Design and Evaluation of an Augmented Reality-Based Exergame System to Reduce Fall Risk in the Elderly
Falls are a major public health concern in today's aging society. Virtual reality (VR) technology is a promising method for reducing fall risk. However, the absence of representations of the user's body in a VR environment lessens the spatial sense of presence. In terms of user experience,...
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description | Falls are a major public health concern in today's aging society. Virtual reality (VR) technology is a promising method for reducing fall risk. However, the absence of representations of the user's body in a VR environment lessens the spatial sense of presence. In terms of user experience, augmented reality (AR) can provide a higher degree of presence and embodiment than VR. We developed an AR-based exergame system that is specifically designed for the elderly to reduce fall risk. Kinect2.0 was used to capture and generate 3D models of the elderly and immerse them in an interactive virtual environment. The software included three functional modules: fall risk assessment, cognitive-motor intervention (CMI) training, and training feedback. The User Experience Questionnaire (UEQ-S) was used to evaluate user experience. Twenty-five elders were enrolled in the study. It was shown that the average scores for each aspect were: pragmatic quality score (1.652 ± 0.868); hedonic quality score (1.880 ± 0.962); and overall score was 1.776 ± 0.819. The overall score was higher than 0.8, which means that the system exhibited a positive user experience. After comparing the average score in a dataset product of UEQ-S Data Analysis Tool, it was found that the pragmatic quality aspect was categorized as good, while the hedonic quality aspect was categorized as excellent. It revealed a positive evaluation from users. |
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Virtual reality (VR) technology is a promising method for reducing fall risk. However, the absence of representations of the user's body in a VR environment lessens the spatial sense of presence. In terms of user experience, augmented reality (AR) can provide a higher degree of presence and embodiment than VR. We developed an AR-based exergame system that is specifically designed for the elderly to reduce fall risk. Kinect2.0 was used to capture and generate 3D models of the elderly and immerse them in an interactive virtual environment. The software included three functional modules: fall risk assessment, cognitive-motor intervention (CMI) training, and training feedback. The User Experience Questionnaire (UEQ-S) was used to evaluate user experience. Twenty-five elders were enrolled in the study. It was shown that the average scores for each aspect were: pragmatic quality score (1.652 ± 0.868); hedonic quality score (1.880 ± 0.962); and overall score was 1.776 ± 0.819. The overall score was higher than 0.8, which means that the system exhibited a positive user experience. After comparing the average score in a dataset product of UEQ-S Data Analysis Tool, it was found that the pragmatic quality aspect was categorized as good, while the hedonic quality aspect was categorized as excellent. It revealed a positive evaluation from users.</description><identifier>ISSN: 1660-4601</identifier><identifier>ISSN: 1661-7827</identifier><identifier>EISSN: 1660-4601</identifier><identifier>DOI: 10.3390/ijerph17197208</identifier><identifier>PMID: 33019759</identifier><language>eng</language><publisher>Switzerland: MDPI AG</publisher><subject>Accidental Falls - prevention & control ; Aged ; Aging ; Augmented Reality ; Balance ; Cognition & reasoning ; Computer & video games ; Computer applications ; Design ; Evaluation ; Executive function ; Exercise ; Falls ; Female ; Fitness equipment ; Fruits ; Gait ; Geriatrics ; Health risks ; Humans ; Intervention ; Male ; Memory ; Older people ; Physical exercise ; Physical fitness ; Public health ; Rehabilitation ; Risk assessment ; Risk factors ; Software ; User experience ; Virtual environments ; Virtual Reality</subject><ispartof>International journal of environmental research and public health, 2020-10, Vol.17 (19), p.7208</ispartof><rights>2020 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (http://creativecommons.org/licenses/by/4.0/). 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Virtual reality (VR) technology is a promising method for reducing fall risk. However, the absence of representations of the user's body in a VR environment lessens the spatial sense of presence. In terms of user experience, augmented reality (AR) can provide a higher degree of presence and embodiment than VR. We developed an AR-based exergame system that is specifically designed for the elderly to reduce fall risk. Kinect2.0 was used to capture and generate 3D models of the elderly and immerse them in an interactive virtual environment. The software included three functional modules: fall risk assessment, cognitive-motor intervention (CMI) training, and training feedback. The User Experience Questionnaire (UEQ-S) was used to evaluate user experience. Twenty-five elders were enrolled in the study. It was shown that the average scores for each aspect were: pragmatic quality score (1.652 ± 0.868); hedonic quality score (1.880 ± 0.962); and overall score was 1.776 ± 0.819. 