2014
DOI: 10.1007/978-3-319-08596-8_47
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Exploring the Usage of 3D Virtual Worlds and Kinect Interaction in Exergames with Elderly

Abstract: The combination of the potentialities of the interactive technologies, like exergames and the emerging motion capture devices with the ability of 3D virtual worlds for socialisation and context, can produce a platform to promote the physical activity of its users, which leverages its potential. The OnlineGym is an exploratory project based on an online 3D virtual worlds platform that allows users to interact with the system through the use of a motion capture device. This paper discusses the chosen technologic… Show more

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Cited by 1 publication
(2 citation statements)
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“…Virtual worlds for education "should not disadvantage particular social, minority or disabled groups" and must be inclusive (Duncan et al, 2012). Social isolation is a current problem and elderly people can be engaged through several activities (e.g., physical exercise) using 3D virtual worlds and motion capture technology (Paredes et al, 2014). Digital divide is a reality in certain contexts and 3D virtual learning environments should be available to all students for getting easy access to coursework materials and submission of contributions (Allison et al, 2010).…”
Section: Healthcare and Accessibilitymentioning
confidence: 99%
See 1 more Smart Citation
“…Virtual worlds for education "should not disadvantage particular social, minority or disabled groups" and must be inclusive (Duncan et al, 2012). Social isolation is a current problem and elderly people can be engaged through several activities (e.g., physical exercise) using 3D virtual worlds and motion capture technology (Paredes et al, 2014). Digital divide is a reality in certain contexts and 3D virtual learning environments should be available to all students for getting easy access to coursework materials and submission of contributions (Allison et al, 2010).…”
Section: Healthcare and Accessibilitymentioning
confidence: 99%
“…Recently, research suggests that computer-based simulated environments can be well-suited for experiential learning activities (Jarmon et al, 2009), organizational learning (Dodgson et al, 2013), business simulations (Mak & Palia, 2014), information systems auditing (Moscato & Boekman, 2014), and game-based learning (Sung & Hwang, 2013). Furthermore, healthcare approaches such as dentistry (Phillips & Berge, 2009), medical learning (Wiecha et al, 2010), cardiopulmonary resuscitation (Creutzfeldt et al, 2010), stress inoculation training (Serino et al, 2014), and healthy aging (Paredes et al, 2014;Siriaraya et al, 2014) have also been supported. Other application areas include virtual tourism (Warburton, 2009), archaeology (Sequeira et al, 2014), aerospace engineering design (Okutsu et al, 2013), training processes in the context of mechanical maintenance tasks (Fonseca et al, 2011), and military operations, tactics and strategies requiring sophisticated technologies for preparing troops to real combat scenarios (Pierzchała et al, 2011).…”
Section: Introductionmentioning
confidence: 99%