| Literature DB >> 35161556 |
Shabir Ahmad1, Faisal Mehmood1, Faheem Khan1, Taeg Keun Whangbo1.
Abstract
The immune system of human beings plays a pivotal role in guarding against different types of diseases. During the COVID-19 pandemic, people with weak immune systems were more likely to die. Regular physical activities and healthy food intake can significantly improve the immune system; however, people with a sedentary lifestyle and a busy job schedule find it challenging and tedious to maintain regularity. Different approaches have been used over the years to engage people in various physical activities and improve their mental and physical health. The concept of employing serious games (games whose primary purpose is not fun or entertainment, but a serious goal) to effectuate better results has become one of the popular choices among healthcare professionals and research communities. Internet of things (IoT) has enabled digital transformation with smart cities, smart infrastructure, and the fourth industrial revolution. There have been some relevant studies on the encouragement of serious games in healthcare in the past few years. However, few research studies encourage IoT-enabled serious games played with IoT devices (sensors and actuators) by making the game experience more ubiquitous and pervasive. Consequently, the adaptation of the IoT in serious games for healthcare applications is a massive gap despite its growing need in an era significantly affected by COVID-19. This paper discusses the possibilities of integrating serious games with IoT and discusses the standard architecture, core technologies, and possible challenges. Finally, we present a prototype architecture and its various components and a qualitative analysis with recent studies.Entities:
Keywords: healthcare; internet of things; resource allocation; serious games; task management
Mesh:
Year: 2022 PMID: 35161556 PMCID: PMC8840149 DOI: 10.3390/s22030810
Source DB: PubMed Journal: Sensors (Basel) ISSN: 1424-8220 Impact factor: 3.576
Summary of different studies supporting the use of serious games for healthcare.
| Reference | Purpose | Results |
|---|---|---|
| Active Video Games [ | Propose active video games with the Wii Fit to increase the energy expenditure and physical activity | Improved heart rate |
| Exergame using Playstation 2 [ | Healthy male volunteers completed a group of games and their results were recorded | Energy Expenditure, Blood lactate (BLa), Fat and carbohydrate oxidation |
| Physically interactive video games [ | 19 college students completed different activities using Dance Dance Revolution game sessions | Heart rate, Perceived exertion, respiratory exchange rate, oxygen consumption |
| Interactive video/arcade game [ | 13 male and female students participated and familiarized with three games | Heart rate, Energy Expenditure, Caloric expenditure |
| Interactive video game with stationary cycling [ | Combined game with stationary cycling compared to traditional aerobic training | VO2, Systolic blood pressure, vertical jump |
| Virtual reality game [ | Virtual reality environment for cognitive training of daily life activities | neuropsychological rehabilitation, memory and attention functions |
| Fitness-themed video games [ | Games played using motion controller can help in enhancing energy expenditure compared to traditional games | Energy expenditure |
Figure 1Conceptual architecture of an IoT-enabled serious game.
Figure 2Modular representation of the application management component.
Figure 3Block representation of the data management component.
Figure 4Flowchart of the IoT connectivity module.
Summary of different modules used in the prototype system.
| Module | Description |
|---|---|
| axonomy | Taxonomy is used to categorize virtual objects. |
| MySQL Adapter | MySQL adapter is used for basic DB operations, such as select, create, edit, and delete. |
| Views | This module allows user to search for the relevant content on the platform. |
| HAL | Hypertext Application Language (HAL) supports RESTful web services that include embedded objects and hypermedia. |
| RESTful APIs | RESTful APIs are used for commands like POST, PUT, DELETE. |
| Authorization | OAuth2 provides security layer and is used for authentication of users. |
| Serialization | Serialization module is used to serialize JSON or XML request payload. |
| Captcha | Captcha is used to prevent anonymous users from accessing the system. |
| Secure Login | This module provides security in login form. |
Summary of the different modules used in the prototype system.
| System Component | Description |
|---|---|
| Operating System | Android, Microsoft Windows 10 |
| Hardware | Galaxy Fold 3, Galaxy Watch 4 |
| Memory | 8 GB |
| Server | Flask Webserver |
| Libraries | Jinja, HTTPClient, Bootstrap, Javascript, HTML 5 and CSS3, JSPlumb, RESTFul API |
| IDE | PyCharm, Sublime Text |
| Core Programming Language | Python 3.7 |
| Backend Persistence | MySQL |
| Machine Learning Libraries | Pandas, TensorFlow, SKLearn |
Figure 5The flow of data between physical space and cyberspace.
