An Immersive Exergaming Platform to Promote Physical Activity in the Pediatric Population

Total Page:16

File Type:pdf, Size:1020Kb

An Immersive Exergaming Platform to Promote Physical Activity in the Pediatric Population UNIVERSITY OF CALIFORNIA, IRVINE iXercise: An Immersive Exergaming Platform to Promote Physical Activity in the Pediatric Population DISSERTATION submitted in partial satisfaction of the requirements for the degree of DOCTOR OF PHILOSOPHY in Networked Systems by Yunho Huh Dissertation Committee: Professor Magda El Zarki, Co-Chair Professor Shlomit Radom-Aizik, Co-Chair Professor Nalini Venkatasubramanian 2019 Portion of Chapter 1, 2, 3 © 2016 IEEE, Inc. Portion of Chapter 1, 2, 3 © 2018 IEEE, Inc. All other materials © 2019 Yunho Huh DEDICATION To god, my wife, my daughter, my parents and my dear friends for endless love and support. ii TABLE OF CONTENTS Page LIST OF FIGURES ..................................................................................................................... vi LIST OF TABLES ....................................................................................................................... ix ACKNOWLEDGMENTS ............................................................................................................ x CURRICULUM VITAE ............................................................................................................. xii ABSTRACT OF THE DISSERTATION ................................................................................ xiv 1. Introduction ........................................................................................................................... 1 1.1 Copyright Notice ............................................................................................................. 1 1.2 Exergaming ..................................................................................................................... 1 1.3 Motivation and Potential of Exergaming ........................................................................ 6 1.4 Minecraft– MineBike ...................................................................................................... 7 2. iXercise Platform ................................................................................................................ 12 2.1 Introduction ................................................................................................................... 12 2.2 Methodology ................................................................................................................. 13 2.2.1 Analysis of a state-of-the-art Intervention Exercise Program ................................... 13 2.2.2 The iXercise Platform – a solution for a remote intervention program .................... 14 2.3 System Description ....................................................................................................... 16 2.3.1 Data Collection ......................................................................................................... 18 2.3.1.1 Electronics hardware ................................................................................................. 19 2.3.1.2 Middleware client software....................................................................................... 22 2.3.1.3 Cloud service ............................................................................................................ 25 2.3.2 Mobile Application – iXercise App .......................................................................... 28 2.4 Preliminary Trials – Demo at UCI 50 th Anniversary .................................................... 32 3. MineBike: Exercise Program on Minecraft ..................................................................... 35 3.1 Introduction ................................................................................................................... 35 3.2 Methodology ................................................................................................................. 40 3.2.1 Heart Rate and Fitness Benefits ................................................................................ 40 3.2.2 Dual Flow Model ...................................................................................................... 40 3.2.3 High Intensity Interval Training (HIIT) .................................................................... 41 3.2.4 Accessibility .............................................................................................................. 43 3.3 Prototype - MineBike with a static game contents in a Los Angelcraft ....................... 44 3.4 Game Design Choices ................................................................................................... 45 3.4.1 Original Minecraft tasks ........................................................................................... 45 iii 3.4.2 Minecraft Tasks and Physical Activity ..................................................................... 47 3.4.3 Chasing Task ............................................................................................................. 48 3.4.4 Additional skills for providing incentives for exercise ............................................. 54 3.4.5 Stats ........................................................................................................................... 57 3.4.6 Warming up and cooling down – hidden chests, npcs, reward sessions................... 59 3.4.7 Story .......................................................................................................................... 60 3.4.8 Worlds – space, characters and aesthetics ................................................................ 62 3.4.8.1 Spaces ....................................................................................................................... 