The Experts below are selected from a list of 5655 Experts worldwide ranked by ideXlab platform

Junehwa Song - One of the best experts on this subject based on the ideXlab platform.

  • ExerSync: Facilitating interpersonal synchrony in social Exergames
    Proceedings of the 2013 conference on Computer supported cooperative work - CSCW '13, 2013
    Co-Authors: Taiwoo Park, Uichin Lee, Bupjae Lee, Haechan Lee, Sanghun Son, Seokyoung Song, Junehwa Song
    Abstract:

    Social Exergames provide immersive experiences of social interaction via online multiplayer games, ranging from simple group exercises (e.g., virtual cycling/rowing) to more structured multiplayer games (e.g., cooperative boat racing). In exergame design, interpersonal synchrony plays an important role as it enhances social rapport and prosocial behavior. In this paper, we build ExerSync platform that supports various assistive mechanisms for facilitating interpersonal synchrony even with heterogeneous exercise modalities. We consider a rhythm of body movements in repetitive aerobic exercises and explore the design space of incorporating rhythm into Exergames. We build a prototype system and comparatively evaluate the effectiveness of various assistive mechanisms. The experiment results show that rhythm significantly lowers the perceived workloads and provides better competence and engagement, but the accuracy of interpersonal synchrony is not dependent on the use of rhythm. Copyright 2013 ACM.

  • demo exerlink enabling pervasive social Exergames with heterogeneous exercise devices
    International Conference on Mobile Systems Applications and Services, 2012
    Co-Authors: Taiwoo Park, Uichin Lee, Chungkuk Yoo, Sungwon Peter Choe, Inseok Hwang, Sunghoon Ivan Lee, Youngki Lee, Hyukjae Jang, Souneil Park, Junehwa Song
    Abstract:

    We envision that diverse social exercising games, or Exergames, will emerge, featuring much richer interactivity with immersive game play experiences. Further, the recent advances of mobile devices and wireless networking will make such social engagement more pervasive - people carry portable exergame devices (e.g., jump ropes) and interact with remote users anytime, anywhere. Towards this goal, we explore the potential of using heterogeneous exercise devices as game controllers for a multi-player social exergame; e.g., playing a boat paddling game with two remote exercisers (one with a jump rope, and the other with a treadmill). In this paper, we propose a novel platform called ExerLink that converts exercise intensity to game inputs and intelligently balances intensity/delay variations for fair game play experiences. We report the design considerations and guidelines obtained from the design and development processes of game controllers. We validate the efficacy of game controllers and demonstrate the feasibility of social Exergames with heterogeneous exercise devices via extensive human subject studies.

  • transforming solitary exercises into social Exergames
    Conference on Computer Supported Cooperative Work, 2012
    Co-Authors: Taiwoo Park, Chungkuk Yoo, Sungwon Peter Choe, Byunglim Park, Junehwa Song
    Abstract:

    This paper discusses an approach for transforming solitary exercises into social Exergames. We frame our discussion by highlighting the relation between the original exercises and game interactions, and by analyzing an example exergame which is successfully transformed from its original solitary exercise. We present a user study of the exergame that evaluates the need for holistic transformation strategies from solitary exercises into social Exergames.

Emma Stanmore - One of the best experts on this subject based on the ideXlab platform.

  • the effectiveness and cost effectiveness of strength and balance Exergames to reduce falls risk for people aged 55 years and older in uk assisted living facilities a multi centre cluster randomised controlled trial
    BMC Medicine, 2019
    Co-Authors: Emma Stanmore, Alexandra Mavroeidi, Dawn A. Skelton, Chris J Sutton, Lex D De Jong, Valerio Benedetto
    Abstract:

