NIGHTMARE RUNNER: A PERSONALIZED AVATAR
AND PHYSICAL ACTIVITY GAME
A Thesis Presented to
the Faculty of the Department of Computer Science
University of Houston
In Partial Fulfillment
of the Requirements for the Degree
Master of Science
By
Madhur Thangadurai Rajendran
May 2016 NIGHTMARE RUNNER: A PERSONALIZED AVATAR
AND PHYSICAL ACTIVITY GAME
Madhur Thangadurai Rajendran
APPROVED:
Dr. Zhigang Deng, Chairman Dept. of Computer Science
Dr. Weidong Shi Dept. of Computer Science
Dr. Daniel O’Connor Dept. of Health and Human Performance
Dean, College of Natural Sciences and Mathematics
ii Acknowledgements
I would like express my thanks to my parents, Mr. Rajendran Thangadurai & Mrs.
Bagya Latha Rajendran, and my sister, Ms. Mahitha Rajendran for motivating me throughout the entire process. I am truly grateful for their unwavering support and patience.
I would like to thank my twin, Mayur, for his contribution and support. With- out him I would be incomplete. I would also like to thank my brothers, Aditya,
Vishwanath, and Shivaram, for always being there for me.
I would also like to extend my heartfelt gratitude to Dr Zhigang Deng, who served as my advisor & committee chair and guided me throughout the project. I am also grateful to Dr. Weidong Shi, and Dr. Daniel O’Connor for being on my committee, and for their valuable insights and suggestions for this project.
I am grateful to the lecturers and professors of the Department of Computer
Science, especially Dr. Victoria Hilford, who enlightened me about the software development process. I would also like to thank my friends and colleagues at the
University of Houston for their encouragement and support which made my studies here a truly enjoyable experience.
“Be well, do good work, and keep in touch.”
iii NIGHTMARE RUNNER: A PERSONALIZED AVATAR AND PHYSICAL ACTIVITY GAME
An Abstract of a Thesis Presented to the Faculty of the Department of Computer Science University of Houston
In Partial Fulfillment of the Requirements for the Degree Master of Science
By Madhur Thangadurai Rajendran May 2016
iv Abstract
In this thesis, a novel method to calculate energy expenditure of subjects using the Microsoft Kinect is presented. There are two main types of methods used in calorime- try, direct and indirect. Direct calorimetry involves the measurement of actual heat transfer of the subject, which is infeasible in most situations. Indirect calorimetry, however, involves measuring secondary variables, like oxygen consumption, and using those measurements to calculate energy expenditure. The method presented is an indirect calorimetry method that uses basic physics laws of work and energy to cal- culate the energy expenditure of a body by continuously tracking the body through the Microsoft Kinect. A process of 3D scanning a person in order to use them as avatars in a game was developed and the feasibility and benefits of using such personalized avatars in game was tested. Lastly, a physical activity game that serves as a wrapper for both the proposed energy expenditure method, and the personalized avatar was developed.
v Contents
1 Introduction 1 1.1 Problem Statement ...... 1 1.2 Contribution ...... 2 1.3 Outline ...... 3
2 Background 4 2.1 Calorimetry ...... 4 2.1.1 Direct Calorimetry ...... 4 2.1.2 Indirect Calorimetry ...... 5 2.2 3D Scanning ...... 6 2.3 Mesh Processing ...... 7 2.4 Exercise Game ...... 7 2.4.1 Unity Game Engine ...... 8
3 Energy Expenditure Algorithm 10 3.1 Assumptions ...... 13
4 Scanning & Mesh Processing 14
5 Exercise Game 19 5.1 Development ...... 21
vi 5.1.1 Hardware Requirements ...... 21 5.1.2 Software Requirements ...... 22 5.1.3 Algorithm Integration ...... 23 5.2 Game ...... 24 5.2.1 Personalized Avatar ...... 25 5.2.2 Environment ...... 25 5.2.3 Story ...... 27 5.2.4 Cutscenes ...... 28 5.2.5 Goals ...... 33 5.2.6 Game Menus ...... 34 5.3 Gameplay ...... 38 5.3.1 Dream Energy ...... 38 5.3.2 Pick Ups ...... 39 5.3.3 Controls ...... 39
6 Results 43 6.1 Energy Expenditure Algorithm ...... 43 6.1.1 Preliminary Validation ...... 44 6.1.2 Subject Testing ...... 47 6.2 Game ...... 53
7 Conclusion 55 7.1 Future Work ...... 56 7.1.1 Algorithm ...... 56 7.1.2 Exercise Game ...... 57 7.2 Contribution ...... 57
Appendices 58
vii A Calorific Data of Child Testing 59 A.1 Average Calories Burned Per Minute ...... 59 A.2 Calories Burned per Minute ...... 61
B Calorific Data of Adult Testing 103 B.1 Calories Burned Per Interval ...... 103 B.2 Cumulative Calories Burned ...... 109
Bibliography 115
viii List of Figures
2.1 Occipital’s Structure Sensor ...... 6 2.2 Exercise Game: Nightmare Runner Menu ...... 8 2.3 Unity Game Engine ...... 9
3.1 A sample 3D model used for Algorithm ...... 11
4.1 An image of the structure sensor ...... 14 4.2 A subject being scanned by the structure sensor and ItSeez3D app . . 15 4.3 A sample model after rigging and animating ...... 16 4.4 A sample subject that has been split in Maya 2016 ...... 18
5.1 An Endless Runner Game: Temple Run 2 [3] ...... 20 5.2 The Microsoft Kinect v2 ...... 22 5.3 The Mixamo Website used for Rigging ...... 23 5.4 The Floating Island Environment ...... 26 5.5 The monster in the game ...... 27 5.6 The game story screenshot ...... 28 5.7 Introduction: The player’s avatar going to sleep ...... 29 5.8 Introduction: The player’s avatar exploring the dream ...... 30 5.9 Introduction: The player’s avatar discovering the cave ...... 30 5.10 Victory: The player running away from the Nightmare Monster . . . 31
ix 5.11 Victory: The player facing their Nightmare ...... 32 5.12 Victory: The player defeating the Nightmare Monster ...... 32 5.13 Victory: The player escaping the nightmare world ...... 33 5.14 The final screen when the player beats the game ...... 34 5.15 The score menu ...... 35 5.16 The Difficulty Select screen ...... 36 5.17 The Game Over screen ...... 37 5.18 The Dream Energy Bar ...... 38 5.19 The Pick Ups used in the game ...... 39 5.20 Gameplay: Run ...... 40 5.21 Gameplay: Limp ...... 41 5.22 Gameplay: Slide ...... 41 5.23 Gameplay: Jump ...... 42
6.1 Subject 1: Calories burned per interval ...... 45 6.2 Subject 2: Calories burned per interval ...... 45 6.3 Subject 2: Calories burned over time ...... 46 6.4 Subject 2: Calories burned over time ...... 47 6.5 Average calories burned per minute by subject ...... 48 6.6 Subject 1: Comparison with Just Dance 4 ...... 51 6.7 Subject 2: Comparison with Just Dance 4 ...... 53
x List of Tables
6.1 Subject 1 Energy Expenditure Estimation Comparison ...... 50 6.2 Subject 2 Energy Expenditure Estimation Comparison ...... 52
xi Chapter 1
Introduction
1.1 Problem Statement
The standard procedure for calculating and estimating the energy expenditure of the human body is to use VO2 machines while the subject is performing the activity. However, this is bulky, requiring the subject to wear a mask that is connected to the machine, in order to be able to measure oxygen consumption. Other sensors that use accelerometers to measure activity were also used, but they’re fixed at one location on the body. While they do give a generalized estimate of the energy expenditure, the VO2 method is generally regarded as the most accurate method for calculating energy expenditure. Therefore the major drawbacks to the current methods are that they either require bulky external devices, or they aren’t as accurate due to mostly being local to a specific area of the body.
1 With current available technology, 3D graphics have become very popular. The focus of graphics technology has been the ability to create, manipulate, and animate high definition 3D models, as can be seen by recent movies and games. Many 3D scanners have been developed, allowing users to capture objects, or even people around them as a 3D file that can be printed out using a 3D printer. These models can even be skinned and rigged with a skeleton, allowing animation, and put into games. Using a person’s personalized model in a game has improved playability by improving immersion and enjoyment [7].
1.2 Contribution
In this thesis, three main contributions were presented. First, a new method of calculating the energy expenditure of a human body using the Microsoft Kinect was presented.
Secondly, a workflow was created using existing software and certain hardware systems to scan a human subject, and to create a 3D mesh that modeled the subject.
This pipeline significantly decreased the time required for scanning, mesh creation, mesh processing, and game avatar creation from the scanned model.
Lastly, an exercise game was created that uses the Microsoft Kinect as an input controller. The avatar created from the scanned model was used as the main game character, so subjects could take control of an avatar that not only represented them, but was also visually similar to them. We kept track of the energy expenditure of the subject using this method while the subject was playing the game.
2 1.3 Outline
The thesis is organized according to the following outline. In Chapter 2, some back- ground of the systems and domains used in the thesis is presented. The concepts and techniques used in the later chapters are described. In Chapter 3, the new Energy
Expenditure Algorithm. The hardware required is discussed, and the background behind the development of the algorithm is explained. In Chapter 4, the hardware and software requirements of the 3D scanning and Mesh Processing method are de- scribed. In Chapter 5, the exercise game that was created to serve as a wrapper for the algorithm, the scanned mesh and avatar is described. In Chapter 6, the results from having participants come in to play the game that was developed is presented.
The proposed algorithm is compared against the medical standard accelerometer. In the final chapter, conclusions are provided, and the limitations and future work of the project are discussed.
3 Chapter 2
Background
2.1 Calorimetry
Calorimetry is defined as the science or act of measuring changes in state variables of a body for the process of deriving heat transfer associated with changes to its state.
This is important in relation to this thesis, because we use calorimetry to evaluate the energy expenditure of a human body, i.e. the amount of calories burned by the human subject.
2.1.1 Direct Calorimetry
The method of direct calorimetry is to directly measure the heat transfer of the entire body. While this method will give you the most accurate calorific value for the time period as shown by Consolazio et al. [1], it is also usually not viable because of high
4 cost, technical difficulty, and limitations placed on the subjects mobility [4], i.e the body has to be enclosed in the calorimeter, and should be free from external con- ditions. Since human subjects cannot be isolated from external conditions, indirect calorimetry methods must be used to determine the energy expenditure.
