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Design and Evaluation of an Augmented Reality-Based Exergame System to Reduce Fall Risk in the Elderly

Falls are a major public health concern in today’s aging society. Virtual reality (VR) technology is a promising method for reducing fall risk. However, the absence of representations of the user’s body in a VR environment lessens the spatial sense of presence. In terms of user experience, augmented...

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Autores principales: Chen, Meiling, Tang, Qingfeng, Xu, Shoujiang, Leng, Pengfei, Pan, Zhigeng
Formato: Online Artículo Texto
Lenguaje:English
Publicado: MDPI 2020
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7579303/
https://www.ncbi.nlm.nih.gov/pubmed/33019759
http://dx.doi.org/10.3390/ijerph17197208
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author Chen, Meiling
Tang, Qingfeng
Xu, Shoujiang
Leng, Pengfei
Pan, Zhigeng
author_facet Chen, Meiling
Tang, Qingfeng
Xu, Shoujiang
Leng, Pengfei
Pan, Zhigeng
author_sort Chen, Meiling
collection PubMed
description Falls are a major public health concern in today’s aging society. Virtual reality (VR) technology is a promising method for reducing fall risk. However, the absence of representations of the user’s body in a VR environment lessens the spatial sense of presence. In terms of user experience, augmented reality (AR) can provide a higher degree of presence and embodiment than VR. We developed an AR-based exergame system that is specifically designed for the elderly to reduce fall risk. Kinect2.0 was used to capture and generate 3D models of the elderly and immerse them in an interactive virtual environment. The software included three functional modules: fall risk assessment, cognitive–motor intervention (CMI) training, and training feedback. The User Experience Questionnaire (UEQ-S) was used to evaluate user experience. Twenty-five elders were enrolled in the study. It was shown that the average scores for each aspect were: pragmatic quality score (1.652 ± 0.868); hedonic quality score (1.880 ± 0.962); and overall score was 1.776 ± 0.819. The overall score was higher than 0.8, which means that the system exhibited a positive user experience. After comparing the average score in a dataset product of UEQ-S Data Analysis Tool, it was found that the pragmatic quality aspect was categorized as good, while the hedonic quality aspect was categorized as excellent. It revealed a positive evaluation from users.
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spelling pubmed-75793032020-10-29 Design and Evaluation of an Augmented Reality-Based Exergame System to Reduce Fall Risk in the Elderly Chen, Meiling Tang, Qingfeng Xu, Shoujiang Leng, Pengfei Pan, Zhigeng Int J Environ Res Public Health Article Falls are a major public health concern in today’s aging society. Virtual reality (VR) technology is a promising method for reducing fall risk. However, the absence of representations of the user’s body in a VR environment lessens the spatial sense of presence. In terms of user experience, augmented reality (AR) can provide a higher degree of presence and embodiment than VR. We developed an AR-based exergame system that is specifically designed for the elderly to reduce fall risk. Kinect2.0 was used to capture and generate 3D models of the elderly and immerse them in an interactive virtual environment. The software included three functional modules: fall risk assessment, cognitive–motor intervention (CMI) training, and training feedback. The User Experience Questionnaire (UEQ-S) was used to evaluate user experience. Twenty-five elders were enrolled in the study. It was shown that the average scores for each aspect were: pragmatic quality score (1.652 ± 0.868); hedonic quality score (1.880 ± 0.962); and overall score was 1.776 ± 0.819. The overall score was higher than 0.8, which means that the system exhibited a positive user experience. After comparing the average score in a dataset product of UEQ-S Data Analysis Tool, it was found that the pragmatic quality aspect was categorized as good, while the hedonic quality aspect was categorized as excellent. It revealed a positive evaluation from users. MDPI 2020-10-01 2020-10 /pmc/articles/PMC7579303/ /pubmed/33019759 http://dx.doi.org/10.3390/ijerph17197208 Text en © 2020 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (http://creativecommons.org/licenses/by/4.0/).
spellingShingle Article
Chen, Meiling
Tang, Qingfeng
Xu, Shoujiang
Leng, Pengfei
Pan, Zhigeng
Design and Evaluation of an Augmented Reality-Based Exergame System to Reduce Fall Risk in the Elderly
title Design and Evaluation of an Augmented Reality-Based Exergame System to Reduce Fall Risk in the Elderly
title_full Design and Evaluation of an Augmented Reality-Based Exergame System to Reduce Fall Risk in the Elderly
title_fullStr Design and Evaluation of an Augmented Reality-Based Exergame System to Reduce Fall Risk in the Elderly
title_full_unstemmed Design and Evaluation of an Augmented Reality-Based Exergame System to Reduce Fall Risk in the Elderly
title_short Design and Evaluation of an Augmented Reality-Based Exergame System to Reduce Fall Risk in the Elderly
title_sort design and evaluation of an augmented reality-based exergame system to reduce fall risk in the elderly
topic Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7579303/
https://www.ncbi.nlm.nih.gov/pubmed/33019759
http://dx.doi.org/10.3390/ijerph17197208
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