Showing posts with label kinect. Show all posts
Showing posts with label kinect. Show all posts

Friday, March 18, 2022

Virtual kayaking for stroke rehab

Stoke recovery patients were asked to play an exergame (Recovery Rapids) at home for three weeks and compared the results to patients who asked to do traditional therapy, and the results were similar.

"Motor practice: Participants agreed to play Recovery Rapids for a total of 15 hours (1·5 hours per day) on 10 treatment days over three weeks. This treatment schedule was designed to dose-match the duration of active motor practice provided in CI therapy (the same duration of active motor practice could be accomplished in half of the time because gaming treatment involves continuous practice without breaks for task set-up; automated feedback also occurs concurrently with game play). Participants could self-pace their game play (i.e., pause for short rests or begin another session later)."

Friday, March 16, 2018

Exergaming Research Update

I just spotted two articles that I haven't read yet and thought I'd share them here first before I review them in better detail.

One article was a review study that looked at active video games for patients with chronic pulmonary diseases - yes a very specific niche which in the end only had 6 articles included in the review.

The other article was a pilot study for patients with Parkinson's disease and the exergaming group did improve their walking gait speed after using Microsoft Kinect.

It's been a while since I've updated my list of studies but you can always check My Diiigo Group - Exergames which has a more up to date list of studies I find.

Click here to read more of ExerGame Lab's archived posts involving research studies. 

Tuesday, June 13, 2017

Ping Ping Pong Pong Kinect Exergaming

A research arm from Singapore is showcasing some work done to encourage physical activity in older adults (seniors).

Using a Kinect sensor to interact with a simple ping-pong game interface, seniors can game their way to better health.

For the task of selective attention, two balls will fly out simultaneously, where only the ball of a specific colour is the target.
For the inhibition task, the ball in some rounds will be of a different colour, and players are required to ignore balls of a given colour while hitting balls of other colours. The innovative data analysis tools at the back end enable healthcare professionals to easily track the health conditions of each individual elderly user under their care, and assist in crafting personalized training programs.

Ping Ping Pong Pong (A Motion-based Physio-cognitive Sport Game)

Click here to read more of ExerGame Lab's archived posts involving research studies. 

Monday, May 22, 2017

4Active Exergaming at 2017 FIBO

Finnish company CSE has released their multiplatform exergame system 4Active and it was nominated at 2017 FIBO in the Fitness, Wellness & Health category.

I haven't seen much from this company but it looks like one of their systems uses an XBox Kinect to play some customized games while the other system is a multi-player dance game that doesn't have near the development or player status and feedback like iDance by Postive Gaming.




4Active Exergaming: Trendsport virtual fitness games - FIT FOR FUN:

Click here to read more of ExerGame Lab's archived posts involving dance exergames

Wednesday, April 19, 2017

Can Playing Xbox Kinect Exergame Improve Mood States? RCT (Study)

I spotted this RCT trial from Taiwan that studied how much enjoyment university students had while playing the exergame Your Shape: Fitness Evolved for Xbox 360.

Sample: 337 participants (168 intervention group, 167 control group)

Population: Mean age 20 years

Methods: RCT, 2 sessions over 2 weeks, 30 minutes per session

Measurements: vigor, happiness, and stress

Results:
Intervention group had higher levels of vigor from the start to the end of the study.

Exergaming Points 2 Ponder (ExP2P)

  • After playing YourShape: Fitness Evolved I still hold PS2 EyeToy Kinectic as the top of the whole body exergaming genre. Although it is a step up from the YourSelf Fitness (Wii), it still doesn't compare to actually seeing you actually moving and interacting with virtual objects (and without VR headsets). 
  • I wonder if they (Sony) own the actual patent for that feature?
  • I wonder if we will ever see ourselves instead of an avatar?