    Falls are the leading cause of fatal and non-fatal unintentional injuries in older people. The use of Exergames (active, gamified video-based exercises) is a possible innovative, community-based approach. This study aimed to determine the effectiveness of a tailored OTAGO/FaME-based strength and balance Exergame programme for improving balance, maintaining function and reducing falls risk in older people. A two-arm cluster randomised controlled trial recruiting adults aged 55 years and older living in 18 assisted living (sheltered housing) facilities (clusters) in the UK. Standard care (physiotherapy advice and leaflet) was compared to a tailored 12-week strength and balance Exergame programme, supported by physiotherapists or trained assistants. Complete case analysis (intention-to-treat) was used to compare the Berg Balance Scale (BBS) at baseline and at 12 weeks. Secondary outcomes included fear of falling, mobility, fall risk, pain, mood, fatigue, cognition, healthcare utilisation and health-related quality of life, and self-reported physical activity and falls. Eighteen clusters were randomised (9 to each arm) with 56 participants allocated to the intervention and 50 to the control (78% female, mean age 78 years). Fourteen participants withdrew over the 12 weeks (both arms), mainly for ill health. There was an adjusted mean improvement in balance (BBS) of 6.2 (95% CI 2.4 to 10.0) and reduced fear of falling (p = 0.007) and pain (p = 0.02) in the Exergame group. Mean attendance at sessions was 69% (mean exercising time of 33 min/week). Twenty-four percent of the control group and 20% of the Exergame group fell over the trial period. The change in fall rates significantly favoured the intervention (incident rate ratio 0.31 (95% CI 0.16 to 0.62, p = 0.001)). The point estimate of the incremental cost-effectiveness ratio (ICER) was £15,209.80 per quality-adjusted life year (QALY). Using 10,000 bootstrap replications, at the lower bound of the NICE threshold of £20,000 per QALY, there was a 61% probability of Exergames being cost-effective, rising to 73% at the upper bound of £30,000 per QALY. Exergames, as delivered in this trial, improve balance, pain and fear of falling and are a cost-effective fall prevention strategy in assisted living facilities for people aged 55 years or older. The trial was registered at ClinicalTrials.gov on 18 Dec 2015 with reference number NCT02634736 .

  • Exergames TO REDUCE FALLS RISK IN OLDER PEOPLE IN UK ASSISTED LIVING FACILITIES: A MULTI-CENTRE, CLUSTER RCT
    Innovation in Aging, 2018
    Co-Authors: Emma Stanmore, Alexandra Mavroeidi, Wytske Meekes, Dawn A. Skelton, Chris J Sutton, Valerio Benedetto, Chris Todd, L De Jong
    Abstract:

    Falls are the leading cause of fatal and non-fatal unintentional injuries in older people. The use of Exergames (active video-games) is a possible innovative, community-based approach to reduce falls risk. The objective of this study was to evaluate the effectiveness of a tailored physiotherapy-based Exergame programme for reducing falls risk in older residents of assisted living facilities in the UK. A multi-site, two-arm cluster randomised controlled trial with 3 month follow up of falls in eighteen assisted-living facilities in the UK was conducted. Tailored 12-week strength and balance Exergame programme, supported by physiotherapists or assistants plus standard care (physio advice and leaflet) against standard care only, in older adults dwelling in assisted living facilities. The primary outcome measure was balance as assessed by the Berg Balance scale (BBS). Secondary outcomes included fear of falling, mobility, pain, falls risk, fatigue, cognition and incidence of falls. Eighteen sites were recruited and randomised to each intervention (106 participants of which 56 Exergames; 50 control). Intention-to-treat analysis revealed that balance was significantly improved at 12 wks in the Exergame group with an adjusted mean increase in BBS of 6.18 (95% CI 2.38 to 9.97) and significant improvements in secondary outcomes of fear of falling and pain. Falls rate was significantly lower in the Exergames group (incidence rate ratio 0.40, (95%CI 0.22 to 0.74, p=0.001). Exergames, as delivered in this trial, improve balance, pain and fear of falling and may be considered as a fall prevention strategy in assistive living facilities for older people.

Taiwoo Park - One of the best experts on this subject based on the ideXlab platform.

