Lower member complimentary exercise gaming app

Eliana Prada-Dominguez, Sergio Valdivia-Trujillo, A. Uribe-Quevedo, B. Perez-Gutierrez
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引用次数: 3

Abstract

The development and use of devices for monitoring physical activity is largely growing due to size reduction, affordability and gamified mechanics that are encouraging user in augment their experience. Some examples can be seen in commercial devices targeted at healthy user who wish to improve their fitness, however, such developments are also growing as technological devices that allow quantifying the preventive or corrective physical therapy with engaging virtual scenarios that provide an immersive experience. Current advances in mechanical, electronics and computer systems are allowing that enthusiasts and researchers take advantage of low cost technologies integrating solutions with devices such as, tablets, smartphones, laptops and gaming consoles. The assessment of the user with these tools provide data that allows following up the patient's evolution during the therapy from the user and health care specialist point of view complementing visual and survey-based assessments. This project proposes an application for monitoring lower member physical activity while the user performs targeted movements within a gamified system, resulting in point rewards that increase or decrease accordingly to the correct or incorrect execution of the routine. The use of game mechanics allows overcoming some of the challenges of performing exercise such as the lack of interest and subjective evaluations.
低会员免费运动游戏应用程序
由于尺寸缩小、价格实惠和游戏化机制鼓励用户增强体验,用于监测身体活动的设备的开发和使用在很大程度上正在增长。一些例子可以在针对希望改善健康的健康用户的商业设备中看到,然而,这种发展也随着技术设备的发展而增长,这些技术设备允许通过引人入胜的虚拟场景来量化预防性或纠正性物理治疗,提供身临其境的体验。目前机械、电子和计算机系统的进步使爱好者和研究人员能够利用低成本技术将解决方案与平板电脑、智能手机、笔记本电脑和游戏机等设备集成在一起。使用这些工具对用户的评估提供了数据,允许从用户和卫生保健专家的角度跟踪患者在治疗期间的演变,补充了视觉和基于调查的评估。该项目提出了一种应用程序,当用户在游戏化系统中执行目标动作时,可以监控较低成员的身体活动,从而根据正确或不正确地执行例程而增加或减少积分奖励。游戏机制的使用可以克服一些挑战,如缺乏兴趣和主观评价。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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