Eliana Prada-Dominguez, Sergio Valdivia-Trujillo, A. Uribe-Quevedo, B. Perez-Gutierrez
{"title":"低会员免费运动游戏应用程序","authors":"Eliana Prada-Dominguez, Sergio Valdivia-Trujillo, A. Uribe-Quevedo, B. Perez-Gutierrez","doi":"10.1109/COLCOMCON.2014.6860420","DOIUrl":null,"url":null,"abstract":"The development and use of devices for monitoring physical activity is largely growing due to size reduction, affordability and gamified mechanics that are encouraging user in augment their experience. Some examples can be seen in commercial devices targeted at healthy user who wish to improve their fitness, however, such developments are also growing as technological devices that allow quantifying the preventive or corrective physical therapy with engaging virtual scenarios that provide an immersive experience. Current advances in mechanical, electronics and computer systems are allowing that enthusiasts and researchers take advantage of low cost technologies integrating solutions with devices such as, tablets, smartphones, laptops and gaming consoles. The assessment of the user with these tools provide data that allows following up the patient's evolution during the therapy from the user and health care specialist point of view complementing visual and survey-based assessments. This project proposes an application for monitoring lower member physical activity while the user performs targeted movements within a gamified system, resulting in point rewards that increase or decrease accordingly to the correct or incorrect execution of the routine. The use of game mechanics allows overcoming some of the challenges of performing exercise such as the lack of interest and subjective evaluations.","PeriodicalId":346697,"journal":{"name":"2014 IEEE Colombian Conference on Communications and Computing (COLCOM)","volume":"76 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2014-06-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"3","resultStr":"{\"title\":\"Lower member complimentary exercise gaming app\",\"authors\":\"Eliana Prada-Dominguez, Sergio Valdivia-Trujillo, A. Uribe-Quevedo, B. Perez-Gutierrez\",\"doi\":\"10.1109/COLCOMCON.2014.6860420\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"The development and use of devices for monitoring physical activity is largely growing due to size reduction, affordability and gamified mechanics that are encouraging user in augment their experience. Some examples can be seen in commercial devices targeted at healthy user who wish to improve their fitness, however, such developments are also growing as technological devices that allow quantifying the preventive or corrective physical therapy with engaging virtual scenarios that provide an immersive experience. Current advances in mechanical, electronics and computer systems are allowing that enthusiasts and researchers take advantage of low cost technologies integrating solutions with devices such as, tablets, smartphones, laptops and gaming consoles. The assessment of the user with these tools provide data that allows following up the patient's evolution during the therapy from the user and health care specialist point of view complementing visual and survey-based assessments. This project proposes an application for monitoring lower member physical activity while the user performs targeted movements within a gamified system, resulting in point rewards that increase or decrease accordingly to the correct or incorrect execution of the routine. The use of game mechanics allows overcoming some of the challenges of performing exercise such as the lack of interest and subjective evaluations.\",\"PeriodicalId\":346697,\"journal\":{\"name\":\"2014 IEEE Colombian Conference on Communications and Computing (COLCOM)\",\"volume\":\"76 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2014-06-04\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"3\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2014 IEEE Colombian Conference on Communications and Computing (COLCOM)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/COLCOMCON.2014.6860420\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2014 IEEE Colombian Conference on Communications and Computing (COLCOM)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/COLCOMCON.2014.6860420","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
The development and use of devices for monitoring physical activity is largely growing due to size reduction, affordability and gamified mechanics that are encouraging user in augment their experience. Some examples can be seen in commercial devices targeted at healthy user who wish to improve their fitness, however, such developments are also growing as technological devices that allow quantifying the preventive or corrective physical therapy with engaging virtual scenarios that provide an immersive experience. Current advances in mechanical, electronics and computer systems are allowing that enthusiasts and researchers take advantage of low cost technologies integrating solutions with devices such as, tablets, smartphones, laptops and gaming consoles. The assessment of the user with these tools provide data that allows following up the patient's evolution during the therapy from the user and health care specialist point of view complementing visual and survey-based assessments. This project proposes an application for monitoring lower member physical activity while the user performs targeted movements within a gamified system, resulting in point rewards that increase or decrease accordingly to the correct or incorrect execution of the routine. The use of game mechanics allows overcoming some of the challenges of performing exercise such as the lack of interest and subjective evaluations.