63 3.4.8.2 Characters ................................................................................................................. 65 3.4.8.3 Aesthetics .................................................................................................................. 66 3.4.9 Types of progress messages ...................................................................................... 68 3.4.10 Gating ........................................................................................................................ 69 3.4.11 Fight and chasing quest ............................................................................................. 71 3.4.12 Tutorial Session ........................................................................................................ 72 4. Platform Evaluation............................................................................................................ 75 4.1 About the Platform ........................................................................................................ 75 4.2 Study Goal .................................................................................................................... 75 4.3 Method .......................................................................................................................... 76 4.3.1 Study Participants ..................................................................................................... 76 4.3.2 Study Procedure ........................................................................................................ 76 4.3.3 Data collection instruments....................................................................................... 78 4.3.4 Analysis..................................................................................................................... 80 4.4 Results ........................................................................................................................... 81 4.4.1 Participants Demographic and Anthropometric........................................................ 81 4.4.2 Activity Levels and Game Classifications ................................................................ 82 4.4.3 MineBike Players Physiological Responses ............................................................. 85 4.4.3.1 HR Responses ........................................................................................................... 85 4.4.3.2 MineBike Physiological Responses: Age and Sex Comparisons ............................. 91 4.4.4 Correlation of game activity and physiological responses ....................................... 95 4.4.5 Enjoyment and engagement evaluations ................................................................... 96 4.4.5.1 Physical Activity Enjoyment Scale (PACES)........................................................... 96 4.4.5.2 Participant satisfaction survey .................................................................................. 98 4.4.6 MineBike Gaming Performance Evaluation ........................................................... 103 5. Discussion........................................................................................................................... 108 6. Summary and Conclusion ................................................................................................ 112 BIBLIOGRAPHY ..................................................................................................................... 115 APPENDIX A: iXercise Flyer ................................................................................................. 122 iv APPENDIX B: Gaming Habits Questionnaire...................................................................... 124 APPENDIX C: PACES............................................................................................................. 125 APPENDIX
Recommended publications
  • Invisible Labor, Invisible Play: Online Gold Farming and the Boundary Between Jobs and Games
    Vanderbilt Journal of Entertainment & Technology Law Volume 18 Issue 3 Issue 3 - Spring 2016 Article 2 2015 Invisible Labor, Invisible Play: Online Gold Farming and the Boundary Between Jobs and Games Julian Dibbell Follow this and additional works at: https://scholarship.law.vanderbilt.edu/jetlaw Part of the Internet Law Commons, and the Labor and Employment Law Commons Recommended Citation Julian Dibbell, Invisible Labor, Invisible Play: Online Gold Farming and the Boundary Between Jobs and Games, 18 Vanderbilt Journal of Entertainment and Technology Law 419 (2021) Available at: https://scholarship.law.vanderbilt.edu/jetlaw/vol18/iss3/2 This Article is brought to you for free and open access by Scholarship@Vanderbilt Law. It has been accepted for inclusion in Vanderbilt Journal of Entertainment & Technology Law by an authorized editor of Scholarship@Vanderbilt Law. For more information, please contact [email protected]. VANDERBILT JOURNAL OF ENTERTAINMENT & TECHNOLOGY LAW VOLUME 18 SPRING 2016 NUMBER 3 Invisible Labor, Invisible Play: Online Gold Farming and the Boundary Between Jobs and Games Julian Dibbell ABSTRACT When does work become play and play become work? Courts have considered the question in a variety of economic contexts, from student athletes seeking recognition as employees to professional blackjack players seeking to be treated by casinos just like casual players. Here, this question is applied to a relatively novel context: that of online gold farming, a gray-market industry in which wage-earning workers, largely based in China, are paid to play fantasy massively multiplayer online games (MMOs) that reward them with virtual items that their employers sell for profit to the same games' casual players.
