Download the Game at Home and Take Pictures In-Game That Can Be Shared with Other Students (Transform Learning with Minecraft)
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UC Irvine UC Irvine Electronic Theses and Dissertations Title iXercise: An Immersive Exergaming Platform to Promote Physical Activity in the Pediatric Population Permalink https://escholarship.org/uc/item/8q14k213 Author Huh, Yunho Publication Date 2019 Supplemental Material https://escholarship.org/uc/item/8q14k213#supplemental Peer reviewed|Thesis/dissertation eScholarship.org Powered by the California Digital Library University of California 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 ....................................................................................................................