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Augmented and Virtual Reality Based Exergames in GAME2AWE for Elderly Fall Prevention

Christos Goumopoulos, Emmanouil Drakakis, Dimitris Gklavakis

202211 citationsDOI

Abstract

The GAME2A WE platform aims to provide a versatile tool for elderly fall prevention through exergames that integrate aerobic, strength-enhancing and balance-enhancing exercises. In addition, cognitive improvements are expected due to dual task training activities. In this context, the use of augmented reality (AR) and virtual reality (VR) to build such exergames is investigated through a review of relevant literature and an evaluation study of a functional prototype of the GAME2A WE platform. Fall prevention exercises have been integrated into two scenario-based exergame themes, “Life on a Farm” and “Fun Park Tour”, to be able to assess their applicability on the targeted users based on healthcare experts' evaluation. Test and evaluation sessions were conducted with eight end-users and four experts. The results indicate a positive assessment by the research sample in terms of usability, tolerability, and applicability. Feedback from user testing will be used for the final development stage which will fuel a pilot trial to assess the effects of AR and VR-based motor-cognitive training in community-dwelling older adults.

Topics & Concepts

Virtual realityAugmented realityUsabilityContext (archaeology)Computer scienceCognitionTask (project management)Balance (ability)Applied psychologyHuman–computer interactionSimulationMultimediaPsychologyPhysical medicine and rehabilitationEngineeringMedicineBiologyPaleontologyNeuroscienceSystems engineeringBalance, Gait, and Falls PreventionStroke Rehabilitation and RecoveryContext-Aware Activity Recognition Systems
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