2.1.2 Indirect Calorimetry
In indirect calorimetry, a secondary variable linked to heat transfer is measured. In most cases, oxygen consumption, and carbon dioxide generation was used for this, being accepted as industry and medical standard [8]. This methodology is relatively broad and has grown to cover any methods of energy expenditure calculation that does not involve direct measurement of heat transfer of a body. Included under indirect calorimetry is physics based calorimetry. In this method, a set of established physics equations was used to estimate and calculate the amount of energy expended by a human body in a given amount of time. The Microsoft Kinect was used to track the parameters needed for the method. While other models using the Kinect have been proposed, for example Liu et al. [5] presented a model for measuring the energy expenditure of dancers by calculating force required to overcome gravity, their applicability to exercise games has not been established.
5 2.2 3D Scanning
There are many 3D scanners available today. For this thesis, the Structure Sensor, by Occiptial, Inc was used. The app, ItSeez3D was the software behind the actual mesh capture. The ItSeez3D app works in conjunction with the Structure Sensor, to produce a 3D scanned .obj file. This file is then processed and used in the algorithm as well as to create the player’s avatar in the game. The scanner is built like the MS
Kinect, and includes a set of two cameras; a normal camera, and a depth camera.
Figure 2.1: Occipital’s Structure Sensor
6 2.3 Mesh Processing
In the Mesh Processing step, the mesh was modified and fixed in Autodesk’s Maya
2016, in case there were any errors that occured during the scanning process. The
file was then saved as two separate copies, in order to process the mesh for 2 different purposes. The first file was used for the algorithm. The file was saved in a more convenient format, and the mesh was split into separate body parts. For the second
file, the size was increased, and it was uploaded to Mixamo, part of Adobe 3D works, for rigging. A game avatar with a skeleton ready to be animated was the result.
Once this was done, the body parts and the avatar were uploaded into the game for the player to use and control.
2.4 Exercise Game
As Michael D. Gallagher, president and CEO of Entertainment Software Association, said, “Video games are ingrained in our culture.” Video games are the most preferred sedentary activity of children, bypassing reading and watching TV. In our digital age, games provide kids an escape into fantasy, and a way of relieving stress. Encouraging kids to perform moderate physical activity while playing games will help promote a healthier lifestyle. Active games provide kids the same benefits of light to moderate exercise in the same time period [9][2].
The exercise game that was created is an endless-runner game. In these type of games, the player controls a character that keeps moving forward, collecting coins
7 Figure 2.2: Exercise Game: Nightmare Runner Menu and powerups as they progress. The goal of the game is to see how far the player can move through the game. This type of game was chosen since there is no clear goal, the game can theoretically last forever, and levels of variable length could be created.
Since the game is designed for exercise, players are able to select the amount of play time for the game. Since there is no limit for the amount of time they can play, this can be any variable number that suits the player’s needs.
2.4.1 Unity Game Engine
The game was developed using the Unity Game Engine. Unity is a flexible and powerful development platform for creating multiplatform 3D and 2D games and interactive experiences. It offers many features, and is very user-friendly, with a moderate learning curve.
8 Unity Engine has been released on a free license for personal and research projects, and serves as a good platform for integrating all the components required. A Software
Development Kit is available for MS Kinect that works on Unity, and was developed by Rumen Filkov. This is used to keep track of the user’s movement for measuring physical activity, as well as to read the inputs from the player’s actions. Unity supports many development languages, but C# was the development language used.
Also, art assets from the Unity Asset Store were used to build this game.
Figure 2.3: Unity Game Engine
9 Chapter 3
Energy Expenditure Algorithm
The energy expenditure algorithm proposed can be personalized for each person, and thus requires a 3D scanned model of the person. Once built, the model is split into
12 different body parts based on the joint information provided by the Microsoft
Kinect skeleton tracking system.
Each part contains one of the joints tracked by the Kinect. The next step is to determine the approximate mass of each body part, using the total 3D volume and weight of the subject. The total 3D volume of the scanned mesh was calculated by
first computing the volumes of each elementary tetrahedron and then summing up all the individual values for the entire mesh, using the algorithm developed by Zheng and Chen [11].
10 (a) Sample whole body model (b) Model divided into parts
Figure 3.1: A sample 3D model used for Algorithm
Assuming Wtotal is the user-provided weight, Vtotal denotes the computed total
3D volume of the mesh, and Vi denotes the 3D volume of the i-th body part, then the approximate mass of the i-th body part, mi can be computed as follows (assume the mass density of the human body is even).
mi = Wtotal × Vi/Vtotal (3.1)
To compute the energy expenditure of a subject in a short period of time (∆T ), the following two steps are required: First, the amount of work done in this period was computed, measured in Joules; and then, the total work done was converted into energy expenditure in terms of Kilo-Calories, the metric used in health and fitness
11 applications, based on the well-known conversion formula: 1 kcal = 4.184 kJ.
The computation of work done within ∆T (time period) consists of two parts: the first part is the energy required to overcome the gravity, and the second part is the amount of work done due to the displacement of the body part in the Cartesian coordinate system. Specifically, the total displacements of the i-th body part was computed as the root of the sum of the squared displacements in all three orthogonal directional axes, as follows:
q 2 2 2 ∆di = (∆xi + ∆yi + ∆zi ) (3.2)
where ∆xi denotes the displacement of the i-th body part in the X direction, and
∆yi and ∆zi are defined analogously. Also, the magnitude of acceleration of the i-th
xyz body part, ai is computed using a similar formula.
q xyz x 2 y 2 z 2 ai = (|ai | + |ai | + |ai | ) (3.3)
x y z Here, ai , ai , ai represent the acceleration of the i-th body part in X, Y and Z di- rections, respectively, which easily can be computed from the MS Kinect skeleton tracking module. The work done of the i-th body part in ∆T , κi, is computed using the following equations:
xyz g κi = κi + κi (3.4)
xyz xyz κi = mi × ai × ∆di (3.5)
g g κi = mi × ai × |∆yi| (3.6)
xyz In the above equations, κi denotes the part of the work done to cause the motion
g (displacement) in three-dimensional space, and κi denotes the part of the work done
12 to overcome gravity (assume the Y-axis is the direction of gravity in the Cartesian coordinate system).
Finally, the total work done by the whole human body is the summation of the work done by each individual body part. Over a number of fixed time intervals, the values of the work done are summed to obtain the total work done in time T.
3.1 Assumptions
In our algorithm, the following assumptions are made. Firstly, that the human body has uniform density, and this is independent of age. It is also assumed that every player has the same body efficiency index for burning calories. Lastly, since the algorithm is designed to be used in personalized systems like games, only weight was asked from the player for the algorithm, even though energy expenditure is dependant on other factors as well.
13 Chapter 4
Scanning & Mesh Processing
For scanning, Occipital, Inc’s Structure Sensor is used. The Structure Sensor is a 3D scanner, made up of two cameras. It has a depth camera, that captures the mesh of the object in 3D space, and a regular camera to capture images of the object, which are then processed into a texture and applied to the model.
Figure 4.1: The Structure Sensor by Occipital, Inc.
14 A scan of the player was taken using the iPad app, ItSeez3D. ItSeez3D provided the software that makes use of the Structure Sensor to take the 3D scan of the subject.
It first creates a bounding box around the subject. The depth camera then plots the mesh outline of the subject in the 3D space of the bounding box. At the same time, the regular camera takes snapshots of the subject in order to create the final texture of the model. The subject is captured as the device moves around them. Since the scanner is a camera, all angles that are otherwise not observable directly, like the top of the head have to be obtained. It should be noted that relatively uniform lighting is required for the scanning process. Once the model has been scanned fully, the scan is uploaded to the ItSeez3D server, where the mesh data and the texture data are combined to create the 3D model of the subject. Once the model is ready, it can be saved in different 3D formats. The OBJ format was chosen, because it fits well with the program pipeline.
Figure 4.2: A subject being scanned by the structure sensor and ItSeez3D app
15 Two copies of the model file were made. The first file was processed for use in the actual game, while the second file was processed for use in the personalized algorithm.
The first file, was imported into Maya 2016 by Autodesk and was opened. The size of the model was increased to be similar to the size of the game environment.
The model can be cleaned up a little, removing small faults in the 3D mesh. Once the mesh was cleaned up, it is re-saved into FBX format. The FBX format is used by all Autodesk products for 3D modeling and animation.
(a) Sample rigged model running (b) Sample rigged model jumping
Figure 4.3: A sample model after rigging and animating
16 The FBX file was uploaded into the website, Mixamo. Mixamo, by Adobe, pro- vided a free python script to attach a skeleton and rig a model that was uploaded to the site, which was used to rig the model. Once the model was rigged, animations were applied to it. Since all the skeletons are standardized, the animations can be re-targeted to any model from Mixamo. The rigged model was downloaded in FBX format and uploaded into the Unity Game Project. The model was inserted into all the scenes that required the model, namely the cutscenes and the actual gameplay levels.
In the case of the cutscenes, the set of animations was applied to the model , and the character controller was applied to the model in the game levels. After this, the game is built, and the subject’s High Quality 3D scanned model will be the main avatar in the game, and is the model that is shown on the cutscenes of the game.
The second file was used with the personalized energy expenditure algorithm.
First, the file was uploaded into Maya. Once it was uploaded, the number of poly- gons was reduced, since the original file was high quality with upwards of a million polygons. It was reduced to around 30,000 polygons. The algorithm is more opti- mized with a reduced model, and won’t take a long time to load in the game engine.
The whole body is saved as a separate FBX file. The body is split into 12 different parts, specifically the head, the shoulders, the two elbows, the two wrists, the spine, the hips, the two knees, and the two ankles. Each of these parts corresponds to a different part of the skeleton that the Kinect tracks. Each part is saved as a sepa- rate FBX file, and all the files are uploaded together into the Unity Game Project.
Each piece of the subject’s split mesh is attached into the corresponding joint on the
17 Kinect tracking skeleton. This way, when the subject moves the specific joint, the corresponding piece was also moving. Once all the pieces and the whole mesh are linked to the scripts that contain the algorithm, it will be personalized specifically for the player who’s 3D model was used.