    [Show full text]
  • Soil + Water = Mud It’S Soft, Sticky, Cold, and Probably the Easiest Thing on Earth to Make
    The DIY MudMud LayersLayers Soil + water = Mud It’s soft, sticky, cold, and probably the easiest thing on Earth to make. You can play with it in so many creative ways: build a mud house, bake mud pies, and — best of all— squish it between your toes on a hot summer day! But what is mud really made of? This simple experiment will show the different types of soil that makes mud. Materials Instructions • Dirt or mud 1 3 • Water Scoop Mud into container Shake Fill a glass or plastic container • Glass or plastic container Shake the jar until all the about half full of mud. with lid mud and water are mixed. 2 Fill with Water 4 Let Sit Fill the remainder of the jar Leave the jar untouched for with water, nearly to the top, several hours or overnight. but leave room for shaking. The soil sediments will Close tightly with a lid. separate to reveal what your mud is made of. After your jar has settled, you’ll see four distinct layers: water, clay, silt, and sand. Age Level: 3-7 (elementary). Duration: 10 minutes (minimum). Key Definitions: Clay, silt, sand. Objective: To learn and identify different soil layers in mud. 1 Good Mud or Bad Mud? Mud is judged by its ability to grow plants. Most plants thrive in a soil mixture of 20% clay, 40% sand, and 40% silt. If your mud has too much or too little of each type of soil, you can amend the soil with WATER It can mix with soil to organic material, such make mud but the soil as compost, to help your won’t dissolve.
    [Show full text]
  • Discussing on Gamification for Elderly Literature, Motivation and Adherence
    Discussing on Gamification for Elderly Literature, Motivation and Adherence Jose Barambones1, Ali Abavisani1, Elena Villalba-Mora1;2, Miguel Gomez-Hernandez1;3 and Xavier Ferre1 1Center for Biomedical Technology, Universidad Politecnica´ de Madrid, Spain 2Biomedical Research Networking Centre in Bioengineering Biomaterials and Nanomedicine (CIBER-BBN), Spain 3Aalborg University, Denmark Keywords: Gamification, Serious Games, Exergames, Elderly, Frailty, Discussion. Abstract: Gamification and Serious games techniques have been accepted as an effective method to strengthen the per- formance and motivation of people in education, health, entertainment, workplace and business. Concretely, exergames have been increasingly applied to raise physical activities and health or physical performance im- provement among elders. To the extend of our understanding, there is an extensive research on gamification and serious games for elderly in health. However, conducted studies assume certain issues regarding context biases, lack of applied guidelines or standardization, or weak results. We assert that a greater effort must be applied to explore and understand the needs and motivations of elderly players. Further, for improving the impact in proof-of-concept solutions and experiments some well-known guidelines or foundations must be adopted. In our current work, we are applying exergames on elderly with frailty condition in order to improve patient engagement in healthcare prevention and intervention. We suggest that to detect and reinforce such traits on elderly is adequate to extend the literature properly. 1 INTRODUCTION preserve the intrinsic capacity of the individual, its en- vironmental characteristics and their interaction. In In recent years, a rapid increase of consumer soft- parallel, by 2050 life expectancy will surpass 90 years ware inspired by the video-gaming has been per- and one in six people in the world will be over age 65 ceived.
    [Show full text]
  • Non-Serious Serious Games
    Press Start Non-Serious Serious Games Non-Serious Serious Games Matthew Hudson Toshiba Design Center Abstract Serious games have been shown to promote behavioural change and impart skills to players, and non-serious games have proven to have numerous benefits. This paper argues that non-serious digital games played in a ‘clan’ or online community setting can lead to similar real world benefits to serious games. This paper reports the outcomes from an ethnographic study and the analysis of user generated data from an online gaming clan. The outcomes support previous research which shows that non-serious games can be a setting for improved social well- being, second language learning, and self-esteem/confidence building. In addition this paper presents the novel results that play within online game communities can impart benefits to players, such as treating a fear of public speaking. This paper ultimately argues that communities of Gamers impart ‘serious’ benefits to their members. Keywords Online communities; digital games; clan; social play; serious games; non-serious games Press Start 2016 | Volume 3 | Issue 2 ISSN: 2055-8198 URL: http://press-start.gla.ac.uk Press Start is an open access student journal that publishes the best undergraduate and postgraduate research, essays and dissertations from across the multidisciplinary subject of game studies. Press Start is published by HATII at the University of Glasgow. Hudson Non-Serious Serious Games Introduction Serious games have been shown to promote behavioural change and impart skills to players (Lampton et al. 2006, Wouters et al. 2009), and non-serious games have been shown to have numerous benefits (Granic et al.
