercise any program factors act as a negative feed-back system (this means that the
tailored to the patient's lifestyle and physical, which includes less physical activity someone performs, the bigger these
any activity of daily program leading to a target heart rate of at factors become) and lead to a chronic sedentariness. Most
least 120 beats per minute (bpm). This is the recommended existing exergames are made for children or young adults, and
intensity level over a period of 30-45 minutes. If health they have many features that do not suit to the elderly.
problems arise (sweating, fatigue or breathing) and is sufficient Exergames for elderly should follow basic requirements for
for 5-10 minutes three times a week. Persevering over time, games, adapted for the abilities of the users.
will gradually build endurance and can reach a goal of 30-45 This paper presents a game that increase physical activity
minutes of exercise [1], [2]. through a game with movements adapted to the user’s speed of
We present six benefits of structured exercise combined reactions.
with daily activities, maintaining a decent balance between The rest of the paper is organized as follows: Section II
both [2], [3]: describes other games with physical exercises for elderly
people or used in the rehabilitation domain. Game description
978-1-5090-3899-2/16/$31.00 ©2016 IEEE.
in given in Section III. Section IV presents evaluation of the patients from trying to complete tasks. Jewel Mine is a
proposed game. Conclusion and future work are described in rehabilitation therapy tool customized to overcome these
section V. issues. Developed at the Game Based Rehab Lab, part of
the MedVR Group (http://medvr.ict.usc.edu/research/) at
II. RELATED WORKS University of Southern California Institute for Creative
Mobility problems are very common for elderly people and Technologies (ICT), this video game-based application targets
lead to reduced quality of life and limitations in everyday balance training and upper limb reaching exercises and is
activities and social participation. Game-based technologies, designed to motivate people with orthopedic and neurological
social play, personalization and persuasive technologies can injury or impairments, including stroke, traumatic brain injury,
motivate the elderly to perform exercises that are beneficial to spinal cord injury and balance issues associated with aging.
them. GameUP, developed in the AAL project GameUP [12]
A new way to use video games is to include them in sustains mobility of seniors over 65 years for the advancement
training, education and learning. This is called serious games. of older persons’ mobility [13]. The GameUp project created
Serious games can be described as ”a mental contest, played seven mini exergames training mobility, strength, and balance
with a computer in accordance with specific rules, that uses on Kinect for Windows and a mobility tracker from the
entertainment to further government or corporate training, company Fitbit is also used for promoting endurance. Kinect
education, health, public policy, and strategic communication enables users to control and interact with their screen without
objectives” [7]. An important feature with serious games is that using a gamepad, but simply with an easy interface using
they provide the opportunity to experience in real-life gestures and spoken commands. Thus, playing freely without
situations and adventures one may otherwise not be able to being bonded to traditional gamepads makes the game console
enjoy. Exergames are a type of serious video games that user-friendly and more suitable for older persons. Fitbit, with
combine traditional game play with physical activity. The its integrated altimeter and tri-axial accelerometer accurately
combination of movement and amusement is used to stimulate captures all daily activities. It tracks the number of steps taken,
exercise and engage people to be more physically active in a stairs climbed, distance traveled and calories burned every day.
fun and motivating way. A lot of research has been done within It’s low weight and small size, and it can easily and discreetly
this topic, and results show that exergames can have a positive be attached to clothing. The aim of this tracker is to empower
effect on users health [8], [9]. and encourage the patient, by delivering real-time feedback
that helps him/her be more active. The exergames consist of 7