Figure 4.4: A sample subject that has been split in Maya 2016
18 Chapter 5
Exercise Game
While building the exercise game, a few preliminary constraints were put in place.
First, the game had to involve some sort of physical activity. The activity of our game should be significant enough to burn the same amount of calories as moderately intensive exercise. Another constraint was that the game should be enjoyable to both boys and girls, and should be competitive enough to encourage them to burn more calories. The last constraint was that the game should last for at least 20 minutes.
Based on these preliminary constraints, an endless runner game was chosen to be made. An endless runner game can be programmed to be endless, with the game only reaching a conclusion when the player is tired or after a certain amount of time has passed. Endless runner games have proven to be popular among both genders, as seen by the popular game, Temple Run, created by Imangi Studios. Imangi Studios has reported that their endless runner game, designed to work on mobile devices, has reached over 1 billion downloads.
19 Figure 5.1: An Endless Runner Game: Temple Run 2 [3]
Also, choosing an endless runner game where the avatar has to jump, duck and slide to dodge obstacles in their path, provided an ideal opportunity for incorporating physical activity into the game. Since the game was designed to be used by common people, it is planned with limited space in mind. Therefore, any physical activity must be restricted to those that can be performed in place, and jumping, squatting,
20 and running in place provided the most physical activity, and required little empty space.
The Unity Game Engine was used as the platform to create the game, and was programmed in C#.
5.1 Development
The game went through many stages before it was finally ready for testing and release. In addition to the preliminary gameplay requirements, the hardware and software for our game had to be chosen. The game was developed for the Microsoft platform, since it made use of the Microsoft Kinect.
5.1.1 Hardware Requirements
For development, a computer with the following specifications was used: 32 GB
RAM, 1 TB HDD, and Nvidia Graphics. A lot of space was required for the de- velopment, because all the player’s 3D models had to be stored before and after processing. Occipital’s Structure Sensor was required for scanning.
21 Figure 5.2: The Microsoft Kinect v2
For the final game, a Windows computer with 4GB RAM, atleast 2 GB of free space, and Nvidia Graphics is required to play. In addition, a Microsoft Kinect v2 is needed as an input device to the game.The Kinect v2 will only work on the newer
USB 3.0 slots, and hence a USB 3.0 slot is required for the game to run.
5.1.2 Software Requirements
For development, a computer that runs the Windows Operating System was re- quired. In addition, Unity Game Engine by Unity, ItSeez3D, an app for the iPad, by ItSeez3D, Inc., Maya 2016 from Autodesk, and the website, Mixamo, part of the
Adobe Creative Suite are also required.
22 Figure 5.3: The Mixamo Website used for Rigging
The main development of the game was done on the Unity Game Engine. It-
Seez3D and Maya 2016 were used for 3D scanning and mesh processing purposes.
Maya is also used for model optimization before being uploaded to Mixamo for rig- ging and animation.
To play the game, a computer running Windows Operating System is required.
The game will be self contained, and will run on any Windows OS, as long as the hardware requirements are met.
5.1.3 Algorithm Integration
The algorithm was coded in C#. The Unity Game Engine makes it easy to integrate scripts into the game. It has its own compiler to compile the code, and create an executable of the game.
23 To integrate the algorithm with the game, scripts were written that identify each body part of the player’s mesh. Also a script that calculates the volume of any 3D mesh passed to it was written. The volume script was run on the list of the body parts, and the whole body mesh. Using the whole volume and part volume, the mass of each part was calculated. Scripts that keep track of the movement of each joint of the Kinect Skeleton were also written. Each joint is linked to the specific body part it corresponds to. This movement data was passed into the algorithm, which gave an energy expenditure output. This was displayed as calories burned by the player.
5.2 Game
During development of the game, the interests of our target demographic, children between the ages of 11 and 14, had to be kept in mind. Focus was placed on the story, the high quality avatar that players would control, the gameplay and cut-scenes that drove the story along. According to a study by Dr Thompson, of Baylor College, the children’s interests lie in good graphics, an engaging story, and challenging gameplay.
Eighty-five percent of the kids also felt that the character/avatar that they control in the game was important to them. That age group further felt that things that were overly childish like clowns, bright pastel colors, and silly jokes weren’t interesting and engaging enough.
24 5.2.1 Personalized Avatar
Just as the personalized avatar was used for the algorithm calculation, the person- alized avatar was used as the main character in the game. As has been shown in previous studies, the main avatar of the game can have psychological effects on the players of the game, especially games where the player takes direct control of the character [10]. I felt that the player himself or herself being the avatar in the game would increase immersion and motivation for reaching the win condition and beating the game.
5.2.2 Environment
The environment was designed, keeping in mind the interests of the target demo- graphic. The study by Dr Thompson had mentioned that the demographic didn’t want anything that was overtly childish, but the environment could not be too scary or realistic, in order to capture their childish imagination. I came up with a floating island theme, similar to that of Temple Run 2. However, the graphics were made a little cartoon like.
25 Figure 5.4: The Floating Island Environment
Our main antagonist is the nightmare monster. We used a high-quality monster model, since the kids wanted good graphics.
26 Figure 5.5: The monster in the game
5.2.3 Story
The story of the game is the driving factor behind the immersion of the game [6]. If the storyline isn’t entertaining, the game risks boring the player.
The basic story of the game, is that the player has a tiring day, and when it’s
finally time for them to sleep, they get transported to a dream world. While trying to find a way out of the dream world, they run into a monster of their nightmares.
27 Figure 5.6: The game story screenshot
They then have to run away from the monster, which is the actual part of the game they play. When they escape their nightmare, they are finally able to defeat the monster and leave dream world.
5.2.4 Cutscenes
There are two cutscenes in the game. The intro cutscene introduces the story to the player, and the final cutscene is the victory cutscene that is played until the player has achieved the goal and satisfied the victory condition.
The cutscenes were all created in Unity, using different camera perspectives and other art assets.
28 5.2.4.1 Introduction
The introduction cutscene opens up to a room where the player is getting ready for bed. The player yawns and gets into bed, tired. Almost as soon as they fall asleep, they get transported to the dream world. He/She is dropped into the dream world suddenly, falling from a great height to the ground below. Miraculously, the player is uninjured, and he/she gets up and decides to explore this dream world in order to
find a way out. On their journey, the player comes across a creepy, skull-shaped cave.
Figuring that checking inside is worth a shot, they go into the cave and accidentally awaken a nightmare monster that starts chasing them.
Figure 5.7: Introduction: The player’s avatar going to sleep
29 Figure 5.8: Introduction: The player’s avatar exploring the dream
Figure 5.9: Introduction: The player’s avatar discovering the cave
30 5.2.4.2 Victory
In the victory cutscene, the player is shown running away from the monster when they come across a large gap in the path, too large to jump over. Unsure of what to do, they turn to face their nightmare. Trapped between the monster and a leap of faith, the player gathers their courage and makes the jump. When the player actually makes the jump, they realize that they control their dreams, and they use up their remaining dream energy to fire magical energy at the nightmare, defeating it. After a quick celebration, the player comes upon a magical portal that teleports them out of the dream world.
Figure 5.10: Victory: The player running away from the Nightmare Monster
31 Figure 5.11: Victory: The player facing their Nightmare
Figure 5.12: Victory: The player defeating the Nightmare Monster
32 Figure 5.13: Victory: The player escaping the nightmare world
5.2.5 Goals
Although originally multiple game modes were planned to be included, only one game mode was created for the initial release of the game. In this game mode, the player has to keep his character running away from the nightmare monster for a
fixed time limit. 20 minutes was the base time, but the time is variable and can be changed. The goal was not to completely run out of Dream Energy during the
20 minutes of gameplay. Dream Energy was reduced when a player was unable to dodge an obstacle by jumping or squatting, or if they take a long rest. If the player’s character survived without running out of Dream Energy in the 20 minutes, then they achieved the goal of this particular game mode.
33 Throughout the game, the player tries to collect coins, and move as much as
possible, so their score increases. The score is dependent on the amount of time the
player is moving, their energy expenditure, and the items they pick up.
Figure 5.14: The final screen when the player beats the game
5.2.6 Game Menus
The game menus also had to be designed with the target demographic in mind. The menus had to be user-friendly, not overly childish, but still easy enough that a child should be able to understand it. I settled for a runic type menu system. This had dull, cool colors that were not quite childish, yet still hinted at the fantasy aspect of the game. A simple color scheme of red, green, and yellow was used for difficulty, because these colors are widely used, and are easily recognized.
34 Figure 5.15: The score menu
The score menu will be displayed while the player is actually playing the game, i.e, the running phase of the game. It’ll keep track of the player’s score, the number of coins they collected, the number of dream shards they collected, and the calories that they have burned. Presenting this information to the player will motivate the players, who are mainly kids, to keep moving.
35 Figure 5.16: The Difficulty Select screen
The difficulty select screen is displayed to the user before the running phase of the game starts. The difficulty was based on the probability of obstacles spawning, the amount of dream energy lost per collision, and the amount of dream energy recovered per dream shard collected.
36 Figure 5.17: The Game Over screen
The game over screen is displayed to the player once they reach the fail condition and lose the game. It gives them the stats of their run, and an opportunity to restart the game, or to change the difficulty level.
37 5.3 Gameplay
The game is designed to be an infinite runner. That means the basic gameplay part of the game is the avatar running and dodging obstacles that come in their way. In this game, the player is being chased by his nightmare, and they have to try to find a way to escape.
5.3.1 Dream Energy
Dream Energy was synonymous with health in most games. Instead of using the traditional losing condition in Infinite Runner games of two successive collisions,
I came up with a system of using Dream Energy to reach a fail condition. Dream
Energy is reduced when the player crashes into obstacles or is unable to keep moving.
If the player’s dream energy ever reaches 0, then their nightmare catches up to them, and the game ends.
Figure 5.18: The Dream Energy Bar
38 5.3.2 Pick Ups
There are two different types of pick-ups that are interspersed among the different obstacles. The first pickup is a coin. Coins serve to improve your score by a small amount, but otherwise has no effect. The second pickup is a dream shard. Dream shards are used to replenish your Dream Energy.
