Gamification of Movement Exercises in Rehabilitation and Prevention: A Framework for Smart Training in AI-Based Exergames
- 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 healthActivities 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.…
Document Type: | Conference Proceeding |
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Conference Type: | Konferenzartikel |
Zitierlink: | https://opus.hs-offenburg.de/5274 | Bibliografische Angaben |
Title (English): | Gamification of Movement Exercises in Rehabilitation and Prevention: A Framework for Smart Training in AI-Based Exergames |
Conference: | AHFE 2021 Virtual Conferences on Design for Inclusion, Affective and Pleasurable Design, Interdisciplinary Practice in Industrial Design, Kansei Engineering, and Human Factors for Apparel and Textile Engineering, July 25-29, 2021, USA |
Author: | Steffen WillwacherStaff MemberORCiDGND, Oliver KornStaff MemberORCiDGND |
Year of Publication: | 2021 |
Place of publication: | Cham |
Publisher: | Springer |
First Page: | 855 |
Last Page: | 862 |
Parent Title (English): | Advances in Industrial Design |
Editor: | Cliff Sungsoo Shin, Giuseppe Di Bucchianico, Shuichi Fukuda, Yong-Gyun Ghim, Gianni Montagna, Cristina Carvalho |
Volume: | LNNS 260 |
ISBN: | 978-3-030-80828-0 (Print) |
ISBN: | 978-3-030-80829-7 (eBook) |
DOI: | https://doi.org/10.1007/978-3-030-80829-7_104 |
URN: | https://urn:nbn:de:bsz:ofb1-opus4-52744 |
Language: | English | Inhaltliche Informationen |
Institutes: | Forschung / ACI - Affective and Cognitive Institute |
Fakultät Medien (M) (ab 22.04.2021) | |
Institutes: | Bibliografie |
DDC classes: | 600 Technik, Medizin, angewandte Wissenschaften |
Tag: | Ecercises; Gamification; Movement; Physiotherapy; Rehabilitation | Formale Angaben |
Open Access: | Open Access |
Licence (German): | Urheberrechtlich geschützt |