| Literature DB >> 30634719 |
Sara Arlati1,2, Vera Colombo3,4, Daniele Spoladore5, Luca Greci6, Elisa Pedroli7, Silvia Serino8,9, Pietro Cipresso10,11, Karine Goulene12, Marco Stramba-Badiale13, Giuseppe Riva14,15, Andrea Gaggioli16,17, Giancarlo Fserrigno18, Marco Sacco19.
Abstract
Frailty is a clinical condition affecting the elderly population which results in an increased risk of falls. Previous studies demonstrated that falls prevention programs are effective, but they suffer from low adherence, especially when subjects have to train unsupervised in their homes. To try to improve treatment adherence, virtual reality and social media have been proposed as promising strategies for the increase of users' motivation and thus their willingness to practice. In the context of smart homes, this work presents SocialBike, a virtual reality-based application aimed at improving the clinical outcomes of older frail adults in their houses. Indeed, SocialBike is integrated in the "house of the future" framework and proposes a Dual Task training program in which the users are required to cycle on a stationary bike while recognizing target animals or objects appearing along the way. It also implements the possibility of training with other users, thus reducing the risk of social isolation. Within SocialBike, users can choose the multiplayer mode they prefer (i.e., collaborative or competitive), and are allowed to train following their own attitude. SocialBike's validation, refinement, and business model are currently under development, and are briefly discussed as future works.Entities:
Keywords: ageing; collaboration; competition; social media; virtual reality
Mesh:
Year: 2019 PMID: 30634719 PMCID: PMC6359717 DOI: 10.3390/s19020261
Source DB: PubMed Journal: Sensors (Basel) ISSN: 1424-8220 Impact factor: 3.576
Figure 1Examples of the two types of targets: A horse (a) and a colored swing (b).
Figure 2The system configuration. In this case, the user is wearing a chest band equipped with a sensor and a Bluetooth module for the communication with the cycle ergometer controller.
Figure 3A schematic representation of the application interface. The user ‘Mark’ logs in and joins the ‘Waiting Room’ in which other players are already present.
Figure 4An exemplificative representation of the application flow.
Figure 5One of the paths (red line) viewed from the top. Each path is constituted by a series of nodes (highlighted in orange) that are interpolated in real time. Other paths, dedicated to other users, run in parallel.
Figure 6Examples of correct (a) and wrong (b) choice feedback to a user’s selection.
Figure 7An example of user’s representation in the SocialBike social media network (SMN). Individuals are represented with diamonds, concepts are represented with circles, and roles are represented with arrows (dashed arrows indicate datatype properties, while full-line arrows represent object properties). The type of an individual is stated with a curved arrow.
Figure 8A screenshot of the SocialBike SMN. The user (Anna) can choose which data can be seen by her friends when sharing her performance, and manage her personal data, her agenda, and her friends’ list.
Figure 9A picture of Home Interactive Controller (HIC) interface projected on a table (left), and Future Homes for Future Communities (FHfFC) Living Lab (right); in blue, on the floor, are the two force platforms.