(a) Coins (b) Dream Shards
Figure 5.19: The Pick Ups used in the game
5.3.3 Controls
The controls for this game were entirely handled by the Microsoft Kinect v2. The player controls his avatar by performing the same action needed. If they would like their avatar to jump, they would have to jump, and if they wanted their avatar to slide, they would have to squat. While their avatar is running, they will also have to continuously run in place, or they will notice that their avatar starts limping, and they start to lose dream energy at a faster rate. As soon as they perform an action,
39 or start running again, their avatar comes out of the limping animation, and the dream energy loss is reduced.
Figure 5.20: Gameplay: Run
40 Figure 5.21: Gameplay: Limp
Figure 5.22: Gameplay: Slide
41 Figure 5.23: Gameplay: Jump
42 Chapter 6
Results
In this chapter, the results of the algorithm are presented. The algorithm performed according to expectations, albeit a little optimistic, and was similar to the preliminary validation performed.
6.1 Energy Expenditure Algorithm
The algorithm was tested in two stages. In the preliminary validation phase, a small number of participants tested our algorithm compared to two other methods. In the testing phase, 42 children between the ages of 12 and 14 were invited to play the game to test the algorithm.
43 6.1.1 Preliminary Validation
In the preliminary validation, the algorithm was compared against the iPhone app, iBurn, and the Xbox game, Just Dance 4, which uses the Kinect as an input device, similar to this game. Ideally, the data should be compared against the standard VO2 method, or a direct calorimetry method, but the use of these methods are constrained by the limited space and movement. No bulky machines could be used, in case they interfered with the Kinect’s tracking system.
Two participants were scanned for the validation phase. In order to keep the data consistent, the participant was tracked by all three methods at the same time.
In all three methods, the results were recorded every ten seconds, i.e., the interval was 10 seconds. It should be noted that the iBurn app could output data as integer values, whereas the Just Dance 4 and this algorithm can output data as float values.
Participants were asked to perform certain exercise moves that would find use in the game, including walking back and forth, jumping, and squatting. The first participant jumped in the first three intervals, walked in the second set of intervals, squatted in the next three intervals, and again walked in the last three intervals.
The second participant spent the first three intervals walking, the next three inter- vals jumping, the next three intervals again walking, and the final three intervals squatting.
44 Figure 6.1: Subject 1: Calories burned per interval
Figure 6.2: Subject 2: Calories burned per interval
45 This algorithm follows the Just Dance 4 game’s method more closely. The iBurn app gave a more optimistic value of the calories burned, and since it doesn’t present the values in floats, its precision was low.
Figure 6.3: Subject 2: Calories burned over time
46 Figure 6.4: Subject 2: Calories burned over time
This algorithm, and Just Dance 4 were able to track the entire skeleton of the player, while the iBurn app used the built in accelerometer of the iphone to calculate the average energy expenditure based on the location of the phone on the player’s body. For testing purposes the phone was placed in the front pants pocket.
6.1.2 Subject Testing
For the second phase of testing, 42 children between the ages of 12 and 14 were invited to test out the game. They were scanned and personalized photo realistic avatars were created for them, as well as a personalized energy expenditure algorithm.
The students consisted of different ages, genders, weights, and activeness. The full collection of calorific data for all participating children is given in the Appendix A.
47 An accelerometer was used to compare with our algorithm for the children. The data from the algorithm compared to that of the accelerometer is given in Figure 6.5.
Figure 6.5: Average calories burned per minute by subject
A constant was integrated into the algorithm to further refine the output against the accelerometer. Some of the subjects in our results were omitted due to technical errors that occurred during the testing phase, some went out of the Kinect’s field of view, including outliers who showed exceptional calorific values in one or the other of the methods.
The differences in the results of the two could be for many reasons. Only one accelerometer as available for testing, therefore could only be placed on one location of the body. It was placed on the hip of the child. At this location, the accelerometer
48 was not able to pick up separate movement of the child’s arms or legs. In addition, the game did promote exercise, it did place a limit on their available area of play.
They cannot move past the kinect’s range, or the game will stop reading them. The accelerometer was designed more for forward movement, whereas the children spent the majority of the game running in place.
In addition to the 42 children, two adult testers were used to play the game for the same duration as the children. The calorimetry data from our algorithm was compiled to compare with the calorific values of the Just Dance 4 game for the
Microsoft Kinect.
The data of the two adult subjects’ calorie expenditure with respect to the Just
Dance 4 game is presented in Table 6.1 and Figure 6.6 for Subject One, and Table
6.2 and Figure 6.7 for Subject Two. The full data of the two adult subjects is given in Appendix B.
49 Minute Game Algorithm
1 1.61 1.35
2 4.04 2.96
3 4.89 5.27
4 5.7 7.03
5 6.98 8.52
6 7.7 9.39
7 8.48 10.32
8 9.24 12.54
9 9.83 14.02
10 10.19 14.88
11 10.64 15.73
12 11.62 16.77
13 12.28 17.69
14 12.8 18.97
15 13.21 21.16
16 13.72 22.42
17 14.32 24.31
18 15.25 25.39
19 16.01 26.57
20 16.54 27.53
Table 6.1: Subject 1 Energy Expenditure Estimation Comparison
50 Figure 6.6: Subject 1: Comparison with Just Dance 4
51 Minute Game Algorithm
1 2.66 1.95
2 4.89 3.69
3 6.09 5.38
4 6.8 7.25
5 7.75 9.15
6 8.93 10.08
7 9.69 10.92
8 10.5 12.63
9 11.09 14.42
10 11.58 16.09
11 12.4 17.11
12 12.84 17.69
13 13.4 18.27
14 13.9 20.04
15 14.36 21.5
16 14.78 22.32
17 15.1 22.96
18 15.99 24.77
19 16.28 25.72
20 16.78 26.86
Table 6.2: Subject 2 Energy Expenditure Estimation Comparison
52 Figure 6.7: Subject 2: Comparison with Just Dance 4
As can be seen by the above figures, the algorithm is more optimistic than the
Just Dance game. The squats, in particular, generally produced higher energy output than the Just Dance 4 algorithm.
6.2 Game
Most of the kids who played the game enjoyed the story line. The personalized avatar was the most interesting point to the kids, as well as their parents. They truly enjoyed seeing themselves in the game. The children were motivated to keep playing the game, even when told they could take breaks, lending support to the hypothesis that active video games provide a viable replacement to exercise. Many
53 participants expressed interest in playing other games with a photorealistic avatar of themselves as the main playable character.
54 Chapter 7
Conclusion
This thesis presents a new and efficient approach to estimating energy expenditure of a human body when he or she is playing video games. This algorithm estimates energy expenditure using the Microsoft Kinect as a motion tracking device. This algorithm provided a more realistic estimation of calories burned than methods using the accelerometer of a phone to do energy expenditure estimation. The intervals where activity was more intense, showed a higher calorific value than those intervals with less intense activity.
A limitation of this method however, was the dependence on personalized avatars.
It requires another person other than the player to operate the device, in order to scan the player. Also, this algorithm used the Kinect to calculate the acceleration of each body part. Since Kinect had a limited field of view, physical activity was restricted to within the Kinect’s field of view. However, since this method used the
Kinect as a sensor, there is nothing that the player has to wear, and it provided a
55 non-intensive convenient method to estimate the energy expenditure of the human body.
7.1 Future Work
The project can progress in two directions. It can focus more on the algorithm, and work to improve its accuracy and precision. Also the game can be improved by expanding the story with a more intricate plot line and character development.
Adding more levels that are aesthetically pleasing and well designed, can bring the game to another level in terms of graphics and game-play.
7.1.1 Algorithm
The algorithm was designed to be unique and personalized for each person playing the game. However, it had limited the parameters for energy expenditure estimation because little personal information was collected from the testers. The algorithm can be improved based on a number of additional factors that all have an effect on energy expenditure of a body: height, BMI, age, body type, blood pressure, etc.
These additional parameters can be included in future iterations of the algorithm to improve the accuracy. Also, a constant value was assumed for many parameters, but the algorithm can be improved by taking a more accurate approach to estimate the value for these parameters.
56 7.1.2 Exercise Game
The Exercise Game that was released is only in its first stage. There are a number of features that can be added to it. The game can be modified to incorporate some of the ideas provided by the participants of the first testing group. More levels can be added with different environments, to provide a change of pace. A level that is truly endless can be created that ends only when the player loses in order to increase the challenge. The difficulty levels can be changed so there is more of a challenge in the harder levels. The game’s graphics can also be continuously improved.
The game can also be improved by adding certain psychological techniques to increase the motivation of a child playing the game. For example, the player’s avatar becomes more fit as they run, and less fit as they take breaks. The amount of energy expended can be given a more significant role in the score of the game.
7.2 Contribution
This thesis presents a new energy expenditure estimation algorithm that is similar in accuracy to those used in the game industry. In addition, a pipeline that provides an easy and simple integration of a 3D scanned photo realistic avatar into a game was introduced, to improve game immersion and increase player motivation.
