@inproceedings{WillwacherKorn2021, author = {Steffen Willwacher and Oliver Korn}, title = {Gamification of Movement Exercises in Rehabilitation and Prevention: A Framework for Smart Training in AI-Based Exergames}, series = {Advances in Industrial Design}, volume = {LNNS 260}, editor = {Cliff Sungsoo Shin and Giuseppe Di Bucchianico and Shuichi Fukuda and Yong-Gyun Ghim and Gianni Montagna and Cristina Carvalho}, publisher = {Springer}, address = {Cham}, isbn = {978-3-030-80828-0 (Print)}, doi = {10.1007/978-3-030-80829-7\_104}, url = {https://nbn-resolving.org/urn:nbn:de:bsz:ofb1-opus4-52744}, pages = {855 -- 862}, year = {2021}, abstract = {Activities for rehabilitation and prevention are often lengthy and associated with pain and frustration. Their playful enrichment (hereafter: gamification) can counteract this, resulting in so-called “exergames”. However, in contrast to games designed solely for entertainment, the increased motivation and immersion in gamified training can lead to a reduced perception of pain and thus to health deterioration. Therefore, it is necessary to monitor activities continuously. However, only an AI-based system able to generate autonomous interventions could vacate the therapists’ costly time and allow better training at home. An automated adjustment of the movement training’s difficulty as well as individualized goal setting and control are essential to achieve such autonomy. This article’s contribution is two-fold: (1) We portray the potentials of gamification in the health area. (2) We present a framework for smart rehabilitation and prevention training allowing autonomous, dynamic, and gamified interactions.}, language = {en} }