Near-Realistic Motion Video Games with Enforced Activity

B. Mortazavi, K. C. Chu, Xialong Li, Jessica Tai, Shwetha Kotekar, M. Sarrafzadeh
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引用次数: 17

Abstract

Human activity monitoring, through the use of body-wearable sensors, allows for many exciting possibilities, from gaming, to exercise, to preventative health care, where childhood obesity is a growing epidemic. The rapidly increasing nature of this trend requires serious thought at targeting its causes and finding solutions. One major influence is video gaming and the hours of sedentary behavior associated with it. In this paper, we present our system for enforcing physical activity of humans playing video games with our body-worn sensor system as the controller. Body movements are communicated with the host computer that calculates physical activity via the metabolic equivalent of task, and runs signal processing algorithms to classify and enforce movements. A user study was conducted to validate the effectiveness and realism of the system while playing an actual video game and data was collected from these same users in order to verify the accuracy of our system. The results show a system that not only allows physical activity, but also enforces it, leading to healthier gaming and accurate motion analysis.
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具有强制活动的近现实运动视频游戏
人类活动监测,通过使用人体可穿戴传感器,允许许多令人兴奋的可能性,从游戏,锻炼,预防保健,儿童肥胖是一个日益流行的流行病。这一趋势迅速增长的性质要求我们认真考虑针对其原因并找到解决办法。一个主要影响因素是电子游戏以及与之相关的久坐行为。在本文中,我们提出了我们的系统,以我们的身体穿戴传感器系统作为控制器来强制人类玩电子游戏的身体活动。身体运动与主计算机通信,主计算机通过任务的代谢当量计算身体活动,并运行信号处理算法来分类和执行运动。我们进行了一项用户研究,以验证系统在玩实际电子游戏时的有效性和真实感,并从这些用户那里收集数据,以验证我们系统的准确性。结果显示,该系统不仅允许进行体育活动,而且还强制进行体育活动,从而导致更健康的游戏和准确的动作分析。
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