To examine how playing exergames impacts the mood states of university students and staff, and whether such an impact depends on gender and players' previous exercise time. This study was designed as a randomized controlled trial. It enrolled 337 participants and randomly assigned them to an intervention group (n = 168) or a control group (n = 167). A 2-week exergame program was designed for the participants in the intervention group. They were required to play exergames for 30 consecutive minutes each week for 2 weeks and respond to the items measuring vigor, happiness, and perceived stress. All measures were administered before and after the study. Repeated measures analysis of variances were conducted. Playing exergames enhanced vigor and happiness for participants in the intervention group. This group exhibited more positive change in vigor and happiness than the control group. This effect of playing exergames was not moderated by gender, age, occupation (student or staff), or previous exercise time. Playing exergames may induce positive mood states among university students and staff.
Impact of Playing Exergames on Mood States: A Randomized Controlled Trial

Click here to read more of ExerGame Lab's archived posts involving research studies. 

Wednesday, March 8, 2017

Phd Defense - Pooya Soltani, MSc Swimming Exergame


So proud to announce Pooya's PhD Defense of his exergame research using the MS Kinect swimming game.

You'll do awesome. 


























Dear researcher,

This Thursday, on March 9th at 10:30 (GMT), I will defend my PhD thesis entitled "Virtual Swimming: A psycho-biophysical evaluation of an active video game". You can watch the event live at www.fade.up.pt/live
During the session, I will explore the use of video games in physical education and sport, and I will critically evaluate a swimming video game from different aspects to show how players play (and cheat), and how these games can be used as gateways to real sports.

Topics:
- Sport video games for physical education and sport.
- A biomechanical characterization of sport exergames: The role of game experience, gender, and knowledge of real sports.
- Using muscle activation for characterizing sport exergames: Possibilities, challenges, and issues.
- Sport exergames to substitute real sports: A physiological approach.
- Sport exergames to encourage real sports and physical activity: A psychological approach.

09 March 2017 – 10:30 (GMT)
Auditorium of Faculty of Sport
Rua Dr. PlĂ¡cido Costa, 91 Porto, Portugal
Free entrance
Watch live at www.fade.up.pt/live

I would also appreciate if you kindly spread the word to the interested individuals.

Thank you very much.

--
Pooya Soltani, MSc
PhD candidate of Sport Science
Faculty of Sport l Porto Biomechanics Laboratory l University of Porto
Rua Dr. PlĂ¡cido Costa, 91, 4200-450 Porto, Portugal.

Click here to read more of ExerGame Lab's archived posts involving research studies. 

Monday, June 22, 2015

Night Bright Nocturnal Interactive Discovery


Although this is an old post, it is a great example of using gaming technology (Kinect) to promote exploration and learning. In this immersive exergaming experience,  participants are encouraged to move and interact with the digital environment that respond to them. For example, "Some creatures will also only come out when the forest is quiet, so you have to listen for the sounds they make to locate them."

Night Bright is an interactive installation by @design_io of nocturnal discovery #openframeworks | CreativeApplications.Net:

'via Blog this'

Wednesday, February 25, 2015

Kinect Powers Evaluation of Kids with Duchennes
































Finding ways for children to become eligible for clinical trials requires them to be able to walk for six minutes. In using Kinect to track upperbody movements, researchers have proved at Nationwide Hospital that gaming technology can be used to chart upperbody function for children with Duchennes. [Via Medgadget]

Study in journal Muscle & NerveReliability and validity of ACTIVE-seated: An outcome in dystrophinopathy

Click here to read more of ExerGame Lab's archived posts involving research studies. 

Friday, May 23, 2014

Challenge Your #FutbolNow Skills on Pepsi #Exergaming Vending Machine

Challenge your own footie skills with this #exergaming Kinect installation in time for the 2014 FIFA World Cup. Available in only 20 locations worldwide, if you are able to match the skills and get enough points in 30 seconds, you can earn a Pepsi.

Exergaming Points 2 Ponder
  • With many of these games, having a certain competency level prior to playing will translate to better in-game success, but if you are not as high-skilled or have low fitness levels, playing exergames (fitness video games) can be a frustrating experience. 
  • If we are trying to build perceived competence, autonomy and relatedness - we need to ensure there are ways and game play mechanics that support these Self-Determination Theory principles.
Via Digital Buzz & PR Newswire
Click here to read more of ExerGame Lab's archived posts involving installations.

