Abstract

Existing motion capture technology can efficiently track whole-body motion and be applied to many areas of the body. This whole-body interaction design has gained the attention of many researchers. However, few scholars have studied its suitability for elderly users. We were interested in exercise-based whole-body interactive games, which can provide mental and physical exercise for elderly users. We used heuristic evaluation to measure participants’ actions during exergame tasks and analyzed preference differences between elderly and younger users through the distribution of actions in four dimensions. We found that age affected the actions performed by users in exergame tasks. We discuss the mental model of elderly users during the process of performing these tasks and put forward some suggestions for interactive actions. This model and these suggestions theoretically have guiding significance for the research and application of exergame design for elderly users and may help designers develop more effective exergames or other whole-body interaction interfaces suitable for elderly users.

Highlights

  • Public Health 2021, 18, Following rapid development in the fields of motion capture technology and natural human–computer interaction technology, interaction methods of game playing based on whole-body movements have attracted widespread attention

  • We propose a psychological model of elderly users when performing exergame tasks and provide suggestions for the design of whole-body interaction actions for elderly users

  • Wobbrock [33], Silpasuwanchai [24], and Chen and others [35] studied two-dimensional gestures, which usually involved direct contact with the interface, while the previous three-dimensional gesture research mainly focused on gestures or restricted body interaction research, while our body interaction research was unrestricted body movements, and the selected experimental tasks were game tasks, which led to higher movement changes

Read more

Summary

Introduction

Res. Public Health 2021, 18, Following rapid development in the fields of motion capture technology and natural human–computer interaction technology, interaction methods of game playing based on whole-body movements have attracted widespread attention. Whole-body interaction technology has been increasingly applied in the field of games, which brings immersive experience to the players and increases the fun of the game. Most of the research was conducted using Nintendo Wii. Nintendo Wii needs a handheld device to play, which may limit the player’s physical performance. Microsoft Xbox Kinect does not need any handheld devices to connect with video games. Players can play games through their own body movements, such as jumping, squatting, running in place and stepping to one side. This paper is based on Kinect to study the whole-body interaction

Objectives
Methods
Results
Discussion
Conclusion
Full Text
Paper version not known

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call

Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.