| Literature DB >> 35590871 |
Dionysios Koulouris1, Andreas Menychtas1, Ilias Maglogiannis2.
Abstract
Augmented reality (AR) and Internet of Things (IoT) are among the core technological elements of modern information systems and applications in which advanced features for user interactivity and monitoring are required. These technologies are continuously improving and are available nowadays in all popular programming environments and platforms, allowing for their wide adoption in many different business and research applications. In the fields of healthcare and assisted living, AR is extensively applied in the development of exergames, facilitating the implementation of innovative gamification techniques, while IoT can effectively support the users' health monitoring aspects. In this work, we present a prototype platform for exergames that combines AR and IoT on commodity mobile devices for the development of serious games in the healthcare domain. The main objective of the solution was to promote the utilization of gamification techniques to boost the users' physical activities and to assist the regular assessment of their health and cognitive statuses through challenges and quests in the virtual and real world. With the integration of sensors and wearable devices by design, the platform has the capability of real-time monitoring the users' biosignals and activities during the game, collecting data for each session, which can be analyzed afterwards by healthcare professionals. The solution was validated in real world scenarios and the results were analyzed in order to further improve the performance and usability of the prototype.Entities:
Keywords: IoT; augmented reality; exergames; gamification; mobile platforms; sensors; wearables
Mesh:
Year: 2022 PMID: 35590871 PMCID: PMC9102367 DOI: 10.3390/s22093181
Source DB: PubMed Journal: Sensors (Basel) ISSN: 1424-8220 Impact factor: 3.847
Figure 1The system overview and the core technologies.
Figure 2The components of the AR game development platform.
Figure 3Flow diagram.
Figure 4The main game quests: (a) object question, (b) text question, (c) box question, and (d) sort challenge.
Figure 5Web app dashboard.
Figure 6Score and heart rate diagram.
Figure 7Trembling chart and diagram.
Average results of 10 tests of 10 text question sessions.
| Device | Battery Drain | FPS (min/avg/max) |
|---|---|---|
| Galaxy A20 | 0.9% | 17/33/60 |
| Galaxy A7 2018 | 1.1% | 16/32/59 |
| TCL 20 5G | 0.6% | 16/31/61 |
| Huawei P20 Lite | 1.8% | 13/29/57 |
Average results of 10 tests of 10 object question sessions.
| Device | Battery Drain | FPS (min/avg/max) |
|---|---|---|
| Galaxy A20 | 1.1% | 11/29/58 |
| Galaxy A7 2018 | 1.3% | 13/31/59 |
| TCL 20 5G | 0.9% | 14/30/60 |
| Huawei P20 Lite | 2.8% | 12/27/58 |
Average results of 10 tests of 10 box question sessions.
| Device | Battery Drain | FPS (min/avg/max) |
|---|---|---|
| Galaxy A20 | 0.9% | 20/36/59 |
| Galaxy A7 2018 | 1.1% | 23/37/59 |
| TCL 20 5G | 0.7% | 21/39/60 |
| Huawei P20 Lite | 2.3% | 18/31/59 |
Average results of 10 tests of 10 sort quest sessions.
| Device | Battery Drain | FPS (min/avg/max) |
|---|---|---|
| Galaxy A20 | 1.0% | 16/31/59 |
| Galaxy A7 2018 | 1.4% | 19/30/57 |
| TCL 20 5G | 1.1% | 23/34/59 |
| Huawei P20 Lite | 1.9% | 14/28/58 |
Average results of different challenges in 10 sessions for 18 users aged 20–40.
| Question Type | Steps | Duration | Heart rate | Trembling |
|---|---|---|---|---|
| Text | 533 | 4.9 | 71/86/121 | 1 |
| Object | 581 | 5.8 | 82/101/123 | 2 |
| Box | 499 | 5.3 | 80/111/129 | 1 |
| Sort | 551 | 5.7 | 73/102/128 | 1 |
Average results of different challenges in 10 sessions for 15 users aged 40–60.
| Question Type | Steps | Duration | Heart rate | Trembling |
|---|---|---|---|---|
| Text | 600 | 6.9 | 65/83/116 | 2 |
| Object | 591 | 6.8 | 61/86/111 | 3 |
| Box | 523 | 6.2 | 68/88/112 | 2 |
| Sort | 588 | 6.9 | 62/86/110 | 3 |
Technology Acceptance questionnaire responses.
| Technology Acceptance Question | Average Result |
|---|---|
| I think the AR game is a good idea. | 2.3 |
| I believe it is easy to use the AR game mobile app. | 1.9 |
| I believe it is easy to use the AR game wearable app. | 2.0 |
| I think the AR game is a user friendly technology to interact with. | 2.1 |
| I did not have any problems using the AR game in my room. | 1.3 |
| The use of the AR game will have a positive impact to my health. | 1.6 |
| The use of the AR game could help me to become more active. | 1.8 |
| I have the intention to use the AR game daily. | 1.9 |
Comparison of system’s capabilities with the literature.
| AR | IoT | Professionals | Physical Activity | Health Monitoring | Gamification | Hardware Type | |
|---|---|---|---|---|---|---|---|
| Pardos et al. [ | • | • | • | S | |||
| Chen et al. [ | • | • | S | ||||
| Chanpimol et al. [ | • | • | • | S/C | |||
| Deutsch et al. [ | • | S/C | |||||
| Baranowski et al. [ | • | • | • | P/C | |||
| Kim et al. [ | • | • | • | P/C | |||
| Zhang et al. [ | • | • | P | ||||
| Henriksen et al. [ | • | • | • | P/C | |||
| Pokric et al. [ | • | • | S/C | ||||
| Nam et al. [ | • | • | • | • | • | S/C | |
| Marins et al. [ | • | • | P/C | ||||
| Koulouris et al. [ | • | • | • | M/C | |||
|
| • | • | • | • | • | • | P/C |