Transfering full body exergames from desktop applications to mobile devices: The role of the Internet of Things

Serious games have been in focus of an increasing number of research efforts in the health domain over the last decade. Their maturity led researchers to increase their efforts on approaches and techniques that will facilitate the adoption of these games by older adults in their daily life. As real users' home is the desired destination of serious games, researchers have started taking them out of the lab settings. Towards this and aligned with the technology acceptance model, perceived ease of use is considered as a primary determinant affecting attitude towards ICT use. Therefore, contemporary mobile devices (smartphones, tablets, smart Tvs, etc.) can play essential role as means of delivering serious games. However, full body activity exergames seem to be more demanding in terms of transferring their technology from the well-established desktop applications to mobile and web technologies. Fortunately, web and mobile technology advancements can handle the emerged challenges. This paper presents the background of exergames on mobile devices and the technologies around them and gives insights on the available technologies that can be used to move full body exergames from desktop applications to web browsers. More specifically, this papers exhibits the future of gaming controllers in the Internet of Things domain and how this would accelerate full body exergames through mobile devices.

[1]  Radu-Daniel Vatavu,et al.  User-defined gestures for free-hand TV control , 2012, EuroITV.

[2]  Panagiotis D. Bamidis,et al.  Exergames for Assessment in Active and Healthy Aging - Emerging Trends and Potentialities , 2015, ICT4AgeingWell.

[3]  Ashish Agrawal,et al.  World of workout: a contextual mobile RPG to encourage long term fitness , 2013, HealthGIS '13.

[4]  Michael Weeks Creating a web-based, 2-D action game in JavaScript with HTML5 , 2014, ACM Southeast Regional Conference.

[5]  Mark D. Dunlop,et al.  Walk2Build: a GPS game for mobile exergaming with city visualization , 2012, Mobile HCI.

[6]  Alun Evans,et al.  WebGLStudio: a pipeline for WebGL scene creation , 2013, Web3D '13.

[7]  Fred D. Davis Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology , 1989, MIS Q..

[8]  Thomas D. Parsons,et al.  Modality specific assessment of video game player's experience using the Emotiv , 2015, Entertain. Comput..

[9]  Judith Kelner,et al.  An open-source tool for distributed viewing of kinect data on the web , 2011 .

[10]  Tommi Mikkonen,et al.  Apps vs . Open Web : The Battle of the Decade , 2011 .

[11]  Raymondus Kosala,et al.  Comparison of Physics Frameworks for WebGL-Based Game Engine , 2014 .

[12]  Mohamed Abdur Rahman,et al.  A Multi-Sensory Gesture-Based Occupational Therapy Environment for Controlling Home Appliances , 2015, ICMR.

[13]  Masaru Kamada,et al.  Rapid Authoring of Web-based Multiplayer Online Games , 2013, IIWAS '13.

[14]  Carmen Castaneda-Sceppa,et al.  Physical activity and public health in older adults: recommendation from the American College of Sports Medicine and the American Heart Association. , 2007, Circulation.

[15]  Klaus Miesenberger,et al.  "Easy-to-Read on the Web": State of the Art and Needed Research , 2014, ICCHP.

[16]  Meredith Ringel Morris,et al.  Kinected browser: depth camera interaction for the web , 2012, ITS '12.

[17]  Hannu Tenhunen,et al.  Web-Enabled Intelligent Gateways for eHealth Internet-of-Things , 2014, IoT360.

[18]  Fotis Liarokapis,et al.  Assessing NeuroSky's Usability to Detect Attention Levels in an Assessment Exercise , 2009, HCI.

[19]  Franz Werner,et al.  Tablets for Seniors – An Evaluation of a Current Model (iPad) , 2012 .

[20]  Ramón Mas Sansó,et al.  Play for Health 2.0: Evolving P4H to a Web Environment Using HTML5 and JavaScript , 2014, eTELEMED 2014.

[21]  Panagiotis D. Bamidis,et al.  Internet of Things For an Age-Friendly Healthcare , 2015, MIE.

[22]  Panagiotis D. Bamidis,et al.  Design, Implementation, and Wide Pilot Deployment of FitForAll: An Easy to use Exergaming Platform Improving Physical Fitness and Life Quality of Senior Citizens , 2016, IEEE Journal of Biomedical and Health Informatics.

[23]  Borja Martínez-Pérez,et al.  Mobile Health Applications for the Most Prevalent Conditions by the World Health Organization: Review and Analysis , 2013, Journal of medical Internet research.

[24]  Moira C. Norrie,et al.  XDKinect: development framework for cross-device interaction using kinect , 2014, EICS.

[25]  Francesco G. B. De Natale,et al.  Introducing Neuroberry, a platform for pervasive EEG signaling in the IoT domain , 2015, IOT 2015.

[26]  A. King,et al.  American College of Sports Medicine and the American Heart Association Physical Activity and Public Health in Older Adults. Recommendation From the , 2007 .

[27]  Iacopo Carreras,et al.  Providing generic support for IoT and M2M for mobile devices , 2015, The 2015 IEEE RIVF International Conference on Computing & Communication Technologies - Research, Innovation, and Vision for Future (RIVF).

[28]  Magda Tsolaki,et al.  Gains in cognition through combined cognitive and physical training: the role of training dosage and severity of neurocognitive disorder , 2015, Front. Aging Neurosci..

[29]  Ian M. Mitchell,et al.  Rehab on Wheels: A Pilot Study of Tablet-Based Wheelchair Training for Older Adults , 2015, JMIR rehabilitation and assistive technologies.

[30]  Panagiotis D. Bamidis,et al.  A lightweight framework for transparent cross platform communication of controller data in ambient assisted living environments , 2015, Inf. Sci..

[31]  Mohamed Abdur Rahman,et al.  Modeling therapy rehabilitation sessions using non-invasive serious games , 2014, 2014 IEEE International Symposium on Medical Measurements and Applications (MeMeA).

[32]  Antonio Iera,et al.  The Internet of Things: A survey , 2010, Comput. Networks.

[33]  G. Salem,et al.  American College of Sports Medicine position stand. Exercise and physical activity for older adults. , 2009, Medicine and science in sports and exercise.