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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Veröffentlicht in:International journal of environmental research and public health 2020-10, Vol.17 (19), p.7208
Hauptverfasser: Chen, Meiling, Tang, Qingfeng, Xu, Shoujiang, Leng, Pengfei, Pan, Zhigeng
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container_issue 19
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container_title International journal of environmental research and public health
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creator Chen, Meiling
Tang, Qingfeng
Xu, Shoujiang
Leng, Pengfei
Pan, Zhigeng
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.
doi_str_mv 10.3390/ijerph17197208
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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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