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Rehabilitationsmaßnahmen nach Unfällen oder Krankheiten sind oft langwierig und häufig mit Schmerzen sowie Frustration verbunden – und Ähnliches gilt für Präventionstraining. Die spielerische Anreicherung des Trainings (im Folgenden: Gamification) kann dieser Entwicklung durch die Steigerung des Spaßfaktors entgegenwirken. Im Gegensatz zu regulären Spielen kann es durch die höhere Motivation und Immersion im Training allerdings zu einer verminderten Schmerzwahrnehmung und damit einer Verschlechterung des Gesundheitszustands bis hin zu einer erneuten Verletzung kommen. Daher war es bislang erforderlich, solche Ansätze kontinuierlich therapeutisch zu begleiten. Für eine autonome Intervention, zur Entlastung von Therapeuten, aber auch im Heimbereich ist eine automatisierte Anpassung des Schwierigkeitsgrads des Bewegungstrainings und eine individualisierte Zielsetzung und -kontrolle von zentraler Bedeutung. Diese Herausforderung ist in bestehenden Ansätzen zu wenig adressiert bzw. beschrieben worden. Der Einsatz künstlicher Intelligenz kann hier einen entscheidenden Beitrag zu leisten – insbesondere hybride Ansätze, die expertenbasierte Entscheidungsbäume mit Verfahren des maschinellen Lernens kombinieren, könnten in der Zukunft einen wichtigen Beitrag zu einer erfolgreichen Rehabilitation und Prävention liefern.
In pandemic times, the possibilities for conventional sports activities are severely limited; many sports facilities are closed or can only be used with restrictions. To counteract this lack of health activities and social exchange, people are increasingly adopting new digital sports solutions—a behavior change that had already started with the trend towards fitness apps and activity trackers. Existing research suggests that digital solutions increase the motivation to move and stay active. This work further investigates the potentials of digital sports incorporating the dimensions gender and preference for team sports versus individual sports. The study focuses on potential users, who were mostly younger professionals and academics. The results show that the SARS-CoV-19 pandemic had a significant negative impact on sports activity, particularly on persons preferring team sports. To compensate, most participants use more digital sports than before, and there is a positive correlation between the time spent physically active during the pandemic and the increase in motivation through digital sports. Nevertheless, there is still considerable skepticism regarding the potential of digital sports solutions to increase the motivation to do sports, increase performance, or raise a sense of team spirit when done in groups.
Interaction and capturing information from the surrounding is dominated by vision and hearing. Haptics on the other side, widens the bandwidth and could also replace senses (sense switching) for impaired. Haptic technologies are often limited to point-wise actuation. Here, we show that actuation in two-dimensional matrices instead creates a richer input. We describe the construction of a full-body garment for haptic communication with a distributed actuating network. The garment is divided into attachable-detachable panels or add-ons that each can carry a two dimensional matrix of actuating haptic elements. Each panel adds to an enhanced sensoric capability of the human- garment system so that together a 720° system is formed. The spatial separation of the panels on different body locations supports semantic and theme-wise separation of conversations conveyed by haptics. It also achieves directional faithfulness, which is maintaining any directional information about a distal stimulus in the haptic input.