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Moving Real Exergaming Engines on the Web: The webFitForAll Case Study in an Active and Healthy Ageing Living Lab Environment.

TitleMoving Real Exergaming Engines on the Web: The webFitForAll Case Study in an Active and Healthy Ageing Living Lab Environment.
Publication TypeJournal Article
Year of Publication2017
AuthorsKonstantinidis, E. I., Bamparopoulos G., & Bamidis P. D.
JournalIEEE J Biomed Health Inform
Volume21
Issue3
Pagination859-866
Date Published2017 05
ISSN2168-2208
KeywordsAged, Aged, 80 and over, Exercise, Exercise Therapy, Female, Humans, Male, Video Games
Abstract

Exergames have been the subject of research and technology innovations for a number of years. Different devices and technologies have been utilized to train the body and the mind of senior people or different patient groups. In the past, we presented FitForAll, the protocol efficacy of which was proven through widely taken (controlled) pilots with more than 116 seniors for a period of two months. The current piece of work expands this and presents the first truly web exergaming platform, which is solely based on HTML5 and JavaScript without any browser plugin requirements. The adopted architecture (controller application communication framework) combines a unified solution for input devices such as MS Kinect and Wii Balance Βoard which may seamlessly be exploited through standard physical exercise protocols (American College of Sports Medicine guidelines) and accommodate high detail logging; this allows for proper pilot testing and usability evaluations in ecologically valid Living Lab environments. The latter type of setups is also used herein for evaluating the web application with more than a dozen of real elderly users following quantitative approaches.

DOI10.1109/JBHI.2016.2559787
Alternate JournalIEEE J Biomed Health Inform
PubMed ID28113566

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