Paper [10] discuss important issues that need to be taken mini-games, including balance, mobility, and strengthening
into account when developing games for elderly. Elderly often exercises:
suffer from decline in visual acuity, decreased audition,
mobility changes and cognitive functions’ decline. In addition,  Exercise 1 called “plucking game” is a
many elderly are not familiar with technology. The writers strengthening exercise for abductor muscles. The
suggest that it should be possible to customise the game for patient has to spread apart one leg on the side.
every player’s special needs.
 Exercise 2 “apple-picking game”, exercise 4
Font, size and colour should be adjustable, and information “chicken-picking game” and exercise 7 “star-
should be provided in different multimedia alternatives, like picking game” are balance exercises where the
text, voice and images. The objects should be of sufficient size patient has to catch the falling objects and put
and the elements should not move too fast. The overall them in the correct receptacle. These three balance
interface should be as simple as possible, without the need to exercises are based on the same training principle
remember information given earlier in the gaming process, and where the patient has to move sideways.
it should be given sufficient information and guidance
throughout the whole game. Games should also provide  Exercise 3 called “growing game” is a
motivating messages to encourage the player. strengthening exercise for the calf muscles. The
patient has to stand on his toes to water the flower.
Some examples of wellbeing and motivational applications
and games for healthcare based on Kinect and/or other sensors  Exercise 5 called “harvesting game” is a
are given bellow: strengthening and mobility exercise for the trunk.
It trains the torso rotation. The patient has to rotate
Jewel Mine [11] is a rehabilitation therapy tool customized his trunk in order to cut the corn with the scythe.
to overcome health issues. Jewel Mine was created using the
Microsoft Kinect for Windows SDK and is part of a series of  Exercise 6 called “pumping game” is a
game-based research prototypes using off-the-shelf video game strengthening exercise for quadriceps muscles
hardware to explore the potential of interactive games to where the patient has to perform squats in order to
improve therapy in home and clinical settings. Video game pump water into a glass.
systems are increasingly being used for rehabilitation. Evergreen Fitness System [14] is a game-based prototype
However, games designed for entertainment do not always developed to train older adult’s balance, especially lower limb
meet clinical needs. They can be too challenging for people strength by exercises (knee marching, side hip raise, lunges,
with impairments to complete or they can encourage the wrong partial squats, wide squats and standing knee flexion). The
type of movements. Negative feedback often discourages system is based on the Kinect sensor, gestures are used to
select the menu while body motions are required as part of the For seniors, doctors prohibit certain types of exercises:
exercises. Immediate feedback, such as smiling face, ding isometric exercises, anaerobic exercises, exercises with heavy
sound and entertaining background music is provided to weight, exercises in the head goes below horizontal front trunk,
increase interaction. Six exercises are designed for improving exercises with sudden changes of position.
balance: An important rule consists in elimination of seeking maximal
and submaximal muscular efforts for long periods, which are
 Exercise 1 (knee marching): strengthen ankles and impossible in old age, and risky use [3], [4].
hips; improve dynamic or moving balance.
There are some easy exercises that can be performed by
 Exercise 2 (side hip raise): strengthen side hip any elderly: training mild aerobics, squats, lifting light weights,
muscles; maintain lower body endurance to better push-ups performed on the wall, flexing side of the leg linkage
walk and side step around objects. peaks, stretching lumbar, stretches upper body. Although
 Exercise 3 (lunges): strengthen quadriceps and generally are considered valid, even these contraindications to
hips; improve the ability to get out of a chair and certain conditions for elders: hemiparesis, paresis, recent
balance. operations, etc [5], [6].