The interactive vending machine allows customers to show off their soccer skills utilizing Microsoft Kinect technology, with no purchase necessary. Users can create an avatar with their name and begin earning points immediately. Throughout the interactive experience, fans are encouraged to keep the virtual football in the air for 30-seconds as they move through a series of skills challenges. Advanced players can earn bonus time and compete for "Hall of Fame" recognition at each location.

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Tuesday, October 2, 2012

Wii Will Make You Happy to Exercise (Study)

Can playing (or observing) exergames like Kinect or Wii improve your mood and make it more likely for you to exercise in the future? Those are the questions Drs. Chater and Marsden asked in the recent presentation in Liverpool. They found that those who played positively increased their mood, and in their beliefs about how much control they had in doing more exercise in the future.

This makes sense as in most games, they are usually fun to watch and play and plus if you know that you're getting a good workout while you're having fun, it is likely to improve your mood and future intention to exercise. I've found similar things in my research with teenagers,children, and college students.
New research has also shown the health benefits of exergaming showed that it can be useful in also be useful in improving balance (Vernadakis et al. 2012), coordination (Deutsch et al. 2011) and cognitive functioning (Anderson-Hanley et al, 2012; Best, 2011; O’Leary, 2011; Staiano, Abraham, & Calvert, 2012 ). Other research has shown that playing games that can elicit higher levels of intensity can improve endothelial function (Murphy et al., 2009) and higher math scores (Gao & Mandryk, 2012)
Exergaming Points to Ponder (P2P)

  • Which Wii and Kinect games did they play?
  • Were they experienced in either of them? Could prior experience and skill have affected the results?
  • Were they monitored for exercise intensity of perceived exertion? 
  • Were they assessed for level of fitness or level of daily physical activity?

Chater, A, & Marsden, B (2012). Investigating the influence of interactive game consoles on physical activity motivation & mood: Wii vs Kinect 2012 Division of Health Psychology Annual Conference
Click here to explore more of ExerGame Lab's archived posts involving research studies. 

Background: This study aimed to assess whether the Theory of Planned Behaviour (TPB) can predict physical activity (PA) intentions and whether PA is influenced by mood and past behaviour. It further looked at the effect of physically active game consoles on these variables. 

Method: The study employed a randomized, repeated-measures design with 120 participants (40 per cent males; Mean age = 29.03; [SD=12.25]). The TPB variables (attitude, subjective norm and perceived behavioural control: PBC), past behaviour and PA importance were measured along with mood using the PANAS-X. The Nintendo Wii (Tennis – competitive game) and Microsoft Xbox-Kinect (Adventures – team game) consoles were used as the intervention tools.

Findings: Multiple regression confirmed the TPB to be a strong model in predicting PA intentions explaining 58 per cent of the variance with behavioural importance explaining 18 per cent. MANCOVA revealed significant intervention effects, with an increase in PA intentions , PBC and positive affect  and a significant reduction in negative affect  after the intervention. Actual game play enhanced these variables more so than observing others playing the consoles. The type of game (competitive vs team) and console played (Wii vs Kinect) had no significant effect. 

Discussion: This study provides further support for the efficacy of the TPB in predicting physical activity intentions. Moreover, it confirms that engaging in PA through a games console can encourage beliefs in behavioural control, along with mood and motivation to be physically active, supporting their use in this setting. Future interventions should take this evidence into consideration.

Monday, October 1, 2012

Does playing Solo or Vs make a Difference in Kinect or Wii? (Study)

If you thought yes, "you are correct Sir!" According to the current study, playing Xbox Kinect™ Reflex Ridge resulted in a 1 MET higher rating than Wii Sports Boxing, and playing multiplayer yielded a 0.5 MET increase compared to solo play.
C. O’Donovan, E. Hirsch, E. Holohan, I. McBride, R. McManus, & J. Hussey (2012). Energy expended playing Xbox Kinect™ and Wii™ games: a preliminary study comparing single and multiplayer modes Physiotherapy, 98 (3), 224-229 DOI: 10.1016/j.physio.2012.05.010
Exergames have the potential to provide a novel physical activity choice for adolescents that increases energy expenditure and elicit cardiovascular responses related to health (Graf, Pratt, Hester, Short, 2009, Lanningham-Foster, Jensen, Foster, Redmond et al, 2009, Mellecker, McManus, 2008, Murphy et al. 2009).
Graf DL, Pratt LV, Hester CN, & Short KR (2009). Playing active video games increases energy expenditure in children. Pediatrics, 124 (2), 534-40 PMID: 19596737