Figure 6Administrative interface of the proposed architecture.
Technology stack of the proposed architecture.
| Technology | Description |
|---|---|
| Game Tasks Generation | The tasks are generated using the game requirement by employing different NLP solvers. |
| Solvers | Various solvers to map different state-of-the-art algorithms in a certain phase, e.g., prediction and optimization. |
| Objective Management | Objective function definition for increasing the game rewards and decreasing the penalty. |
| Game design space | The design space to assign different solvers to various game activities. |
| Deployment | The allocation of tasks on physical devices and the sensing data generation as a response. |
| Scheduling | Game activities scheduling. |
| Data visualization | The visualization of sensing data in real time during game play. |
| Solvers quality | Interface for assessing the quality of a certain algorithm. |
Figure 7Administrative interface of the proposed architecture.
Overview of data access points from different devices connected to IoT gateways.
| Sensor | Association | IoT Gateway | Communication Protocol | Data | Sampling Interval | API Endpoint | Response |
|---|---|---|---|---|---|---|---|
| Airflow | Player | Arduino | HTTP | Breathing data | Periodic, 5 s, Event: Abnormal | /get-airflow | JSON |
| Pulse Oxymeter | Player | Arduino | HTTP | Pulse, Oxygen Saturation | Periodic, 5 s | /getPO | JSON |
| ECG | Player | Arduino | HTTP | ECG Data | Periodic, 10 s, Event: Abnormal | /getECG | JSON |
| Temperature | Player | Raspberry PI | HTTP | Temperature Data | Periodic, 5 s, Event: Abnormal | /getTemp | JSON |
| BLE Beacon | Environment | Android, iOS | MQTT | User Location using RSSI | Publish-Subscribe | /getLoc | JSON |
| PM Sensor | Environment | Raspberry PI | MQTT | Particulate Matter (PM25, PM10) | Publish-Subscribe | /read-dust | JSON |
| Smart watch | Player | Android, iOS | MQTT | Steps data | Periodic: 2 h, Publish-Subscribe | /read-steps | JSON |
| CO2 | Environment | Arduino | HTTP | CO2 data | Periodic: 10 s | /getCO2 | JSON |
Overview of Data access points from different devices connected to IoT gateways.
| Virtual Player | Samples | Average | Median | 90% Line | 95% Line | 99% Line | Min | Max | Throuhghput | Received Data (kb) | Sent Data (kb) |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 300 | 300 | 110 | 117 | 131 | 138 | 159 | 71 | 213 | 3.006012024 | 4.632311498 | 0.469689379 |
| 500 | 500 | 111 | 115 | 133 | 141 | 176 | 69 | 352 | 5.002401153 | 5.315051225 | 0.766969708 |
| 1000 | 1000 | 1787 | 1969 | 2834 | 3048 | 3278 | 64 | 3861 | 9.884841595 | 5.000339791 | 1.544506499 |
| TOTAL | 1800 | 1042 | 741 | 2606 | 2869 | 3224 | 64 | 3861 | 5.981656254 | 4.982766391 | 0.929765905 |
Figure 8Quantitative analysis of resource endpoint access by simultaneous players.
Qualitative evaluation of the recent work towards the integration of serious games in the IoT.
| Architecure | Domain | Resource | Interoperability | Ubiquitity | Data | Security | Standardization | Game |
|---|---|---|---|---|---|---|---|---|
| Proposed | General-purpose | Yes | partial | Yes | partial | not yet | Yes | yes |
| Hai Huang et al. [ | Cultural learning and education | no | no | yes | image data only | no | no | yes (simulator) |
| John Melthis et al. [ | Topology of Serious Games | patial | no | yes | no | partial | yes (network only) | no |
| Hai Huang et al. [ | Card-based IoT game | no | no | partial | yes | no | no | no |
| H. Engström et al. [ | Serious games design knowledge | no | no | no | yes | no | yes | no |
| John Henry et al. [ | Framework for Integrating Serious games with IoT | no | yes (Broker model) | yes | yes | no | no | yes |
| John Henry et al. [ | Randomised Control Trial through serious games | no | yes (Broker model) | yes | yes | no | no | no |
| Jun Qi et al. [ | Hybrid Hierarchical Framework | no | no | no | yes | no | no | yes |