57 Appendices
58 Appendix A
Calorific Data of Child Testing
A.1 Average Calories Burned Per Minute
Subject IDSubjectID AccelerometerAccelerometerAccelerometer AlgorithmAlgorithmAlgorithm
20160001 6.022 7.350
20160002 7.851 6.530
20160003 6.534 8.201
20160004 4.934 5.170
20160005 4.766 5.407
20160006 5.839 5.841
20160007 6.118 6.504
20160008 1.640 5.393
20160009 6.263 6.019
59 20160010 8.055 8.992
20160011 4.032
20160012 5.287 22.026
20160013 10.340 9.086
20160014 9.109 8.815
20160015 3.839 9.729
20160016 5.614 6.221
20160017 4.672 6.081
20160018 5.056 9.155
20160019 6.994 19.484
20160021 6.565 10.617
20160024 11.175 4.644
20160025 3.942 11.931
20160026 3.757 3.387
20160027 8.673 4.221
20160028 8.194 13.803
20160029 4.772
20160030 4.013 3.208
20160031 3.659 5.853
20160033 7.605 7.975
20160034 4.530
20160035 3.968 6.036
60 20160036 6.582 4.436
20160037 7.502 29.085
20160040 8.512 11.166
20160041 8.640 13.565
20160042 6.127 2.648
20160043 8.413 20.838
20160044 5.831 8.281
20160045 9.771
20160046 3.995 1.965
20160047 6.090 3.0855
20160048 9.946 32.589
A.2 Calories Burned per Minute
Subject IDSubjectID MinuteMinuteMinute AccelerometerAccelerometerAccelerometer AlgorithmAlgorithmAlgorithm
20160001 1 5.008 5.425
20160001 2 6.482 7.480
20160001 3 4.417 6.567
20160001 4 2.956 7.937
20160001 5 6.54 5.482
61 20160001 6 5.992 4.796
20160001 7 5.92 7.023
20160001 8 6.519 13.133
20160001 9 6.986 11.763
20160001 10 5.195 8.108
20160001 11 5.585 7.766
20160001 12 5.888 8.908
20160001 13 6.883 4.911
20160001 14 7.951 9.878
20160001 15 6.393 10.906
20160001 16 6.454 5.196
20160001 17 7.624 4.911
20160001 18 7.33 6.966
20160001 19 7.424 5.310
20160001 20 7.893 4.454
20160001 21 1.031
20160002 1 0.692 5.482
20160002 2 9.026 2.969
20160002 3 9.445 6.452
20160002 4 9.255 8.736
20160002 5 9.074 6.452
20160002 6 9.756 7.651
62 20160002 7 8.497 7.709
20160002 8 9.308 5.710
20160002 9 8.876 4.625
20160002 10 8.974 6.338
20160002 11 8.844 7.309
20160002 12 8.752 8.793
20160002 13 8.823 4.225
20160002 14 8.331 4.568
20160002 15 8.229 5.082
20160002 16 7.93 7.252
20160002 17 8.138 10.735
20160002 18 8.162 7.423
20160002 19 7.335 7.994
20160002 20 7.646 5.025
20160002 21 7.631
20160002 22 0
20160003 1 1.8 6.509
20160003 2 7.859 9.593
20160003 3 9.225 9.079
20160003 4 10.006 7.594
20160003 5 10.299 14.275
20160003 6 6.818 8.337
63 20160003 7 8.663 6.738
20160003 8 6.189 3.540
20160003 9 7.569 12.733
20160003 10 7.383 11.591
20160003 11 5.587 7.366
20160003 12 6.159 10.564
20160003 13 6.794 10.107
20160003 14 5.435 10.221
20160003 15 7.637 6.966
20160003 16 6.399 4.168
20160003 17 6.197 2.798
20160003 18 5.517 6.338
20160003 19 5.33 6.224
20160003 20 5.215 9.193
20160003 21 1.135
20160004 1 3.999 3.369
20160004 2 6.225 4.340
20160004 3 5.848 6.966
20160004 4 5.999 7.823
20160004 5 6.094 5.710
20160004 6 4.651 4.283
20160004 7 5.09 4.511
64 20160004 8 6.898 6.852
20160004 9 6.629 4.454
20160004 10 5.735 5.425
20160004 11 5.508 6.224
20160004 12 5.864 5.310
20160004 13 4.798 4.682
20160004 14 4.975 3.940
20160004 15 4.743 4.625
20160004 16 3.185 4.283
20160004 17 4.615 6.224
20160004 18 2.467 5.482
20160004 19 4.719 4.054
20160004 20 4.356 4.796
20160004 21 1.224
20160005 1 2.613 11.363
20160005 2 8.242 10.278
20160005 3 7.594 7.709
20160005 4 8.181 7.080
20160005 5 6.263 4.854
20160005 6 5.727 7.423
20160005 7 5.522 4.511
20160005 8 4.541 6.110
65 20160005 9 4.238 4.968
20160005 10 6.109 5.367
20160005 11 4.328 2.969
20160005 12 4.028 5.310
20160005 13 5.61 4.340
20160005 14 5.249 3.483
20160005 15 3.521 3.654
20160005 16 5.711 7.823
20160005 17 2.874 1.827
20160005 18 2.694 3.312
20160005 19 4.086 3.083
20160005 20 2.137 2.627
20160005 21 0.826
20160006 1 1.313 10.107
20160006 2 14.22 3.997
20160006 3 9.757 3.540
20160006 4 10.464 3.198
20160006 5 7.405 8.508
20160006 6 6.218 4.682
20160006 7 4.381 6.452
20160006 8 6.414 5.596
20160006 9 8.83 4.225
66 20160006 10 8.162 4.568
20160006 11 9.002 5.139
20160006 12 5.7 16.331
20160006 13 6.516 8.337
20160006 14 4.496 4.854
20160006 15 5.417 4.968
20160006 16 3.064 5.310
20160006 17 3.565 4.853
20160006 18 1.683 5.482
20160006 19 2.837 3.141
20160006 20 2.199 3.483
20160006 21 0.977
20160007 1 3.142 3.312
20160007 2 5.636 5.767
20160007 3 5.552 6.338
20160007 4 5.905 6.624
20160007 5 7.567 6.110
20160007 6 5.678 4.796
20160007 7 7.68 4.340
20160007 8 5.491 8.565
20160007 9 6.261 5.596
20160007 10 5.61 4.511
67 20160007 11 6.651 5.082
20160007 12 6.628 4.340
20160007 13 6.163 5.139
20160007 14 7.11 7.594
20160007 15 7.403 9.193
20160007 16 6.75 12.219
20160007 17 7.405 6.452
20160007 18 6.257 6.567
20160007 19 7.515 9.421
20160007 20 7.037 8.051
20160007 21 1.044
20160008 1 0.722 6.738
20160008 2 2.562 7.252
20160008 3 3.372 8.394
20160008 4 3.131 7.994
20160008 5 1.991 3.997
20160008 6 2.972 5.425
20160008 7 1.33 6.681
20160008 8 1.744 5.482
20160008 9 1.402 4.283
20160008 10 0.813 3.597
20160008 11 1.675 3.198
68 20160008 12 1.592 3.483
20160008 13 1.099 3.654
20160008 14 1.156 3.940
20160008 15 1.515 4.454
20160008 16 0.882 4.454
20160008 17 1.123 7.537
20160008 18 1.854 6.452
20160008 19 1.327 5.938
20160008 20 2.018 4.853
20160008 21 0.159
20160009 1 6.877 3.597
20160009 2 7.464 3.769
20160009 3 7.297 6.681
20160009 4 7.204 8.622
20160009 5 4.396 7.309
20160009 6 7.382 9.707
20160009 7 6.504 5.253
20160009 8 5.593 4.911
20160009 9 5.923 4.225
20160009 10 5.575 6.167
20160009 11 5.992 5.139
20160009 12 6.128 3.198
69 20160009 13 5.767 5.310
20160009 14 4.882 6.053
20160009 15 6.691 6.338
20160009 16 6.963 6.452
20160009 17 1.628 5.139
20160009 18 1.177 7.138
20160009 19 10.543 7.766
20160009 20 10.217 7.537
20160009 21 7.314
20160010 1 2.779
20160010 2 4.728
20160010 3 5.578
20160010 4 5.872
20160010 5 7.069
20160010 6 8.35
20160010 7 8.454
20160010 8 9.686
20160010 9 9.828
20160010 10 9.592
20160010 11 9.179
20160010 12 10.521
20160010 13 9.777
70 20160010 14 9.261
20160010 15 8.362
20160010 16 9.113
20160010 17 10.486
20160010 18 8.387
20160010 19 10.282
20160010 20 9.824
20160010 21 2.035
20160011 1 3.402 10.506
20160011 2 4.746 8.222
20160011 3 5.17 6.909
20160011 4 4.867 8.851
20160011 5 5.096 9.307
20160011 6 5.832 7.138
20160011 7 0.704 7.766
20160011 8 2.446 6.452
20160011 9 6.692 6.167
20160011 10 4.39 7.766
20160011 11 3.898 6.167
20160011 12 3.949 6.681
20160011 13 2.94 7.195
20160011 14 2.999 6.452
71 20160011 15 5.179 7.080
20160011 16 3.048 15.303
20160011 17 2.982 11.306
20160011 18 3.867 11.648
20160011 19 3.427 13.990
20160011 20 4.169 14.846
20160011 21 4.859
20160012 1 4.731 8.965
20160012 2 4.149 14.275
20160012 3 3.344 31.348
20160012 4 2.732 17.244
20160012 5 4.344 24.325
20160012 6 3.785 19.985
20160012 7 0 22.783
20160012 8 4.957 12.448
20160012 9 8.465 21.755
20160012 10 7.339 36.658
20160012 11 7.466 11.420
20160012 12 4.179 25.524
20160012 13 8.954 66.464
20160012 14 8.67 31.976
20160012 15 6.868 15.246
72 20160012 16 6.992 33.860
20160012 17 6.881 6.452
20160012 18 5.244 14.789
20160012 19 5.571 17.416
20160012 20 5.939 7.366
