Let's Kinect to Increase Balance and Coordination of Older People: Pilot Testing of a Balloon Catching Game (original) (raw)
Related papers
2021
Background: Declines in physical and cognitive functions are recognized as important risk factors for falls in older adults. Promising evidence suggests that interactive game-based systems that allow simultaneous physical and cognitive exercise are a potential approach to enhance exercise adherence and reduce fall risk in older adults. However, a limited number of studies have reported the development of a combined physical-cognitive game-based training system for fall risk reduction in older adults. Objective: The aim of this study is to develop and evaluate the usability of an interactive physical-cognitive game-based training system (game-based exercise) for older adults. Methods: In the development phase (Part I), a game-based exercise prototype was created by integrating knowledge and a literature review as well as brainstorming with experts on effective fall prevention exercise for older adults. The output was a game-based exercise prototype that covers crucial physical and cognitive components related to falls. In the usability testing (Part II), 5 games (ie, Fruits Hunter, Where Am I?, Whack a Mole, Sky Falls, and Crossing Poison River) with three difficulty levels (ie, beginner, intermediate, and advanced levels) were tested in 5 older adults (mean age 70.40 years, SD 5.41 years). After completing the games, participants rated their enjoyment level while engaging with the games using the Physical Activity Enjoyment Scale (PACES) and commented on the games. Descriptive statistics were used to describe the participants' characteristics and PACES scores. Results: The results showed that the average PACES score was 123 out of 126 points overall and between 6.66 and 7.00 for each item, indicating a high level of enjoyment. Positive feedback, such as praise for the well-designed interactions and user-friendly interfaces, was also provided. Conclusions: These findings suggest that it is promising to implement an interactive, physical-cognitive game-based exercise in older adults. The effectiveness of a game-based exercise program for fall risk reduction has yet to be determined.
Designing a Game-based Solution for In-home Rehabilitation
Proceedings of the 2nd International Congress on Neurotechnology, Electronics and Informatics, 2014
This paper presents initial concepts and formative evaluation results from a research (REHAB@HOME) investigating the patient-centred design of game environments aimed at raising patients' motivation and compliance with motor-cognitive rehabilitation programs. During the initial phase of the project five games were deployed through main gaming platforms and interaction devices (Kinect, LeapMotion, Sifteo Cubes). A pilot study involving six patients from two different rehabilitation centres (one in Italy and one in Austria) was conducted to assess usability and motivational factors implied in the initial usage of the solutions proposed. From the pilot study results we derive indications to inform the future design of game solutions for raising patients' compliance with upper body rehabilitation programs.
The proportion of older people is becoming growing segment of the world population, causing healthcare costs to rise dramatically. Aging is associated with progressive physiological decline which places older people at a higher risk of falls. In general, falls occur during various daily activities that are constrained by limits of stability (LOS) such as tripping, reaching or bending. LOS is defined as the maximum distance an individual can shift his/her centre of gravity in a given direction (forward, backward and side-to-side) without losing balance or stepping. One's LOS ability is proposed to be an essential prerequisite for the successful planning and execution of movement such as forward reaching task. Therefore, practising individual's ability to transfer his/her body weight to approach the LOS while performing rapid arm movement may improve dynamic standing balance, especially in older people with balance impairment. Game-based training is now a growing interest to be used as a rehabilitation tool in facilitating a positive user experience and motor skill ability. In this study, we present a framework of an interactive games-based training system using the Kinect sensor that aims at training dynamic standing balance for faller older adults. The findings from the paper may provide useful information in developing and evaluating the efficacy of games-based balance training system among older adults with balance impairment.
Usability and acceptability of balance exergames in older adults: A scoping review
Serious games (exergames) have the potential to be effective for postural balance and increasing muscle strength. Several games have been developed to increase physical fitness and balance among older adults. However, it is unclear to which degree usability and acceptability of exergames for older adults have been evaluated. The aim of this study was to summarize usability evaluation and acceptability of studies in older adults. We conducted a scoping review on studies focusing on usability of exergames for older adults. The result shows that older adults consider usability and acceptability of exercise video games good. The review shows that longitudinal studies mainly use off-the-shelf exergame and evaluated game effectiveness and acceptability, whereas crosssectional studies focus on interactional experience. Studies varied in their approaches to measure usability and acceptability of exergames for older adults. There is a need for a systematic developmental approach to involve older adults in development of exergames for longitudinal studies.
Kinect-based virtual game for motor and cognitive rehabilitation: A pilot study for older adults
Proceedings of the 8th International Conference on Pervasive Computing Technologies for Healthcare, 2014
Physical rehabilitation is often necessary for individuals who suffer an injury or illness which causes a physical impairment, in order to restore movement and strength through supervised repetitive exercises. Alternatively, physical activity also improves cognitive performance and reduces cognitive decline. This tool focuses on therapeutic aspects of both cognitive and physical rehabilitation for older adults, as it improves memory by performing mental activities and physical rehabilitation at the same time.