    [Show full text]
  • Automatic Playtesting for Game Parameter Tuning Via Active Learning
    Automatic Playtesting for Game Parameter Tuning via Active Learning Alexander Zook, Eric Fruchter and Mark O. Riedl School of Interactive Computing, College of Computing Georgia Institute of Technology Atlanta, Georgia, USA {a.zook, efruchter, riedl}@gatech.edu ABSTRACT ways that self-testing, simulations, and design analysis may Game designers use human playtesting to gather feedback not. Playtesting, however, is expensive|developers must about game design elements when iteratively improving a recruit players, devise design experiments, collect game play game. Playtesting, however, is expensive: human testers and subjective feedback data, and make design changes to must be recruited, playtest results must be aggregated and meet design goals. interpreted, and changes to game designs must be extrap- We ask the question: can we reduce the cost of the playtest- olated from these results. Can automated methods reduce ing process by automating some of the more mundane as- this expense? We show how active learning techniques can pects of playtesting? To address this problem we exam- formalize and automate a subset of playtesting goals. Specif- ine a subset of playtesting questions focused on \param- ically, we focus on the low-level parameter tuning required eter tuning." Parameter tuning involves making low-level to balance a game once the mechanics have been chosen. changes to game mechanic settings such as character move- Through a case study on a shoot-`em-up game we demon- ment parameters, power-up item effects, or control sensitiv- strate the efficacy of active learning to reduce the amount ity. Games based on careful timing and reflexes depend on of playtesting needed to choose the optimal set of game pa- well-tuned parameters, including racing, platforming, shoot- rameters for two classes of (formal) design objectives.
    [Show full text]
  • A Systematic Review on the Effectiveness of Gamification Features in Exergames
    Proceedings of the 50th Hawaii International Conference on System Sciences | 2017 How Effective Is “Exergamification”? A Systematic Review on the Effectiveness of Gamification Features in Exergames Amir Matallaoui Jonna Koivisto Juho Hamari Ruediger Zarnekow Technical University of School of Information School of Information Technical University of Berlin Sciences, Sciences, Berlin amirqphj@ University of Tampere University of Tampere ruediger.zarnekow@ mailbox.tu-berlin.de [email protected] [email protected] ikm.tu-berlin.de One of the most prominent fields where Abstract gamification and other gameful approaches have been Physical activity is very important to public health implemented is the health and exercise field [7], [3]. and exergames represent one potential way to enact it. Digital games and gameful systems for exercise, The promotion of physical activity through commonly shortened as exergames, have been gamification and enhanced anticipated affect also developed extensively during the past few decades [8]. holds promise to aid in exercise adherence beyond However, due to the technological advancements more traditional educational and social cognitive allowing for more widespread and affordable use of approaches. This paper reviews empirical studies on various sensor technologies, the exergaming field has gamified systems and serious games for exercising. In been proliferating in recent years. As the ultimate goal order to gain a better understanding of these systems, of implementing the game elements to any non- this review examines the types and aims (e.g. entertainment context is most often to induce controlling body weight, enjoying indoor jogging…) of motivation towards the given behavior, similarly the the corresponding studies as well as their goal of the exergaming approaches is supporting the psychological and physical outcomes.
    [Show full text]
  • Video Games Review DRAFT5-16
    Video Games: History, Technology, Industry, and Research Agendas Table of Contents I. Overview ....................................................................................................................... 1 II. Video Game History .................................................................................................. 7 III. Academic Approaches to Video Games ................................................................. 9 1) Game Studies ....................................................................................................................... 9 2) Video Game Taxonomy .................................................................................................... 11 IV. Current Status ........................................................................................................ 12 1) Arcade Games ................................................................................................................... 12 2) Console Games .................................................................................................................. 13 3) PC Standalone Games ...................................................................................................... 14 4) Online Games .................................................................................................................... 15 5) Mobile Games .................................................................................................................... 16 V. Recent Trends ..........................................................................................................