Lanningham-Foster L, Foster RC, McCrady SK, Jensen TB, Mitre N, & Levine JA (2009). Activity-promoting video games and increased energy expenditure. The Journal of pediatrics, 154 (6), 819-23 PMID: 19324368

Mellecker RR, & McManus AM (2008). Energy expenditure and cardiovascular responses to seated and active gaming in children. Archives of pediatrics & adolescent medicine, 162 (9), 886-91 PMID: 18762609

Murphy EC, Carson L, Neal W, Baylis C, Donley D, & Yeater R (2009). Effects of an exercise intervention using Dance Dance Revolution on endothelial function and other risk factors in overweight children. International journal of pediatric obesity : IJPO : an official journal of the International Association for the Study of Obesity, 4 (4), 205-14 PMID: 19922034

Exergaming Points to Ponder (P2P)

  • Should they have played the same versions of games on both Wii and Kinect to  make a better comparison?
  • They should have played Kinect Sports Boxing to make an easier comparison.
  • I wonder what co-playing results would look like. 
  • I still haven't seen the study yet so I can't tell if it was versus (at same time - synchronous) or versus (take your own tine-asynchronous)









Click here to explore more of ExerGame Lab's archived posts involving research studies. 


Objectives
It has been reported that a higher galvanic skin response is seen when playing video games against another human player than when playing alone, which suggests increased effort. The objectives of this study were to compare energy expenditure when playing two popular active video game consoles, and to compare energy expenditure when playing in single and multiplayer modes.
Design
Crossover trial with randomised playing order.
ParticipantsFourteen healthy adults with a mean age of 21 [standard deviation (SD) 3] years.
Methods and interventionsEnergy expenditure was measured using an indirect calorimeter at rest, during 10 minutes of play on Xbox Kinect™ Reflex Ridge in both single and multiplayer modes, and during 10 minutes of play on Wii™ Sports Boxing in both single and multiplayer modes.
Main outcome measures
Metabolic equivalents (METs), heart rate, oxygen consumption and kilocalories expended.
Results
The energy expenditure during all gaming conditions was of a light intensity. Playing on the Xbox Kinect elicited greater energy expenditure than playing on the Wii [mean difference = 0.9 METs, 95% confidence interval (CI) 0.2 to 1.5]. Playing games in multiplayer mode led to greater energy expenditure (mean difference = 0.5 METs, 95% CI 0.1 to 0.9) and heart rate (mean difference = 7.9 beats/minute, 95% CI 2.0 to 13.8) than playing in single player mode.
Conclusions
No gaming condition required moderate-intensity activity in this group of young healthy adults. Potential explanations for the difference in energy expenditure seen between consoles and modes are discussed.
Keywords
Video games; Energy expenditure; Metabolic equivalent, exergame


Thursday, September 27, 2012

Kinect Boxing and Dance Central Exergames Burn Em Up (Study)


Using the latest in exergaming equipment including the Kinect sensor, we have the ability to free the game player up from holding any game controllers and move more naturally. Smallwood and colleagues had children play two Kinect games (Sports Boxing and Dance Central) for 15 minutes. As expected, Boxing was more strenuous than Dance Central but unlike other studies, the intensities were only of moderate and light intensities respectively. 