Journal of Enabling Technologies, 2019
Purpose Active computer gaming (ACG) is a way for older people to participate in strength and balance exercise. Involving older adults in the development of a bespoke ACG system may optimise its usability and acceptability. The purpose of this paper is to employ user-centred design to develop an ACG system to deliver strength and balance exercises, and to explore its safety, usability and acceptability in older adults. Design/methodology/approach This paper describes user involvement from an early stage, and its influence on the development of the system to deliver strength and balance exercise suitable for display on a flat screen or using an Oculus Rift virtual reality (VR) headset. It describes user testing of this ACG system in older adults. Findings Service users were involved at two points in the development process. Their feedback was used to modify the ACG system prior to user testing of a prototype of the ACG system by n=9 older adults. Results indicated the safety, usabili...
Interactive game-based rehabilitation using the Microsoft Kinect
2012 IEEE Virtual Reality (VR), 2012
Using video games in rehabilitation settings has the potential to provide patients with fun and motivating exercise tools. Within the Medical VR and MxR groups at the USC Institute for Creative Technologies, we have been leveraging the technology of the Microsoft Kinect 3D depth-sensing camera. Our Kinect-based rehabilitation game “JewelMine” consists of a set of static balance training exercises which
Serious Games for Post-Stroke Rehabilitation Using Microsoft Kinect
International Journal on Advanced Science, Engineering and Information Technology, 2018
Traditional rehabilitation is a tedious task which typically reduces the patient's motivation to perform rehabilitation exercises. Patients therefore need a program that can entice them to do rehabilitation exercises continuously. The proposed game includes two different types of game and three different types of movement for interacting with the game. The game was designed and developed based on the elements of a rehabilitation game and the types of movement in rehabilitation exercises. The interface was developed with the aim of increasing the motivation of players, and the design was based on an analysis of the technology constraints faced by post-stroke patients. Since these patients experience physical limitations, Microsoft Kinect was used for interaction in this game. Using Kinect, the patient is not bound by the controller to interact with the game. Therefore, rehabilitation exercise games that support multi-player will provide a higher motivation than the single-player. Since most stroke patients suffer from cognitive impairment, cognitive challenge levels are also the key factors in the design of the game so that it does not become an obstacle for the recovery process. This research develops a prototype of a rehabilitation exercise game that contains aspects of the social context, the type of movement and cognitive challenges. It also provides usability in game design, according to a post-stroke stage so that they can perform recovery activities based on their ability. In addition, this study highlights technology and rehabilitation exercise games in Malaysia.The game also adds a social context that gives patients the opportunity to have a friend to play either by competition or cooperation. The contribution of this research is to measure the effectiveness of Microsoft's Kinect game console and this game can help in recovery the post-stroke patients do additional exercises at home without the supervision of therapist.
JMIR Rehabilitation and Assistive Technologies, 2015
Background: Falls in older adults are a significant public health issue. Interventions have been developed and proven effective to reduce falls in older adults, but these programs typically last several months and can be resource intensive. Virtual rehabilitation technologies may offer a solution to bring these programs to scale. Off-the-shelf and custom exergames have demonstrated to be a feasible adjunct to rehabilitation with older adults. However, it is not known if older adults will be able or willing to use a virtual rehabilitation technology to participate in an evidence-based fall prevention program. To have the greatest impact, virtual rehabilitation technologies need to be acceptable to older adults from different backgrounds and level of fall risk. If these technologies prove to be a feasible option, they offer a new distribution channel to disseminate fall prevention programs. Objective: Stand Tall (ST) is a virtual translation of the Otago Exercise Program (OEP), an evidence-based fall prevention program. Stand Tall was developed using the Virtual Exercise Rehabilitation Assistant (VERA) software, which uses a Kinect camera and a laptop to deliver physical therapy exercise programs. Our purpose in this pilot study was to explore if ST could be a feasible platform to deliver the OEP to older adults from a variety of fall risk levels, education backgrounds, and self-described level of computer expertise. Methods: Adults age 60 and over were recruited to participate in a one-time usability study. The study included orientation to the program, navigation to exercises, and completion of a series of strength and balance exercises. Quantitative analysis described participants and the user experience. Results: A diverse group of individuals participated in the study. Twenty-one potential participants (14 women, 7 men) met the inclusion criteria. The mean age was 69.2 (± 5.8) years, 38% had a high school education, 24% had a graduate degree, and 66% classified as "at risk for falls". Eighteen participants agreed they would like to use ST to help improve their balance, and 17 agreed or strongly agreed they would feel confident using the system in either the senior center or the home. Thirteen participants felt confident they could actually set up the system in their home. The mean System Usability Scale (SUS) score was 65.5 ± 21.2 with a range of 32.5 to 97.5. Ten participants scored ST as an above average usability experience compared to other technologies and 5 participants scored a less than optimal experience. Exploratory analysis revealed no significant relationships between user experience, education background, self-described computer experience, and fall risk. Conclusions: Results support the virtual delivery of the OEP by a Kinect camera and an avatar may be acceptable to older adults from a variety of backgrounds. Virtual technologies, like Stand Tall, could offer an efficient and effective approach to bring evidence-based fall prevention programs to scale to address the problem of falls and fall-related injuries. Next steps include determining if similar or better outcomes are achieved by older adults using the virtual OEP, Stand Tall, compared to the standard of care.