    [Show full text]
  • Fighting Games, Performativity, and Social Game Play a Dissertation
    The Art of War: Fighting Games, Performativity, and Social Game Play A dissertation presented to the faculty of the Scripps College of Communication of Ohio University In partial fulfillment of the requirements for the degree Doctor of Philosophy Todd L. Harper November 2010 © 2010 Todd L. Harper. All Rights Reserved. This dissertation titled The Art of War: Fighting Games, Performativity, and Social Game Play by TODD L. HARPER has been approved for the School of Media Arts and Studies and the Scripps College of Communication by Mia L. Consalvo Associate Professor of Media Arts and Studies Gregory J. Shepherd Dean, Scripps College of Communication ii ABSTRACT HARPER, TODD L., Ph.D., November 2010, Mass Communications The Art of War: Fighting Games, Performativity, and Social Game Play (244 pp.) Director of Dissertation: Mia L. Consalvo This dissertation draws on feminist theory – specifically, performance and performativity – to explore how digital game players construct the game experience and social play. Scholarship in game studies has established the formal aspects of a game as being a combination of its rules and the fiction or narrative that contextualizes those rules. The question remains, how do the ways people play games influence what makes up a game, and how those players understand themselves as players and as social actors through the gaming experience? Taking a qualitative approach, this study explored players of fighting games: competitive games of one-on-one combat. Specifically, it combined observations at the Evolution fighting game tournament in July, 2009 and in-depth interviews with fighting game enthusiasts. In addition, three groups of college students with varying histories and experiences with games were observed playing both competitive and cooperative games together.
    [Show full text]
  • Regulating Violence in Video Games: Virtually Everything
    Journal of the National Association of Administrative Law Judiciary Volume 31 Issue 1 Article 7 3-15-2011 Regulating Violence in Video Games: Virtually Everything Alan Wilcox Follow this and additional works at: https://digitalcommons.pepperdine.edu/naalj Part of the Administrative Law Commons, Comparative and Foreign Law Commons, and the Entertainment, Arts, and Sports Law Commons Recommended Citation Alan Wilcox, Regulating Violence in Video Games: Virtually Everything, 31 J. Nat’l Ass’n Admin. L. Judiciary Iss. 1 (2011) Available at: https://digitalcommons.pepperdine.edu/naalj/vol31/iss1/7 This Comment is brought to you for free and open access by the Caruso School of Law at Pepperdine Digital Commons. It has been accepted for inclusion in Journal of the National Association of Administrative Law Judiciary by an authorized editor of Pepperdine Digital Commons. For more information, please contact [email protected], [email protected], [email protected]. Regulating Violence in Video Games: Virtually Everything By Alan Wilcox* TABLE OF CONTENTS I. INTRODUCTION ................................. ....... 254 II. PAST AND CURRENT RESTRICTIONS ON VIOLENCE IN VIDEO GAMES ........................................... 256 A. The Origins of Video Game Regulation...............256 B. The ESRB ............................. ..... 263 III. RESTRICTIONS IMPOSED IN OTHER COUNTRIES . ............ 275 A. The European Union ............................... 276 1. PEGI.. ................................... 276 2. The United
    [Show full text]
  • MUD CREATURE STUDY Overview: the Mudflats Support a Tremendous Amount of Life
    MUD CREATURE STUDY Overview: The mudflats support a tremendous amount of life. In this activity, students will search for and study the creatures that live in bay mud. Content Standards Correlations: Science p. 307 Grades: K-6 TIME FRAME fOR TEACHING THIS ACTIVITY Key Concepts: Mud creatures live in high abundance in the Recommended Time: 30 minutes mudflats, providing food for Mud Creature Banner (7 minutes) migratory ducks and shorebirds • use the Mud Creature Banner to introduce students to mudflat and the endangered California habitat clapper rail. When the tide is out, Mudflat Food Pyramid (3 minutes) the mudflats are revealed and birds land on the mudflats to feed. • discuss the mudflat food pyramid, using poster Mud Creature Study (20 minutes) Objectives: • sieve mud in sieve set, using slough water Students will be able to: • distribute small samples of mud to petri dishes • name and describe two to three • look for mud creatures using hand lenses mud creatures • describe the mudflat food • use the microscopes for a closer view of mud creatures pyramid • if data sheets and pencils are provided, students can draw what • explain the importance of the they find mudflat habitat for migratory birds and endangered species Materials: How THIS ACTIVITY RELATES TO THE REFUGE'S RESOURCES Provided by the Refuge: What are the Refuge's resources? • 1 set mud creature ID cards • significant wildlife habitat • 1 mud creature flannel banner • endangered species • 1 mudflat food pyramid poster • 1 mud creature ID book • rhigratory birds • 1 four-layered sieve set What makes it necessary to manage the resources? • 1 dish of mud and trowel • Pollution, such as oil, paint, and household cleaners, when • 1 bucket of slough water dumped down storm drains enters the slough and mudflats and • 1 pitcher of slough water travels through the food chain, harming animals.