Exergaming Points to Ponder (P2P)
  • What was the RPE was for each condition? 
  • What (if any) did the children prefer?
  • Did they have prior experience in playing these games or using Kinect?
Smallwood, SR, Morris, MM, Fallows, SJ, & Buckley, JP (2012). Physiologic Responses and Energy Expenditure of Kinect Active Video Game Play in Schoolchildren. Archives of Pediatrics & Adolescent Medicine, 1-5 PMID: 23007801

Objective  To evaluate the physiologic responses and energy expenditure of active video gaming using Kinect for the Xbox 360.
Design  Comparison study.
Setting  Kirkby Sports College Centre for Learning, Liverpool, England.
Participants  Eighteen schoolchildren (10 boys and 8 girls) aged 11 to 15 years.
Main Exposure  A comparison of a traditional sedentary video game and 2 Kinect activity-promoting video games, Dance Central and Kinect Sports Boxing, each played for 15 minutes. Physiologic responses and energy expenditure were measured using a metabolic analyzer.
Main Outcome Measures  Heart rate, oxygen uptake, and energy expenditure.
Results  Heart rate, oxygen uptake, and energy expenditure were considerably higher (P < .05) during activity-promoting video game play compared with rest and sedentary video game play. The mean (SD) corresponding oxygen uptake values for the sedentary, dance, and boxing video games were 6.1 (1.3), 12.8 (3.3), and 17.7 (5.1) mL · min–1 · kg–1, respectively. Energy expenditures were 1.5 (0.3), 3.0 (1.0), and 4.4 (1.6) kcal · min–1, respectively.
Conclusions  Dance Central and Kinect Sports Boxing increased energy expenditure by 150% and 263%, respectively, above resting values and were 103% and 194% higher than traditional video gaming. This equates to an increased energy expenditure of up to 172 kcal · h–1 compared with traditional sedentary video game play. Played regularly, active gaming using Kinect for the Xbox 360 could prove to be an effective means for increasing physical activity and energy expenditure in children.
Click here to explore more of ExerGame Lab's archived posts involving research studies. 

Wednesday, September 26, 2012

Dragon Ball Z: Total Body Workout exergame

Getting more active has never been easier with active play video games (exergames) and this demo of the upcoming Dragon Ball Z: Total Body Workout is no exception. I thought a few screen shots of the action would capture some of the movements required to play. Watch the video on Kotaku to get a sense of the pace of the actual game.
Most of the movements seem to be upper-body and upper-limb focused and a couple spots where a jump was required. I thought there might be kicking required (given the game character threw a couple of kicks), but it doesn't look like it.

Still awaiting word on Game Modes and Combos and wondering if it will be part of FitPlay option on Xbox Live along with heart rate monitor...

[Via Kotaku]
Click here to explore more of ExerGame Lab's archived posts involving research studies. 

Tuesday, July 10, 2012

Gamer Health Record (GHR) debuts as Kinect PlayFit to track exergaming calories

Launching today on Xbox Live is a free new downloadable dashboard for Xbox LIVE members. Kinect PlayFit is hoping to be a stepping stone to the Holy Grail of the Quantified-Self movement as it will track the time and calories you burn while playing exergames like Dance Central 2 and Your Shape Fitness Evolved 2012. Indeed it is the first time a major console will integrate fitness tracking across games as previously it only existed in game info from games like DDR, EA SPORTS Active, and EyeToy Kinetic. 

Exergaming Points to Ponder (ExP2P)
If more developers make user-generated data available to the dashboard - we might be witnessing the start of something incredible as a health application, research tool, and social engagement tracker. Some might say that the gamification of this data is not enough, but it just might be once they pair the Joule Heart rate monitor, mobile phone, and other motion trackers to this Gamer Health Record as predicted by many including Ben Sawyer at the Games for Health project. This is truly a step in the right direction, now if we can only get all the makers to use similar or standardized caloric expenditure guidelines to make the tracking more reliable and consistent.
  • Kinect PlayFit is a new fitness dashboard that aggregates and tracks the calories you burn as you play a variety of Kinect games, from “Dance Central 2” to “Your Shape Fitness Evolved 2012” to “Kinect Star Wars.”
  • Kinect PlayFit lets you view your personal stats over time and see leaderboards that show how you rank against Xbox LIVE members across the globe. Get credit for the calories you burn while having fun with Kinect, and earn Kinect PlayFit Achievements, Gamerscore and Avatar Awards.
Kinect PlayFit inspires an active and healthy lifestyle through fun and play:
  • First of Its Kind – This is the first ever fitness tracking application on a video game console.
  • Social Motivation – Kinect PlayFit keeps it social with activity challenges, rankings on leaderboards and integration with the Xbox LIVE community to break a sweat together.
  • Survey Says – According to a recent survey (presumably the UnitedHealthcare study) *nearly 75 percent of respondents believe that video games should include a component that encourages physical activity. Also, 70 percent said that physically active video games can complement or supplement traditional exercise.
Click here to explore more of ExerGame Lab's archived posts involving Kinect PlayFit.