 Exercise 4 (partial squats) and Exercise 5 (wide These physical exercises must be defined in order to guide,
squats): increase hip flexibility, quadriceps monitor, and encourage elderly people to perform them:
strength and hip flexor strength: steady body for  The discomfort sensation can be attenuated by
better balance and safety. choosing adapted exercises, in accord with physical
 Exercise 6 (standing knee flexion): strengthen capabilities, and by progressively increase the
hamstring muscles; help with standing balance difficulty - we’ll have three type of exercises: low,
moderate and high. The exercises will be based on a
Out in nature [15] is a simplified exergame concept for set of movements of the whole body representing
senior citizens, which focuses on physical activity in general, standard activities concerning physical training
and balance and muscle strength in particular. The game is exercises (e.g. straight arms pumps: lateral and upper,
designed for elderly people, around 70 years old and was lateral arm circle, lateral lunge, squats);
created based on the seniors’ feedback. Users can choose
exercises according to different muscle groups and balance  The apathy can be surpassed using adequate visual
challenges, and then, a specific exercise is chosen depending and audio stimuli: virtual animated models, rewards,
on their own preference or the recommendation from their encouragements, musical sequences, etc.;
physiotherapists. The design of the exergame shows clear goals The level of the exercise will be adapted permanently in
for training muscle strength and balance. One of the exercise is speed. We propose a Physical Activity Trainer (PAT) that is
focused on balance and muscle strength, where the task is to implemented like a game that helps users to perform physical
pick apples. This activity requires players to stretch their body activities. The game consists of two avatars: the avatar of the
to reach ripe apples (balance) and put them in a basket on the user and the avatar of the trainer. Based on a kineto-therapist
ground.   recommendation we’ll register a set of exercises with different
Paper [16] presents a mobile based exergaming system levels of difficulty. Each user will be registered with a personal
that targets children of different ages and that aims to profile (containing medical information and recommendation
encourage them to do running and jumping exercises in an of the type for the physical exercises). When the game starts,
enjoyable manner. The system uses a heart monitor that allow the user can choose a type of the exercise according with his
interacting with a special game that can adapt to the user’s profile. The trainer avatar will be animated based on the
performance. recorded exercises with the speed associated with the selected
level. The user will perform the recommended exercises, his
Home-based rehabilitation system has potential to offer avatar will be animated, and the system will compute a score
greater accessibility and thus increase consistent uptake. In (comparing the user movements and the trainer movements).
[17] is presented an effective home-based rehabilitation Also the speed of the game will be continuously adapted based
offering outcomes similar to those obtained through hospital- on the user response. In this paper we’ll focus on the game
based rehabilitation under the supervision of a therapist. The description (animated avatars: user and trainer) and on the
system uses Kinect with Dynamic Time Warping method and evaluation and adaptation of the user’s exercises. We consider
fuzzy logic for exercise evaluation. the profile of the users already set up. Both user and trainer are
represented on the screen using 3D avatars.
III. SYSTEM DESCRIPTION
All exercise programs are customized to the particular elder A. Component description
disease, so they are easily understood and executed. The A study performed in the AAL Project Join-In [17]
program includes muscle exercises active, moderate, consistent concluded that although it is not perfect, the Microsoft Kinect
with 75% load capacities cardiovascular system, respecting the is the most suitable device for exergames for elderly. This is
principle of Rusk (1977) "little and often" and especially the also the best tool to capture the movements properly and thus
basic principle of recovery geriatric "maximum effect - ensuring that exercises are performed correctly. Also it offers
minimal risk" [3]. all three types of information that is needed in such an
application: infrared video stream, depth stream, skeleton The video containing only the depersonalized kineto-therapist’s
tracking. The color video stream can be ignored due privacy silhouette become the model for the subjects.
concerns, since there are voices that warn about the importance
For each exercise we’ll store (i) exercise name, (ii) exercise
of hiding unnecessary details such as clothes, face, and
description, (iii) exercise category, (iv) difficulty level, (v)
environment. The coordinators of the joins (as in Fig. 1) are
relevant joints for the exercise, (vi) repeating time. For
provided by the Kinect One sensor, as described in [18].
example – exercise rotation arms is recorded exercise
description: starting position: stand up straight, your feet
slightly apart and exercise routine – put your hands on the
shoulders and rotate simultaneous your elbows four times
forward and then four times backwards. All these information
will be stored into the Exercise Database from the Data
Repository. Each exercise will have an associated XML file
containing the joints coordinates. Based on the solution from
[19] numerical information regarding the coordinates of the
joints in each video frame are recorded in a XML file (Fig. 3).
These numbers can be used to determine the similarity between
real-time movements (performed by the user) and pre-recorded
movements (that will be performed by the avatar).