20160012 21 2.19
20160012 22 3.523
20160013 1 3.278 13.476
20160013 2 11.247 19.414
20160013 3 12.382 14.446
20160013 4 13.776 10.278
20160013 5 14.276 10.564
20160013 6 14.087 14.446
20160013 7 13.096 12.848
20160013 8 13.779 7.195
20160013 9 13.331 5.367
20160013 10 12.518 8.394
20160013 11 11.364 3.769
20160013 12 1.998 11.534
20160013 13 12.035 5.938
20160013 14 12.208 5.482
20160013 15 10.598 5.082
73 20160013 16 10.135 7.651
20160013 17 8.391 6.053
20160013 18 7.762 7.480
20160013 19 7.352 4.054
20160013 20 12.296 8.165
20160013 21 11.572
20160013 22 0
20160014 1 0.125 3.712
20160014 2 8.966 6.452
20160014 3 10.591 7.080
20160014 4 9.729 8.965
20160014 5 9.628 8.280
20160014 6 11.509 9.707
20160014 7 11.283 9.422
20160014 8 11.389 6.452
20160014 9 10.655 8.337
20160014 10 10.07 5.253
20160014 11 10.531 11.020
20160014 12 9.225 9.764
20160014 13 9.828 10.107
20160014 14 9.93 11.820
20160014 15 9.754 6.681
74 20160014 16 9.909 6.909
20160014 17 9.075 14.161
20160014 18 9.881 9.250
20160014 19 9.054 10.107
20160014 20 9.227 12.733
20160014 21 9.974
20160014 22 0.071
20160015 1 1.635 8.108
20160015 2 3.915 5.253
20160015 3 3.725 5.881
20160015 4 6.211 5.767
20160015 5 6.784 6.110
20160015 6 5.819 7.366
20160015 7 5.143 9.935
20160015 8 6.835 14.275
20160015 9 6.583 7.709
20160015 10 3.995 9.479
20160015 11 2.739 7.537
20160015 12 5.901 6.110
20160015 13 1.798 15.132
20160015 14 2.906 7.309
20160015 15 2.69 17.644
75 20160015 16 3 16.331
20160015 17 3.698 16.616
20160015 18 3.059 11.648
20160015 19 1.794 11.306
20160015 20 2.153 4.968
20160015 21 0.231
20160016 1 0 5.881
20160016 2 3.132 7.023
20160016 3 6.716 5.310
20160016 4 6.724 8.851
20160016 5 6.923 5.025
20160016 6 7.087 5.082
20160016 7 6.362 5.139
20160016 8 7.385 3.712
20160016 9 7.239 4.283
20160016 10 6.777 5.653
20160016 11 7.179 3.711
20160016 12 6.648 7.023
20160016 13 6.176 5.653
20160016 14 7.223 10.164
20160016 15 5.838 5.710
20160016 16 6.044 4.911
76 20160016 17 3.826 10.906
20160016 18 5.294 5.996
20160016 19 3.17 5.767
20160016 20 6.02 8.565
20160016 21 5.382
20160016 22 2.352
20160017 1 0.451 7.709
20160017 2 5.261 7.366
20160017 3 6.02 9.364
20160017 4 5.876 4.225
20160017 5 4.242 6.110
20160017 6 5.156 6.224
20160017 7 5.883 6.452
20160017 8 4.583 4.968
20160017 9 4.75 5.082
20160017 10 5.654 5.082
20160017 11 4.909 5.253
20160017 12 6.093 6.795
20160017 13 5.012 5.995
20160017 14 4.371 5.082
20160017 15 6.402 6.452
20160017 16 4.51 5.310
77 20160017 17 4.263 6.338
20160017 18 4.901 5.367
20160017 19 3.882 5.824
20160017 20 5.203 6.566
20160017 21 0.698
20160018 1 2.114 8.108
20160018 2 4.074 9.650
20160018 3 3.343 12.848
20160018 4 0.095 11.763
20160018 5 0.025 12.219
20160018 6 6.079 16.616
20160018 7 8.177 6.395
20160018 8 7.225 7.709
20160018 9 6.535 8.165
20160018 10 7.232 7.937
20160018 11 7.261 4.739
20160018 12 7.565 14.104
20160018 13 6.731 2.284
20160018 14 6.654 12.905
20160018 15 4.982 9.993
20160018 16 4.825 .971
20160018 17 3.032 .114
78 20160019 1 3.251 13.247
20160019 2 8.774 28.265
20160019 3 7.747 20.271
20160019 4 8.462 17.530
20160019 5 8.564 46.479
20160019 6 8.423 31.748
20160019 7 8.905 13.361
20160019 8 8.883 25.238
20160019 9 9.729 16.388
20160019 10 8.412 15.703
20160019 11 7.634 20.042
20160019 12 7.927 21.070
20160019 13 7.86 15.988
20160019 14 3.975 4.283
20160019 15 5.242 20.099
20160019 16 7.429 25.352
20160019 17 7.649 16.959
20160019 18 7.595 15.303
20160019 19 6.485 16.159
20160019 20 3.405 5.995
20160019 21 0.529
20160021 1 8.817 9.079
79 20160021 2 10.011 15.760
20160021 3 6.526 20.328
20160021 4 4.41 14.732
20160021 5 10.485 11.591
20160021 6 9.981 15.074
20160021 7 7.806 13.647
20160021 8 9.334 11.363
20160021 9 9.185 11.591
20160021 10 9.232 9.764
20160021 11 2.818 5.938
20160021 12 10.014 10.849
20160021 13 4.333 7.880
20160021 14 4.658 12.448
20160021 15 6.072 7.537
20160021 16 4.409 4.682
20160021 17 5.796 6.452
20160021 18 3.484 8.565
20160021 19 5.956 6.452
20160021 20 4.457 8.508
20160021 21 0.085
20160024 1 6.74 8.451
20160024 2 12.971 5.425
80 20160024 3 12.222 4.568
20160024 4 12.357 4.283
20160024 5 12.377 4.568
20160024 6 12.04 3.597
20160024 7 11.433 3.712
20160024 8 11.02 3.312
20160024 9 11.471 3.540
20160024 10 11.251 4.511
20160024 11 10.845 3.483
20160024 12 11.856 4.340
20160024 13 12.287 5.082
20160024 14 12.45 5.653
20160024 15 11.027 5.025
20160024 16 11.948 5.025
20160024 17 11.804 3.883
20160024 18 11.631 5.253
20160024 19 12.689 4.511
20160024 20 11.922 4.625
20160024 21 2.329
20160025 1 4.782 4.168
20160025 2 4.315 9.650
20160025 3 4.879 18.843
81 20160025 4 3.012 14.903
20160025 5 4.511 12.733
20160025 6 4.177 13.247
20160025 7 5.535 12.733
20160025 8 3.291 15.988
20160025 9 1.253 11.706
20160025 10 0.09 13.133
20160025 11 4.569 10.449
20160025 12 4.837 9.707
20160025 13 4.087 14.218
20160025 14 3.222 12.277
20160025 15 4.415 9.079
20160025 16 3.518 11.991
20160025 17 4.865 13.361
20160025 18 4.736 10.621
20160025 19 3.865 10.050
20160025 20 4.464 9.650
20160025 21 4.363
20160026 1 3.683 4.225
20160026 2 3.617 4.111
20160026 3 5.291 5.025
20160026 4 4.247 3.654
82 20160026 5 4.152 3.141
20160026 6 2.579 2.570
20160026 7 3.63 2.570
20160026 8 3.192 3.997
20160026 9 4.851 4.911
20160026 10 3.972 5.082
20160026 11 4.131 3.083
20160026 12 3.934 3.883
20160026 13 3.091 1.999
20160026 14 3.324 2.741
20160026 15 2.794 1.485
20160026 16 2.821 2.570
20160026 17 3.957 1.999
20160026 18 5.001 3.654
20160026 19 5.531 4.054
20160026 20 4.962 2.969
20160026 21 0.132
20160027 1 7.537 6.452
20160027 2 8.278 3.369
20160027 3 9.077 4.511
20160027 4 10.024 4.283
20160027 5 9.638 3.312
83 20160027 6 9.719 4.625
20160027 7 9.403 4.111
20160027 8 9.041 4.397
20160027 9 9.314 4.168
20160027 10 9.411 4.625
20160027 11 9.319 4.568
20160027 12 9.27 4.397
20160027 13 9.153 3.883
20160027 14 9.231 3.426
20160027 15 9.285 3.597
20160027 16 9.306 4.625
20160027 17 9.141 3.940
20160027 18 9.349 4.054
20160027 19 9.275 4.454
20160027 20 7.366 3.597
20160027 21 0
20160028 1 4.679 5.824
20160028 2 8.746 11.306
20160028 3 7.768 8.793
20160028 4 8.844 14.675
20160028 5 9.359 13.590
20160028 6 10.132 20.842
84 20160028 7 9.444 21.527
20160028 8 10.148 17.130
20160028 9 9.814 15.074
20160028 10 9.684 10.621
20160028 11 9.674 13.590
20160028 12 9.854 9.307
20160028 13 8.82 15.074
20160028 14 8.68 17.187
20160028 15 8.176 14.789
20160028 16 8.066 15.760
20160028 17 7.358 10.506
20160028 18 7.33 18.558
20160028 19 8.47 7.651
20160028 20 7.298 16.331
20160028 21 7.586 11.591
20160028 22 0.328
20160029 1 0.322 7.195
20160029 2 0.49 9.479
20160029 3 5.191 8.337
20160029 4 6.399 6.281
20160029 5 6.309 8.908
20160029 6 7.573 3.826
85 20160029 7 7.766 9.821
20160029 8 2.287 10.678
20160029 9 0.071 5.710
20160029 10 3.972 6.681
20160029 11 9.033 4.854
20160029 12 5.092 40.141
20160029 13 3.932 .228
20160029 14 4.059 11.477
20160029 15 3.042 10.164
20160029 16 0.96 8.337
20160029 17 0.658 7.366
20160029 18 0 7.080
20160029 19 8.611 1.199
20160029 20 8.67
20160029 21 8.637
