ACTIVE extending the life expectancy of motion-sensing game consoles

Motion-sensing (seventh generation) game consoles are reaching the maturity (Xbox 360 Kinect) and decline (Wii Nintendo) stage. It was the right moment to apply a strategy to extend the product life cycle: aiming at a different market segment. We applied these strategies in our community to solve two classes of problems: active learning and active ageing. The first part of the paper presents our four-year experience in the use of motion-sensing consoles in active learning of VR/AR optical tracking of a user’s body (or head, hands, legs, etc.). Our second goal is that grandparents should become capable of physical and mental exercises/games with the motion-sensing devices of the game consoles of their grandchildren. Our software solution allows a physician to prescribe the flow and content of the exercises/games in accordance with the health of the grandparents, then it supervises exercises at home and records the data that physicians could later study. Keywords: Game consoles, HCI and VR active learning, active ageing and rehabilitation;