Fig. 1. Skeleton joints [18].

PAT is described as three main components, as in Fig. 2: (i)


a component that is responsible with recording the set of the
reference exercises (Capture Reference Exercises); (ii) Set up
the user profile (for setting up user information: health status
and recommendation) (Set up User Profile), (iii) exergame
creator and interpretation (Exergame Manager) and (iv) Data
Fig. 3. XML file that records (for each frame) the coordinates of the most
Repository. important joints that will be considered in PAT

Set up User Profile will save into the Data Repository –


User Profile Database all information associated with each
user. All these data will be saved at the first time when an user
will start to play the game. He will fill in: his medical
information (what is his health status, what are
recommendations regarding the physical activity that he can
perform, for example he must make physical exercises with
arms, legs, trunk and the difficulty level that is accepted for his
profile). All these information will be set up through a
questionnaire in which the user must select one option.
The Exergame Manager is responsible with both animation
of the trainer avatar and both with the animation of the user
avatar. The trainer avatar is controlled through the exercises
recorded into the Exercise Database. The user avatar is updated
Fig. 2. PAT description. real time through the movements realized by the user. These
movements are captured through the skeleton provided by the
Capture Reference Exercises - We used the features of the Kinect sensor and mapped to the avatar using the Unity
Unity 3D engine to record motion using the Kinect One sensor package - Kinect Wrapper Package for Unity3 [20]. These
and then display it on the screen using a 3D avatar. First of all, information are updated through the Replay Exercise module.
we built a humanoid 3D avatar with a skeleton animation Evaluate & Adapt Exercises module will adapt and collect
(using Blender 3D) and imported it in the graphics engine. the user performance in order to make decision on the intensity
For each exercise the kineto-therapist is recorded while level of the game during the play. The objective is to encourage
performing specific movements. After that, all unnecessary people to stay physically active during the game play. The
details (face, colors, clothes, and environment) are ignored. adaptation component controls the game speed that can be
viewed as the speed of the trainer avatar which is the speed that  Right Wrist - Right Elbow - Right Shoulder
the user should maintain.
 Right Elbow –Right Shoulder –Spine Shoulder
The Exergame Manager is described in more detail in Fig.
4. The user skeleton is acquired through Kinect sensor  Right Ankle –Right Knee -Right Hip
(Skeleton Acquisition module). Then skeleton is processed  Left Wrist –Left Elbow-Left Shoulder
through Skeleton Processing module.
 Left Elbow –Left Shoulder - Shoulder Center
+
 Left Ankle –Left Knee – Left Hip
 Right Hip –Spine Base –Right Knee
 Left Hip – Spine Base – Left Knee
 Right Wrist – Right Hand – Right Elbow
 Left Wrist – Left Hand – Left Elbow
 Right Ankle - Right Foot - Right Knee
 Left Ankle – Left Foot – Left Knee
 Spine Base-Spine Mid-Left Hip
 Spine Base-Spine Mid-Right Hip
 Spine Shoulder – Spine Mid – Spine Base
 Neck-Head - Spine-Shoulder
 Head-Right - Shoulder-Neck
Fig. 4. Exergame Manager Component.
 Head-Left - Shoulder-Neck
In order to compute similarities between user movements
and trainer movements we extract a set of features from the  Spine Shoulder - Neck-Spine Mid
skeleton provided by the Kinect sensor. All joints coordinates The distance between user and trainer movements can be
provided by Kinect are relatively to the coordinate system calculated using DTW (Dynamic Time Warping) algorithm
associated to Kinect (as in Fig. 5). The Kinect uses a cartesian because this technique aligns the gestures so that the most
coordinate system centered at the Kinect. The positive Y axis appropriate postures are compared. Based on the results from
points up, the positive Z axis points where the Kinect is [19], DTW has good results for comparing two gestures. The
pointing, and the positive X axis is to the left. In order to obtain distance between two postures is computed based on
an invariant description of the exercises we’ll consider a geometrical distance between similar joints in the postures.
description of the skeleton based on angles between vectors
determined by the skeleton joints. User Character Control will map the user movements
through the user avatar that will be displayed on the user
interface on a computer. Angles computed by the Skeleton
Processing module are used to animate the user avatar. Also
the Trainer Character Control animates the trainer avatar
based on the description from the Exercise Database – the
current exercise associated to user.
Evaluation & Adaptation Module evaluates the movements
made by the user and updates the speed of the trainer. From
practice we observed that if the user makes exercises slower
than the trainer, the score will decrease in time, and the user
will be unmotivated to continue to make physical exercises.
Fig. 5. Coordinate system associated with a Kinect. Thus this module will compute a score for exercises that will
be displayed on the user interface. Also it will update the speed
We define multiple sets of vectors to cover the entire body
of the trainer. The adapted speed will be sent to the Trainer
parts and to compute the angle for each of them. In this way,
Character Control that will animate accordingly the trainer
we can capture and compare movements using a more natural
avatar. For speed adaptation we consider each movement as a
approach (for example, we would compare the angle between
function of angles varying in time. Thus the adaptation will
the arm and the forearm or the shoulder and the arm). We use a
consist in computing the delay between two signals – that is
number of 21 vector sets as follows:
described in next section.
 Head – Spine Shoulder – Spine Mid
B. Trainer and user movements adaptation user. Each exercise is repeated for different times. In this case
Cross-correlation [21] is a common concept for calculating we can observe that time t corresponds to the starting of a new
signal analysis, and represents correlativity between the values iteration of the compound movement.
of two time series, as obtained at two different time points. We make the speed adaption for the trainer as presented below:
Namely, the cross correlation function describes the
correlativity between the values of stochastic signals as Input: αt, αu - angle variations in time for user and trainer, T =
obtained at two different time points t1 and t2. repeating time of the exercise, lt, lu = length of αt, αu (in time)
In fact, one useful feature of this function is measuring the Output: new speed of the trainer
value of τ where the function is at its absolute maximum. This -split αt into lt/T component signals (αui)
value represents a time delay between the two signals. This
concept is illustrated in Fig. 6, in which we have two signals: -for each αui component
one original signal and the other one created by delaying the compute c = correlation coefficient between α ui and αt from
original signal by 0.1 seconds. Fig.7 shows their cross- current starting time
correlation function. The absolute maximum of the cross-
correlation function occurs at a value τ = -0.1 s, which agrees if 0.8 ≤ |c| ≤ 1 compute lag (from cross-correlation) based
with the time delay between the signals. Here the minus sign on the current starting time
indicates that there is a lag in time as opposed to a positive sign
-compute a medium value for all computed lags = mlag
which would represent a lead in time [22].
-return new speed = speed * (1/mlag)