20160029 22 8.623
20160029 23 8.061
20160030 1 4.182 5.596
20160030 2 11.835 5.425
20160030 3 10.475 5.938
20160030 4 9.069 3.597
20160030 5 4.581 5.139
86 20160030 6 5.634 3.769
20160030 7 3.65 1.999
20160030 8 1.932 2.570
20160030 9 1.371 1.770
20160030 10 1.379 2.113
20160030 11 2.804 3.540
20160030 12 3.082 2.170
20160030 13 3.826 3.826
20160030 14 3.051 2.570
20160030 15 3.599 2.969
20160030 16 2.396 2.512
20160030 17 2.817 1.999
20160030 18 2.788 1.599
20160030 19 2.732 2.284
20160030 20 2.586 2.741
20160030 21 0.491
20160031 1 0
20160031 2 0
20160031 3 3.729 7.366
20160031 4 6.639 5.596
20160031 5 5.342 4.968
20160031 6 5.576 6.567
87 20160031 7 5.212 4.796
20160031 8 3.618 7.709
20160031 9 5.044 4.911
20160031 10 4.022 7.651
20160031 11 3.76 5.938
20160031 12 4.771 5.425
20160031 13 3.166 4.568
20160031 14 3.402 5.710
20160031 15 4.215 6.224
20160031 16 3.415 5.710
20160031 17 3.866 5.539
20160031 18 3.33 5.310
20160031 19 3.587 4.397
20160031 20 3.41 5.367
20160031 21 3.511 8.051
20160031 22 0.885 5.196
20160033 1 4.91 5.139
20160033 2 10.991 6.795
20160033 3 11.116 3.997
20160033 4 11.482 9.136
20160033 5 6.956 10.906
20160033 6 7.661 8.165
88 20160033 7 4.049 8.679
20160033 8 11.409 14.618
20160033 9 7.608 8.108
20160033 10 5.689 9.193
20160033 11 9.251 9.079
20160033 12 7.256 7.594
20160033 13 8.734 8.051
20160033 14 10.152 6.395
20160033 15 7.66 7.994
20160033 16 9.476 9.307
20160033 17 8.691 5.996
20160033 18 6.544 6.281
20160033 19 8.984 6.795
20160033 20 6.958 7.195
20160033 21 1.726
20160033 22 0
20160034 1 4.891
20160034 2 9.826
20160034 3 11.379
20160034 4 3.659
20160034 5 7.521
20160034 6 6.688
89 20160034 7 6.653
20160034 8 3.872
20160034 9 3.607
20160034 10 3.476
20160034 11 2.913
20160034 12 4.14
20160034 13 3.768
20160034 14 3.157
20160034 15 3.504
20160034 16 2.571
20160034 17 3.48
20160034 18 3.46
20160034 19 2.663
20160034 20 3.359
20160034 21 0.543
20160035 1 1.845 4.911
20160035 2 3.769 4.054
20160035 3 3.463 4.054
20160035 4 2.764 3.712
20160035 5 3.518 3.883
20160035 6 3.885 4.454
20160035 7 4.103 6.738
90 20160035 8 3.786 7.138
20160035 9 4.696 6.681
20160035 10 5.535 7.080
20160035 11 5.638 7.252
20160035 12 4.614 7.651
20160035 13 3.563 6.338
20160035 14 3.951 5.253
20160035 15 4.154 6.966
20160035 16 4.795 8.051
20160035 17 4.287 5.767
20160035 18 4.334 7.309
20160035 19 5.335 5.482
20160035 20 4.613 7.880
20160035 21 0.69
20160036 1 0.733 4.568
20160036 2 6.476 3.997
20160036 3 7.405 4.682
20160036 4 6.53 5.881
20160036 5 7.698 4.796
20160036 6 7.026 4.854
20160036 7 7.5 4.625
20160036 8 7.045 3.426
91 20160036 9 6.547 4.054
20160036 10 6.963 3.141
20160036 11 6.383 4.283
20160036 12 7.427 4.340
20160036 13 6.338 4.911
20160036 14 7.57 4.739
20160036 15 7.032 4.796
20160036 16 8.025 5.082
20160036 17 7.66 3.997
20160036 18 7.373 3.883
20160036 19 7.299 3.540
20160036 20 7.733 5.082
20160036 21 1.451
20160037 1 1.788 10.678
20160037 2 7.288 29.064
20160037 3 7.957 35.745
20160037 4 9.029 26.095
20160037 5 8.135 23.183
20160037 6 9.7 37.686
20160037 7 8.358 71.718
20160037 8 8.899 36.259
20160037 9 9.342 39.742
92 20160037 10 9.349 23.697
20160037 11 8.597 35.059
20160037 12 8.114 39.913
20160037 13 8.353 20.784
20160037 14 8.137 23.697
20160037 15 8.432 26.437
20160037 16 8.377 24.039
20160037 17 8.399 18.215
20160037 18 8.016 17.872
20160037 19 8.153 23.240
20160037 20 7.56 18.272
20160037 21 3.052
20160037 22 0
20160040 1 5.973 14.903
20160040 2 9.421 12.905
20160040 3 9.854 10.564
20160040 4 9.803 9.079
20160040 5 8.967 12.619
20160040 6 10.068 13.019
20160040 7 9.507 10.107
20160040 8 9.853 10.906
20160040 9 9.641 10.906
93 20160040 10 9.971 12.105
20160040 11 8.407 7.937
20160040 12 8.315 10.107
20160040 13 9.097 11.648
20160040 14 8.604 10.107
20160040 15 8.902 10.335
20160040 16 8.538 10.278
20160040 17 8.202 10.678
20160040 18 8.033 9.421
20160040 19 7.66 13.647
20160040 20 8.425 11.934
20160040 21 1.51
20160041 1 6.691 4.397
20160041 2 8.84 5.196
20160041 3 8.221 9.935
20160041 4 8.211 12.962
20160041 5 8.541 17.701
20160041 6 9.307 14.789
20160041 7 6.389 7.880
20160041 8 7.257 7.423
20160041 9 9.771 16.616
20160041 10 9.912 14.275
94 20160041 11 10.793 19.071
20160041 12 7.702 19.700
20160041 13 11.455 19.357
20160041 14 10.269 15.189
20160041 15 10.523 9.479
20160041 16 9.707 11.877
20160041 17 9.795 8.793
20160041 18 10.051 13.647
20160041 19 11.163 28.150
20160041 20 6.833 14.732
20160041 21 0
20160042 1 5.61 1.485
20160042 2 7.744 3.083
20160042 3 8.196 2.969
20160042 4 7.287 2.455
20160042 5 7.551 2.341
20160042 6 7.661 3.198
20160042 7 6.185 1.999
20160042 8 6.147 2.227
20160042 9 4.893 1.313
20160042 10 5.656 1.941
20160042 11 6.128 1.713
95 20160042 12 6.472 3.483
20160042 13 6.699 1.713
20160042 14 6.031 2.570
20160042 15 5.832 3.883
20160042 16 5.773 3.198
20160042 17 5.505 3.483
20160042 18 6.02 2.284
20160042 19 6.363 3.255
20160042 20 6.096 4.340
20160042 21 0.827
20160043 1 9.455 5.025
20160043 2 9.189 15.474
20160043 3 9.301 25.295
20160043 4 9.214 44.824
20160043 5 9.136 24.039
20160043 6 4.131 14.789
20160043 7 0 23.011
20160043 8 9.375 20.784
20160043 9 8.371 24.781
20160043 10 10.074 12.391
20160043 11 5.963 14.732
20160043 12 9.798 35.459
96 20160043 13 9.745 23.925
20160043 14 9.606 12.905
20160043 15 8.932 22.669
20160043 16 8.478 11.591
20160043 17 9.795 29.407
20160043 18 9.532 13.761
20160043 19 9.158 18.272
20160043 20 8.526 23.411
20160043 21 8.892
20160044 1 0.869 7.309
20160044 2 6.763 5.082
20160044 3 7.012 9.136
20160044 4 6.437 8.908
20160044 5 7.379 7.480
20160044 6 6.192 6.567
20160044 7 6.832 11.249
20160044 8 6.147 7.366
20160044 9 6.173 8.508
20160044 10 5.824 7.366
20160044 11 6.045 7.651
20160044 12 6.14 9.307
20160044 13 6.304 10.963
97 20160044 14 5.716 10.164
20160044 15 7.082 9.364
20160044 16 6.935 10.678
20160044 17 7.118 8.108
20160044 18 6.177 6.852
20160044 19 5.938 6.167
20160044 20 5.881 7.309
20160044 21 5.317
20160044 22 0
20160045 1 4.326
20160045 2 16.715
20160045 3 15.59
20160045 4 16.693
20160045 5 13.488
20160045 6 15.64
20160045 7 15.633
20160045 8 14.764
20160045 9 13.547
20160045 10 14.332
20160045 11 12.759
20160045 12 9.355
20160045 13 5.338
98 20160045 14 4.69
20160045 15 6.304
20160045 16 6.267
20160045 17 5.565
20160045 18 6.29
20160045 19 6.049
20160045 20 5.438
20160045 21 6.177
20160045 22 0
20160046 1 3.059 4.283
20160046 2 3.635 .914
20160046 3 4.022 1.313
20160046 4 3.276 1.142
20160046 5 3.835 2.227
20160046 6 3.49 1.199
20160046 7 3.471 1.199
20160046 8 4.44 1.370
20160046 9 2.81 .971
20160046 10 3.011 1.770
20160046 11 3.051 1.370
20160046 12 5.696 2.341
20160046 13 4.472 1.827
99 20160046 14 4.383 1.999
20160046 15 5.445 1.884
20160046 16 5.124 1.713
20160046 17 5.175 1.656
20160046 18 4.998 4.397
20160046 19 5.447 2.398
20160046 20 3.886 3.312
20160046 21 1.162
20160047 1 5.526 4.568
20160047 2 1.097 1.085
20160047 3 2.668 2.398
20160047 4 8.694 1.941
20160047 5 7.281 2.398
20160047 6 6.622 3.369
20160047 7 5.421 3.255
20160047 8 6.56 2.969