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It revealed a positive evaluation from users.</description><subject>Accidental Falls - prevention & control</subject><subject>Aged</subject><subject>Aging</subject><subject>Augmented Reality</subject><subject>Balance</subject><subject>Cognition & reasoning</subject><subject>Computer & video games</subject><subject>Computer applications</subject><subject>Design</subject><subject>Evaluation</subject><subject>Executive function</subject><subject>Exercise</subject><subject>Falls</subject><subject>Female</subject><subject>Fitness equipment</subject><subject>Fruits</subject><subject>Gait</subject><subject>Geriatrics</subject><subject>Health risks</subject><subject>Humans</subject><subject>Intervention</subject><subject>Male</subject><subject>Memory</subject><subject>Older people</subject><subject>Physical exercise</subject><subject>Physical fitness</subject><subject>Public health</subject><subject>Rehabilitation</subject><subject>Risk assessment</subject><subject>Risk factors</subject><subject>Software</subject><subject>User experience</subject><subject>Virtual environments</subject><subject>Virtual Reality</subject><issn>1660-4601</issn><issn>1661-7827</issn><issn>1660-4601</issn><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2020</creationdate><recordtype>article</recordtype><sourceid>EIF</sourceid><sourceid>ABUWG</sourceid><sourceid>AFKRA</sourceid><sourceid>AZQEC</sourceid><sourceid>BENPR</sourceid><sourceid>CCPQU</sourceid><sourceid>DWQXO</sourceid><recordid>eNpdkc1v1DAQxS1ERUvhyhFZ4sIlxV9J7AtSKVtAqlSphbM1iSe7Xpx4sZOK_e9x1VK1PY1n_JunN3qEvOPsRErDPvktpt2Gt9y0gukX5Ig3DatUw_jLR-9D8jrnLWNSq8a8IodSsrJQmyMyfMXs1xOFydHVDYQFZh8nGocyoafLesRpRkevEIKf99UXyKVb_cW0hhHp9T7PONI5FsAtPdJzCIFe-fyb-onOG6Sr4DCF_RtyMEDI-Pa-HpNf56ufZ9-ri8tvP85OL6pecT1XXPZCaGyZE0o5I8zQdoYZp1HWijmtBDgnAUF0tQKHXGBnZN10rXYdDEoek893urulG9H1xX2CYHfJj5D2NoK3T38mv7HreGPbujWSySLw8V4gxT8L5tmOPvcYAkwYl2yLL62VbGpW0A_P0G1c0lTOs6KRtdRaNLfUyR3Vp5hzwuHBDGf2NkL7NMKy8P7xCQ_4_8zkPzsDmN0</recordid><startdate>20201001</startdate><enddate>20201001</enddate><creator>Chen, Meiling</creator><creator>Tang, Qingfeng</creator><creator>Xu, Shoujiang</creator><creator>Leng, Pengfei</creator><creator>Pan, Zhigeng</creator><general>MDPI AG</general><general>MDPI</general><scope>CGR</scope><scope>CUY</scope><scope>CVF</scope><scope>ECM</scope><scope>EIF</scope><scope>NPM</scope><scope>AAYXX</scope><scope>CITATION</scope><scope>3V.</scope><scope>7X7</scope><scope>7XB</scope><scope>88E</scope><scope>8C1</scope><scope>8FI</scope><scope>8FJ</scope><scope>8FK</scope><scope>ABUWG</scope><scope>AFKRA</scope><scope>AZQEC</scope><scope>BENPR</scope><scope>CCPQU</scope><scope>DWQXO</scope><scope>FYUFA</scope><scope>GHDGH</scope><scope>K9.</scope><scope>M0S</scope><scope>M1P</scope><scope>PIMPY</scope><scope>PQEST</scope><scope>PQQKQ</scope><scope>PQUKI</scope><scope>PRINS</scope><scope>7X8</scope><scope>5PM</scope><orcidid>https://orcid.org/0000-0002-9756-6435</orcidid></search><sort><creationdate>20201001</creationdate><title>Design and Evaluation of an Augmented Reality-Based Exergame System to Reduce Fall Risk in the Elderly</title><author>Chen, Meiling ; 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Virtual reality (VR) technology is a promising method for reducing fall risk. However, the absence of representations of the user's body in a VR environment lessens the spatial sense of presence. In terms of user experience, augmented reality (AR) can provide a higher degree of presence and embodiment than VR. We developed an AR-based exergame system that is specifically designed for the elderly to reduce fall risk. Kinect2.0 was used to capture and generate 3D models of the elderly and immerse them in an interactive virtual environment. The software included three functional modules: fall risk assessment, cognitive-motor intervention (CMI) training, and training feedback. The User Experience Questionnaire (UEQ-S) was used to evaluate user experience. Twenty-five elders were enrolled in the study. It was shown that the average scores for each aspect were: pragmatic quality score (1.652 ± 0.868); hedonic quality score (1.880 ± 0.962); and overall score was 1.776 ± 0.819. The overall score was higher than 0.8, which means that the system exhibited a positive user experience. After comparing the average score in a dataset product of UEQ-S Data Analysis Tool, it was found that the pragmatic quality aspect was categorized as good, while the hedonic quality aspect was categorized as excellent. It revealed a positive evaluation from users.</abstract><cop>Switzerland</cop><pub>MDPI AG</pub><pmid>33019759</pmid><doi>10.3390/ijerph17197208</doi><orcidid>https://orcid.org/0000-0002-9756-6435</orcidid><oa>free_for_read</oa></addata></record> |
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subjects | Accidental Falls - prevention & control Aged Aging Augmented Reality Balance Cognition & reasoning Computer & video games Computer applications Design Evaluation Executive function Exercise Falls Female Fitness equipment Fruits Gait Geriatrics Health risks Humans Intervention Male Memory Older people Physical exercise Physical fitness Public health Rehabilitation Risk assessment Risk factors Software User experience Virtual environments Virtual Reality |
title | Design and Evaluation of an Augmented Reality-Based Exergame System to Reduce Fall Risk in the Elderly |
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