Fig. 6. Two signals.

Fig. 7. Correlation of signals from Figure 6.

Thus the cross correlation function gives a judgment index Fig. 8. Angle variation.
of correlation between two signals in the frequency domain.
Also we can obtain a correlation coefficient that is merely a IV. EXPERIMENTAL RESULTS
ratio, with its meaning given in Table 1. The system is implemented using Unity 3D engine. A
screenshot of the game is presented in Fig. 9 (first one contains
TABLE I. CORRELATION COEFFICIENT a syncronised movement and the other one a movement with a
delay).
Values of correlation coefficient
Slight correlation 0.00–±0.30
Actual correlation ±0.30–±0.50
Significant correlation ±0.50–±0.80
High correlation ±0.80–±1.00

We consider the exercise of moving right arm in lateral: up


and down. The variation of the angle between Right Wrist –
Right Hand – Right Elbow for user and trainer is presented in
Fig. 8. We can see the user and the trainer are synchronized
until t = 70. After that there is a lag between trainer and the
exercises based on the trainer avatar movements. The user
recives a score based on the similarity between his movements
and avatar movements – the similarity is computed based on
angles between the relevant joints for each exercise. Also the
speed of the trainer avatar is adapted to the user condition (in
this case the user condison is measured based on his
movements). This adaptation is obtained using the cross-
Fig. 9. Screenshot of the game. correlatoin for alignment of two signals. Based on experiments
we shown that using the adapted game people make physical
We consider a set of exercises given in Fig. 10. The game was exercises for a long time.  
tested on 10 users (not elderly people – users simulate As future work, we’ll make the adaptation of the game also
different speed of exercises). We can see from the table above based on the medical parameters of the user. Their medical
that the results are much more stable and the system is much parameters would be measured using the Zephyr Bioharness
more helpful for a basic trainee. We run the same exercises Belt [23]. Also we’ll display on the user’s avatar body parts
with game adaptation, using the same persons and same that are not in line with the trainer movements.
exercises. The obtained scores is increased for every exercise.
The score is computed using the euclidean distance applied on ACKNOWLEDGMENT
angle variations of the user and trainer. From Fig. 11 it can be
This research was supported by Executive Unit for
seen that the user will make exercises for long time in case of
Financing Higher Education, Research and Development and
game adaptation. The time for making exercises by the user is
Innovation through Partnership Program, project “Mobility
increased with approximately 43% in case of the speed
pattern assistant for elderly people”, project number PN-II-PT-
adaptation for the avatar trainer (as can see in Fig. 11).
PCCA-2013-4-2241.
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