20160047 9 6.767 3.654
20160047 10 7.347 3.483
20160047 11 8.568 2.398
20160047 12 5.254 2.741
20160047 13 6.468 3.083
20160047 14 6.283 3.426
100 20160047 15 6.11 2.684
20160047 16 6.429 3.026
20160047 17 5.362 3.198
20160047 18 5.996 3.369
20160047 19 5.661 3.198
20160047 20 7.309 5.425
20160047 21 6.462
20160048 1 8.734 13.533
20160048 2 11.53 54.816
20160048 3 13.349 29.692
20160048 4 13.555 29.863
20160048 5 7.601 45.509
20160048 6 12.109 38.371
20160048 7 12.759 41.398
20160048 8 11.567 25.010
20160048 9 12.171 40.198
20160048 10 12.249 24.096
20160048 11 11.965 31.805
20160048 12 12.509 36.259
20160048 13 9.137 31.234
20160048 14 5.93 22.726
20160048 15 6.556 25.923
101 20160048 16 6.876 38.600
20160048 17 6.472 19.071
20160048 18 7.924 35.973
20160048 19 13.053 31.405
20160048 20 10.988 35.973
20160048 21 1.838
102 Appendix B
Calorific Data of Adult Testing
B.1 Calories Burned Per Interval
IntervalIntervalInterval Subject 1Subject1 Subject 2Subject2
(10 sec) GameGameGame AlgorithmAlgorithmAlgorithm GameGameGame AlgorithmAlgorithmAlgorithm
1 0.21 0.19 0.1 0.07
2 0.29 0.16 0.3 0.64
3 0.06 0.31 0.46 0.31
4 0.27 0.05 0.27 0.24
5 0.45 0.19 0.86 0.24
6 0.33 0.45 0.67 0.45
7 0.31 0.21 0.88 0.39
8 0.38 0.27 0.4 0.3
103 9 0.7 0.22 0.73 0.32
10 0.25 0.41 0 0.65
11 0.38 0.17 0.1 0.08
12 0.41 0.33 0.12 0
13 0 0.18 0.15 0.27
14 0 0.32 0.18 0.28
15 0.4 0.17 0.31 0.39
16 0.13 0.31 0.28 0.38
17 0.15 0.7 0.05 0.23
18 0.17 0.63 0.23 0.14
19 0.16 0.23 0.1 0.47
20 0.09 0.32 0.12 0.34
21 0.13 0.47 0.13 0.2
22 0.14 0.28 0.14 0.23
23 0.15 0.26 0.1 0.35
24 0.14 0.2 0.12 0.28
25 0.15 0.09 0.16 0.15
26 0.38 0.36 0.2 0.3
27 0.2 0.26 0.16 0.3
28 0.13 0.05 0.21 0.49
29 0.22 0.2 0.22 0.28
30 0.2 0.53 0 0.38
104 31 0.1 0.08 0.16 0.2
32 0.09 0.02 0.11 0
33 0.13 0.21 0.19 0.11
34 0.02 0.16 0.21 0.11
35 0.18 0.24 0.26 0.24
36 0.2 0.16 0.25 0.27
37 0.23 0.22 0.38 0.23
38 0.18 0.2 0.2 0.26
39 0.11 0.08 0.08 0.22
40 0.05 0.09 0 0.05
41 0.07 0.2 0.02 0.08
42 0.14 0.14 0.08 0
43 0 1.27 0.09 0.2
44 0.3 0.12 0.09 0.17
45 0.09 0.27 0.09 0.3
46 0.14 0.13 0.23 0.37
47 0.1 0.2 0.18 0.14
48 0.13 0.23 0.13 0.53
49 0.06 0.25 0.09 0.43
50 0.06 0.1 0.09 0.28
51 0.09 0.09 0.08 0.31
52 0.08 0.36 0.15 0.33
105 53 0.14 0.32 0.07 0.34
54 0.16 0.36 0.11 0.1
55 0.07 0.14 0.11 0.45
56 0.07 0.09 0.12 0.45
57 0 0.02 0.06 0.46
58 0 0 0.02 0.09
59 0.08 0.16 0.07 0.06
60 0.14 0.45 0.11 0.16
61 0.03 0.36 0.23 0.17
62 0.09 0.19 0.34 0.25
63 0.2 0.12 0.1 0.3
64 0.05 0.1 0 0.17
65 0 0 0.01 0.13
66 0.08 0.08 0.14 0
67 0.08 0.17 0.07 0.2
68 0.21 0.15 0.09 0.1
69 0.2 0.3 0.04 0.16
70 0.14 0.15 0.07 0.01
71 0.2 0.2 0.11 0.01
72 0.15 0.07 0.06 0.1
73 0.19 0.33 0.23 0.16
74 0.11 0.06 0 0.14
106 75 0 0.04 0.12 0.02
76 0.06 0.05 0.04 0.14
77 0.08 0.17 0.02 0.1
78 0.22 0.27 0.15 0.02
79 0.07 0.38 0.07 0.66
80 0.06 0.16 0.07 0.11
81 0.09 0.29 0.13 0.3
82 0.11 0.17 0.08 0.12
83 0.09 0.13 0.09 0.22
84 0.1 0.15 0.06 0.36
85 0.12 0.17 0.04 0.22
86 0.11 0.19 0.06 0.18
87 0.06 1.46 0.06 0.18
88 0.04 0.06 0.08 0.33
89 0.04 0.12 0.12 0.34
90 0.04 0.19 0.1 0.21
91 0.12 0.13 0.13 0.19
92 0.11 0.16 0.08 0.11
93 0.07 0.29 0.084 0.2
94 0.08 0.22 0.036 0.18
95 0.06 0.2 0.03 0.1
96 0.07 0.26 0.06 0.04
107 97 0.07 0.29 0.03 0.11
98 0 0.28 0.05 0.15
99 0.05 0.04 0 0.14
100 0.12 0.07 0.05 0.14
101 0.13 0.96 0.11 0
102 0.23 0.25 0.08 0.1
103 0.18 0.35 0.17 0.26
104 0.16 0.32 0.15 0.18
105 0.16 0.11 0.21 0.41
106 0.2 0.09 0.09 0.65
107 0.23 0.08 0.08 0.1
108 0 0.13 0.19 0.21
109 0.08 0 0.11 0.1
110 0.08 0.04 0 0.24
111 0.11 0.35 0.09 0.21
112 0.23 0.18 0.01 0.16
113 0.14 0.47 0.04 0.08
114 0.12 0.14 0.04 0.16
115 0.07 0.14 0.13 0.29
116 0.07 0.16 0.13 0.27
117 0.03 0.14 0.12 0.16
118 0.12 0.11 0.08 0.31
108 119 0.13 0.28 0.04 0.11
120 0.11 0.13
B.2 Cumulative Calories Burned
IntervalIntervalInterval Subject 1Subject1 Subject 2Subject2
(10 sec) GameGameGame AlgorithmAlgorithmAlgorithm GameGameGame AlgorithmAlgorithmAlgorithm
1 0.21 0.19 0.1 0.07
2 0.5 0.35 0.4 0.71
3 0.56 0.66 0.86 1.02
4 0.83 0.71 1.13 1.26
5 1.28 0.9 1.99 1.5
6 1.61 1.35 2.66 1.95
7 1.92 1.56 3.54 2.34
8 2.3 1.83 3.94 2.64
9 3 2.05 4.67 2.96
10 3.25 2.46 4.67 3.61
11 3.63 2.63 4.77 3.69
12 4.04 2.96 4.89 3.69
13 4.04 3.14 5.04 3.96
109 14 4.04 3.46 5.22 4.24
15 4.44 3.63 5.53 4.63
16 4.57 3.94 5.81 5.01
17 4.72 4.64 5.86 5.24
18 4.89 5.27 6.09 5.38
19 5.05 5.5 6.19 5.85
20 5.14 5.82 6.31 6.19
21 5.27 6.29 6.44 6.39
22 5.41 6.57 6.58 6.62
23 5.56 6.83 6.68 6.97
24 5.7 7.03 6.8 7.25
25 5.85 7.12 6.96 7.4
26 6.23 7.48 7.16 7.7
27 6.43 7.74 7.32 8
28 6.56 7.79 7.53 8.49
29 6.78 7.99 7.75 8.77
30 6.98 8.52 7.75 9.15
31 7.08 8.6 7.91 9.35
32 7.17 8.62 8.02 9.35
33 7.3 8.83 8.21 9.46
34 7.32 8.99 8.42 9.57
35 7.5 9.23 8.68 9.81
110 36 7.7 9.39 8.93 10.08
37 7.93 9.61 9.31 10.31
38 8.11 9.81 9.51 10.57
39 8.22 9.89 9.59 10.79
40 8.27 9.98 9.59 10.84
41 8.34 10.18 9.61 10.92
42 8.48 10.32 9.69 10.92
43 8.48 11.59 9.78 11.12
44 8.78 11.71 9.87 11.29
45 8.87 11.98 9.96 11.59
46 9.01 12.11 10.19 11.96
47 9.11 12.31 10.37 12.1
48 9.24 12.54 10.5 12.63
49 9.3 12.79 10.59 13.06
50 9.36 12.89 10.68 13.34
51 9.45 12.98 10.76 13.65
52 9.53 13.34 10.91 13.98
53 9.67 13.66 10.98 14.32
54 9.83 14.02 11.09 14.42
55 9.9 14.16 11.2 14.87
56 9.97 14.25 11.32 15.32
57 9.97 14.27 11.38 15.78
111 58 9.97 14.27 11.4 15.87
59 10.05 14.43 11.47 15.93
60 10.19 14.88 11.58 16.09
61 10.22 15.24 11.81 16.26
62 10.31 15.43 12.15 16.51
63 10.51 15.55 12.25 16.81
64 10.56 15.65 12.25 16.98
65 10.56 15.65 12.26 17.11
66 10.64 15.73 12.4 17.11
67 10.72 15.9 12.47 17.31
68 10.93 16.05 12.56 17.41
69 11.13 16.35 12.6 17.57
70 11.27 16.5 12.67 17.58
71 11.47 16.7 12.78 17.59
72 11.62 16.77 12.84 17.69
73 11.81 17.1 13.07 17.85
74 11.92 17.16 13.07 17.99
75 11.92 17.2 13.19 18.01
76 11.98 17.25 13.23 18.15
77 12.06 17.42 13.25 18.25
78 12.28 17.69 13.4 18.27
79 12.35 18.07 13.47 18.93
112 80 12.41 18.23 13.54 19.04
81 12.5 18.52 13.67 19.34
82 12.61 18.69 13.75 19.46
83 12.7 18.82 13.84 19.68
84 12.8 18.97 13.9 20.04
85 12.92 19.14 13.94 20.26
86 13.03 19.33 14 20.44
87 13.09 20.79 14.06 20.62
88 13.13 20.85 14.14 20.95
89 13.17 20.97 14.26 21.29
90 13.21 21.16 14.36 21.5
91 13.33 21.29 14.49 21.69
92 13.44 21.45 14.57 21.8
93 13.51 21.74 14.654 22
94 13.59 21.96 14.69 22.18
95 13.65 22.16 14.72 22.28
96 13.72 22.42 14.78 22.32
97 13.79 22.71 14.81 22.43
98 13.79 22.99 14.86 22.58
99 13.84 23.03 14.86 22.72
100 13.96 23.1 14.91 22.86
101 14.09 24.06 15.02 22.86
113 102 14.32 24.31 15.1 22.96
103 14.5 24.66 15.27 23.22
104 14.66 24.98 15.42 23.4
105 14.82 25.09 15.63 23.81
106 15.02 25.18 15.72 24.46
107 15.25 25.26 15.8 24.56
108 15.25 25.39 15.99 24.77
109 15.33 25.39 16.1 24.87
110 15.41 25.43 16.1 25.11
111 15.52 25.78 16.19 25.32
112 15.75 25.96 16.2 25.48
113 15.89 26.43 16.24 25.56
114 16.01 26.57 16.28 25.72
115 16.08 26.71 16.41 26.01
116 16.15 26.87 16.54 26.28
117 16.18 27.01 16.66 26.44
118 16.3 27.12 16.74 26.75
119 16.43 27.4 16.78 26.86
120 16.54 27.53
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