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Design of a Computer Vision Based Exercise Video Game for Senior Citizens

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href="https://publications.waset.org/search?q=Ivy%20Chia"> Ivy Chia</a> </p> <p class="card-text"><strong>Abstract:</strong></p> <p>There are numerous changes, both mental and physical, taking place when people age. We need to understand the different aspects required for healthy living, including meeting nutritional needs, regular physical activities to keep agility, sufficient rest and sleep to have physical and mental well-being, social engagement to avoid the risk of social isolation and depression, and access to healthcare to detect and manage chronic conditions. Promoting physical activities for an ageing population is necessary as many may have enjoyed sedentary lifestyles for some time. In our study, we evaluate the considerations when designing a computer vision video game for the elderly. We need to design some low-impact activities, such as stretching and gentle movements, because some elderly individuals may have joint pains or mobility issues. The exercise game should consist of simple movements that are easy to follow and remember. It should be fun and enjoyable so that they can be motivated to do some exercise. Social engagement can keep the elderly motivated and competitive, and they are more willing to engage in game exercises. Elderly citizens can compare their game scores and try to improve them. We propose a computer vision-based video game for the elderly that will capture and track the movement of the elderly hand pushing a ball on the screen into a circle. It can be easily set up using a PC laptop with a webcam. Our video game adhered to the design framework we employed, and it encompassed ease of use, a simple graphical interface, easy-to-play game exercise, and fun gameplay.</p> <iframe src="https://publications.waset.org/10013550.pdf" style="width:100%; height:400px;" frameborder="0"></iframe> <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/search?q=Computer%20vision" title="Computer vision">Computer vision</a>, <a href="https://publications.waset.org/search?q=video%20games" title=" video games"> video games</a>, <a href="https://publications.waset.org/search?q=gerontology%20technology" title=" gerontology technology"> gerontology technology</a>, <a href="https://publications.waset.org/search?q=caregiving." title=" caregiving."> caregiving.</a> </p> <a href="https://publications.waset.org/10013550/design-of-a-computer-vision-based-exercise-video-game-for-senior-citizens" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/10013550/apa" target="_blank" rel="nofollow" class="btn btn-primary btn-sm">APA</a> <a href="https://publications.waset.org/10013550/bibtex" target="_blank" rel="nofollow" class="btn btn-primary btn-sm">BibTeX</a> <a href="https://publications.waset.org/10013550/chicago" target="_blank" rel="nofollow" class="btn btn-primary btn-sm">Chicago</a> <a href="https://publications.waset.org/10013550/endnote" target="_blank" rel="nofollow" class="btn btn-primary btn-sm">EndNote</a> <a href="https://publications.waset.org/10013550/harvard" target="_blank" rel="nofollow" class="btn btn-primary btn-sm">Harvard</a> <a href="https://publications.waset.org/10013550/json" target="_blank" rel="nofollow" class="btn btn-primary btn-sm">JSON</a> <a href="https://publications.waset.org/10013550/mla" target="_blank" rel="nofollow" class="btn btn-primary btn-sm">MLA</a> <a href="https://publications.waset.org/10013550/ris" target="_blank" rel="nofollow" class="btn btn-primary btn-sm">RIS</a> <a href="https://publications.waset.org/10013550/xml" target="_blank" rel="nofollow" class="btn btn-primary btn-sm">XML</a> <a href="https://publications.waset.org/10013550/iso690" target="_blank" rel="nofollow" class="btn btn-primary btn-sm">ISO 690</a> <a href="https://publications.waset.org/10013550.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">263</span> </span> <p class="card-text"><strong>References:</strong></p> <br>[1] Y. Gu, S. Pandit, E. Saraee, T. Nordahl, T. Ellis, and M. Betke, Home-Based Physical Therapy with an Interactive Computer Vision System, 2019 IEEE/CVF International Conference on Computer Vision Workshop (ICCVW), 2019. <br>[2] Zhu, H., Du, J., Wang, L., Han, B. & Jia, Y. (2022) A vision-based fall detection framework for the elderly in a room environment using motion features and DAG-SVM, International Journal of Computers and Applications, 44:7, 678-686, DOI: 10.1080/1206212X.2021.1886417 <br>[3] Oumaima, G., Hamd, A.A., Youness, T., Rachid, O. H. T. and Omar, B. (2021) Vision-based fall detection and prevention for the elderly people: A review & ongoing research. 2021 Fifth International Conference On Intelligent Computing in Data Sciences (ICDS), Fez, Morocco, 2021, pp. 1-6, doi: 10.1109/ICDS53782.2021.9626736. <br>[4] Metkar, S., Mahajan, J., Adsul, J. and Chavan, B. (2022). 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Stark, Enriching hippocampal memory function in older adults through video games, Behavioural Brain Research, 2020;390:112667. doi: 10.1016/j.bbr.2020.112667. <br>[12] N. A. Ismail, H.A. Hashim, and H.A. Yusof, Physical Activity and Exergames Among Older Adults: A Scoping Review, Games for Health, 11(1):1-17, 2022. doi: 10.1089/g4h.2021.0104. <br>[13] J. Sunwoo, W. Yuen, C. Lutteroth, and B.C. Wünsche, Mobile games for elderly healthcare, ACM SIGCHI New Zealand Chapter's International Conference on Computer-Human Interaction, 2010. <br>[14] A. Pyae, T.N. Liukkonen, T. Saarenpää, M. Luimula, P. Granholm and J. Smed, When Japanese Elderly People Play a Finnish Physical Exercise Game: A Usability Study, Journal of Usability Studies. Vol. 11. Issue 4. Aug 2015. pp. 131-152. <br>[15] J. Saari and T. Hynninen, Game Development for the Elderly: Experiences from Usability Tests in the Wild, MIPRO 2021, September 27 – October 01, 2021, Opatijia, Croatia. <br>[16] Y. L. Theng, A.B. Dahlan, M.L. Akmal, and T.Z. Myint, An Exploratory Study on Senior Citizens’ Perceptions of the Nintendo Wii: the case of Singapore. i-CREATe ’09: Proceedings of the 3rd International Convention on Rehabilitation Engineering & Assistive Technology. Apr 2009. Article No: 10. Pages 1-5. <br>[17] Z. Pan, C. Miao, H. Yu, C. Leung, and J.J. Chin, The Effects of Familiarity Design on the Adoption of Wellness Games by the Elderly, 2015 IEEE/WIC/ACM International Conference on Web Intelligence and Intelligent Agent Technology, 2015. <br>[18] A. Rienzo, and C. Cubillos, Playability and Player Experience in Digital Games for Elderly: A Systematic Literature Review, Sensors 2020. 20. 3958, 2020. doi: 10.3390/s20143958 <br>[19] M. Havukainen, T.H. Laine, T. Martikainen, and E. Sutinen, A Case Study on Co-designing Digital Games with Older Adults and Children: Game Elements, Assets, and Challenges, The Computer Games Journal. 9:163-188. 2020. https://doi.org/10.1007/s40869-020-00100-w <br>[20] Y. Chao, Y. 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