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In this paper, a self-learning tool for children belonging to age group 2-4 years is proposed where the subject can learn different educational content along with exercise. Our system is inspired by the traditional way to teach different elementary educational contents for example alphabets and digits, where the subject imitates the guide's movements and listen to the guide's voice to recognize alphabets...
Staying physically active is essential to wellbeing in late life. However, many older adults experience barriers to physical activity. Past research has investigated the development of playful interactive systems to support exercise routines and reduce access barriers. Yet, little research has been done on older adults' needs and preferences regarding technologies that support physical activity. We...
Meeting the target of 8000 steps/day, as recommended by many national governments and health authorities, can provide considerable physical and mental health benefits and is seen as a key target for reducing obesity levels and improving public health. However, to optimize the health benefits, walking should be performed at a “moderate” intensity. While there are numerous mobile fitness applications...
The gaming system used during the process of neurorehabilitation is developed. It is composed of: acquisition component - Wacom Intuos4 XL tablet, and a computer which processes data and uses them as control signals in Internet game. Monitoring of either personal progress or success of other users using the presented platform is enabled by special evaluation system which provides comparison of the...
Exergames have become an important allied for many professionals of health field: physiotherapist, physical education teachers, physicians and many others. This new generation of video games has this special name because it combines exercise (with the prefix “exer”) and games. Also, exergames can be used as a resource to support the development of motor skills, promotion of an active living and healthy...
Mobile augmented reality (mobile AR) enables virtual content such as 3D models, animations and annotations to be placed on top of a real world objects in any context. We applied mobile AR to develop the Calory Battle AR exergame to tackle worldwide childhood obesity. In this game the player finds and defuses virtual calory bombs in a real world environment. Specifically, we present the development...
We proposed an extensible mobile augmented reality exergame platform which utilizes augmented reality and sensors to connect virtual game content to the real world. We analyzed the current state of augmented reality and exergaming research before describing the Calory Battle AR concept along with its technical details. Extensibility of the platform is threefold: 1) players can create and share game...
The addition of an exercise component to computer games is a method that attempts to increase exercise compliance among the population. Various attempts at such games have been made, both commercially and as research projects, but the set of studied game mechanics that are both entertaining and provide beneficial exercise are relatively small. In our work, a game mechanic was designed for a floor-based...
Human activity monitoring, through the use of body-wearable sensors, allows for many exciting possibilities, from gaming, to exercise, to preventative health care, where childhood obesity is a growing epidemic. The rapidly increasing nature of this trend requires serious thought at targeting its causes and finding solutions. One major influence is video gaming and the hours of sedentary behavior associated...
Using Microsoft Kinect as a whole body motion tracking system and 3D user interface, we developed two exercise-based 3D interaction techniques for a car racing game — a genre of game traditionally unrelated to physical exercise. Interaction (i.e., control of car acceleration) is enabled through the use of two real exercises 1) a half crouching exercise, and 2) a crouching and rising exercise. In two...
This research demonstration consists of an integrated hardware and software platform developed for rapid prototyping of virtual reality-based games for upper body exercise and rehabilitation. The exercise protocol has been adopted from an evidence-based shoulder exercise program for individuals with spinal cord injury. The hardware consists of a custom metal rig that holds a standard wheelchair, six...
Children with autism show substantial benefits from rigorous physical activity, however it is often difficult to motivate these individuals to exercise due to their usually sedentary lifestyles. To address the problem of motivation, we have developed Astrojumper, a stereoscopic virtual reality exergame which was designed to fit the needs of children with autism. During the game, virtual space-themed...
Video games are ubiquitous in modern day life. Unfortunately, several children are overweight or even obese because they spend a lot of time watching television or playing non-physical video games, instead of perfoming physical activities. Furthermore, this lack of exercise affects their development. The fact that children are becoming overweight or obese is a health concern for many countries that...
Today's high calorie diets and low physical activity levels contributes towards childhood obesity. Exergaming, a combination of "exercise" and "gaming" was conceived as a means of addressing this problem. In this paper a mobile collaborative exergame, which is designed to be enjoyable and physically challenging, is presented. The long term objective is to harness conventional mobile...
The urban lifestyle is hectic and information rich. A busy work pace and digital entertainment take time away from real world physical exercise, while lifestyle diseases increase globally. An aging population and diminishing resources for public healthcare cause pressure to move healthcare resources from treatment to prevention of illnesses. Exergaming, which is a term combining ldquoexerciserdquo...
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