Towards the use of IoT and AI for Pervasive Exergames

Kieran Woodward, E. Kanjo, Will Parker
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引用次数: 1

Abstract

An exergame is a genre of gaming that combines exercising with digital game play. The ubiquity of mobile devices make them ideal platforms for these games to promote physical activities. Advances in Internet of Things (IoT) technologies including Bluetooth Low Energy (BLE) beacons can be utilised for proximity detection to promote physical activities and the use of Artificial Intelligence (AI) in the form of object recognition can accelerate engagement with location-based pervasive games. Therefore, we have designed, implemented, and tested a casual exergame in the form of a treasure hunt that provides the approximate location of nearby points of interest in real-time within the vicinity of Bluetooth beacons. The system exploits the signal strength of the BLE beacons to measure proximity which makes it suitable for outdoor and indoor functioning where GPS signals are not accessible. Our preliminary results show that IoT technology can be successfully utilised for proximity detection with sufficient accuracy. In addition the adoption of AI and Camera challenges has offered an active gaming experience and mediated playful experiences for large spaces.
在普适游戏中使用物联网和人工智能
exergame是一种结合了锻炼和数字游戏玩法的游戏类型。无处不在的移动设备使其成为这些游戏促进体育活动的理想平台。包括蓝牙低功耗(BLE)信标在内的物联网(IoT)技术的进步可用于近距离检测,以促进身体活动,而以物体识别形式使用人工智能(AI)可以加速与基于位置的普及游戏的互动。因此,我们设计、实现并测试了一款以寻宝形式出现的休闲游戏,该游戏可以在蓝牙信标附近实时提供附近兴趣点的大致位置。该系统利用BLE信标的信号强度来测量距离,这使得它适用于无法获得GPS信号的室外和室内功能。我们的初步结果表明,物联网技术可以成功地用于具有足够精度的接近检测。此外,AI和Camera挑战的采用为大空间提供了积极的游戏体验和中介的游戏体验。
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