    [Show full text]
  • Are You a “Mudologist”? MARVELOUS, MUSHY
    MARVELOUS, MUSHY MUD It’s early spring, and as the ground thaws and the MUD IS A WINTER HOME rain falls, there’s bound to be LOTS of MUD! Some freshwater turtles burrow into mud at the bottom of the pond each fall and stay mostly A scientist might describe mud as a mixture of water inactive until spring. and any combination of different types of soil. Different types of soil? You bet! Soil can be sandy or more like clay, and depending on your soil, the mud MUD IS A PLACE TO HIDE it makes can be gooey, sticky, or smoosh-y. Dragonfly nymphs camouflage themselves on or in the mud at the bottom of the pond as they wait for Mud is cool and fun, and it’s also very useful. prey to swim or crawl by. DID YOU KNOW? MUD IS A PLACE TO EAT MUD IS A BUILDING MATERIAL “Mud-puddling” is a common behavior in which Beavers move logs and sticks into the mud to form butterflies seek out mud (and other gooey, brown a strong base for their dam. Then, they carry even things found on the ground) and suck up the liquid more mud with their front paws to build up and and salts. make the dam even stronger. American robins build their nest with twigs, dry MUD IS A SAFE WAY TO TRAVEL grass, mud, and more. The mud helps give the nest If you’re a worm, a wet, muddy surface its round shape, keeping the eggs and hatchlings gives you a chance to move above safe and warm for several weeks.
    [Show full text]
  • The Effects of Visual Feedback in Therapeutic Exergaming on Motor Task Accuracy
    International Conference on Virtual Rehabilitation 2011 Rehab Week Zurich, ETH Zurich Science City, Switzerland, June 27 - 29, 2011 The Effects of Visual Feedback in Therapeutic Exergaming on Motor Task Accuracy Julie Doyle, Daniel Kelly, Matt Patterson and Brian Caulfield, Member, IEEE AbstractPoor exercise technique and lack of adherence technology as input into therapeutic exergaming provides a during home exercise are implicated in preventing a full measure of objective feedback for both the therapist and the recovery to peak physical function during rehabilitation. It is patient. Making rehabilitation engaging or fun can increase a widely believed that therapeutic exergaming has the potential patient's motivation to adhere to their exercise programme at to solve these issues. However, the field is still young and there home and it is widely believed that a gaming environment is little empirical evidence supporting, in particular, its effectiveness in helping the patient to maintain correct can provide this fun, motivating context [6], [7], [8]. technique. In this paper we present preliminary results from a In fact, much research into rehabilitation through study to examine the effects that visual feedback during technology stresses the importance of feedback to motivate exergaming has on a person's accuracy in performing a motor the rehabilitation process [5], [9]. There is much less task. Our study showed that interacting with a game discussion on the equally important topic of whether such incorporating simple visual feedback results in improved technology can ensure maintenance of correct technique accuracy compared to performing exercise from memory or with limited feedback in the form of an instructional video when exercising.
    [Show full text]