Monday, June 4, 2012

E3 #Exergaming Nike + Kinect Training

At E3, Nike just announced how Nike + Kinect Training will be be using Xbox Live and Kinect to further engage all athletes for evolved #exergaming. In addition to Nike Fuel, they will add reminders and periodic fitness assessments coupled with networking and challenges to help Every body to be an athlete! Sounds more like interventions, fitness training, and medical advice...although all package disclaimers and notices say otherwise.
Click here to explore more of ExerGame Lab's archived posts involving virtual trainers.
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E3 Predictions for #exergames: Will Kinect Fit Play Be a Game Changer?


  • Will Kinect Fit Play & Joule shake up the health and fitness industry?
  • Will Kinect Fit Play & Joule be part of the solution to data gathering for health assessments in schools and practices?
  • What will Joule  look like with heart-rate displayed on screen?
  • I'm also interested in seeing the fitness data tracking feature as that is such an important areas for wellness and healthcare.
  • How will the data be transfered across titles?
  • Will there be integration with MS Health Vault to allow data to be transferred to physicians, HMO's, schools?
  • Will the Joule device be compatible with Windows Phone platforms to gather data while away from the console? Will it have its own memory to store data until the next time its in range with a device/port?


Click here to explore more of ExerGame Lab's archived posts involving virtual trainers
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Friday, May 25, 2012

WiiPop(ping) Kinect: The Future of Dance #Exergames

As in all games especially exergames, so much of the gameplay will be predicated on actual dance skill proficiency.... so someone like me who can't pop and lock - would be terrible at it - but I know I'd have fun exergaming. WiiPop allows the user to freestyle and improvise their dance moves, instead of repeating a pre-defined routine locked onto a small area or touch sensitive floor pads. Bust a Move!


Click here to explore more of ExerGame Lab's archived posts involving exergame projects 

The 8th Annual Games for Health Conference in Boston, MA at the Hyatt Harboside Hotel is June 12-14 -- under one month away!
Register today at: http://www.regonline.com/gbew2012




Additional Games for Health Keynotes!
Constance Steinkuehler Squire, senior policy analyst for the White House Office of Science and Technology Policy, will discuss the opportunities for videogames to address national challenges, including those in health, health care, and biotechnology.

Bill Crounse, MD, senior director of worldwide health for Microsoft, will present “Connecting & Kinecting Health and Health Care,” which will explore how Microsoft and its partners are merging its information and game technologies to create global solutions for personal health and professional health care.

Jane McGonigal, New York Times bestselling author and co-founder of SuperBetter Labs, will highlight the design and release of SuperBetter, a game-based social application designed to help people boost personal resilience and lead healthier, longer, and more positive lives.

Jay Walker, curator and chairman of TEDMED, a global community of people who passionately believe that the future of health and medicine is here, will provide the end-of-conference special guest keynote: “Gaming the System”.

About Games for Health
Founded in 2004, the Games for Health Project supports the development of the health games community, champions efforts to mainstream health games, and brings together researchers, medical professionals, and game developers to share information about the impact games and game technologies can have on health, health care, and policy. The Pioneer Portfolio of the Robert Wood Johnson Foundation is a major supporter of both the Games for Health Project and its annual Games for Health Conference.

About the Robert Wood Johnson Foundation and its Pioneer Portfolio
The Robert Wood Johnson Foundation focuses on the pressing health and health care issues facing the United States. As the nation’s largest philanthropy devoted exclusively to improving the health and health care of all Americans, the Foundation works with a diverse group of organizations and individuals to identify solutions and achieve comprehensive, meaningful and timely change. Projects in the Pioneer Portfolio are future-oriented and look beyond conventional thinking to explore solutions at the cutting edge of health and healthcare. For more information, visit www.rwjf.org/pioneer.

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