  • The Psychological Effects of Playing Exergames: A Systematic Review.
    Cyberpsychology behavior and social networking, 2017
    Co-Authors: Seungmin Lee, Taiwoo Park, Wonkyung Kim, Wei Peng
    Abstract:

    Abstract Successful Exergames should lead players not only to achieve enough level of energy expenditure but also to engage in the play itself. The aim of this study is to review studies that explored the psychological effects of playing Exergames, from the viewpoint of player engagement. Peer-reviewed journal articles in English collected via database search (Science Direct, Web of Science, ACM Digital Library) from 2011 to 2015 were considered, and 45 experimental studies were selected out of 911 studies. The results show that a variety of psychological effects of engagement including enjoyment, immersion, and flow were measured in the exergame studies. In addition, physiological variables (e.g., energy expenditure), feedback modality (e.g., auditory and tactile), and play modes (e.g., solitary or group play mode) are related to psychological effects of playing Exergames. Finally, salient methodological issues (e.g., validated measurement, sample size calculation) in the studies are identified and discu...

  • ExerSync: Facilitating interpersonal synchrony in social Exergames
    Proceedings of the 2013 conference on Computer supported cooperative work - CSCW '13, 2013
    Co-Authors: Taiwoo Park, Uichin Lee, Bupjae Lee, Haechan Lee, Sanghun Son, Seokyoung Song, Junehwa Song
    Abstract:

    Social Exergames provide immersive experiences of social interaction via online multiplayer games, ranging from simple group exercises (e.g., virtual cycling/rowing) to more structured multiplayer games (e.g., cooperative boat racing). In exergame design, interpersonal synchrony plays an important role as it enhances social rapport and prosocial behavior. In this paper, we build ExerSync platform that supports various assistive mechanisms for facilitating interpersonal synchrony even with heterogeneous exercise modalities. We consider a rhythm of body movements in repetitive aerobic exercises and explore the design space of incorporating rhythm into Exergames. We build a prototype system and comparatively evaluate the effectiveness of various assistive mechanisms. The experiment results show that rhythm significantly lowers the perceived workloads and provides better competence and engagement, but the accuracy of interpersonal synchrony is not dependent on the use of rhythm. Copyright 2013 ACM.

  • demo exerlink enabling pervasive social Exergames with heterogeneous exercise devices
    International Conference on Mobile Systems Applications and Services, 2012
    Co-Authors: Taiwoo Park, Uichin Lee, Chungkuk Yoo, Sungwon Peter Choe, Inseok Hwang, Sunghoon Ivan Lee, Youngki Lee, Hyukjae Jang, Souneil Park, Junehwa Song
    Abstract:

    We envision that diverse social exercising games, or Exergames, will emerge, featuring much richer interactivity with immersive game play experiences. Further, the recent advances of mobile devices and wireless networking will make such social engagement more pervasive - people carry portable exergame devices (e.g., jump ropes) and interact with remote users anytime, anywhere. Towards this goal, we explore the potential of using heterogeneous exercise devices as game controllers for a multi-player social exergame; e.g., playing a boat paddling game with two remote exercisers (one with a jump rope, and the other with a treadmill). In this paper, we propose a novel platform called ExerLink that converts exercise intensity to game inputs and intelligently balances intensity/delay variations for fair game play experiences. We report the design considerations and guidelines obtained from the design and development processes of game controllers. We validate the efficacy of game controllers and demonstrate the feasibility of social Exergames with heterogeneous exercise devices via extensive human subject studies.

  • transforming solitary exercises into social Exergames
    Conference on Computer Supported Cooperative Work, 2012
    Co-Authors: Taiwoo Park, Chungkuk Yoo, Sungwon Peter Choe, Byunglim Park, Junehwa Song
    Abstract:

    This paper discusses an approach for transforming solitary exercises into social Exergames. We frame our discussion by highlighting the relation between the original exercises and game interactions, and by analyzing an example exergame which is successfully transformed from its original solitary exercise. We present a user study of the exergame that evaluates the need for holistic transformation strategies from solitary exercises into social Exergames.

Abi Fisher - One of the best experts on this subject based on the ideXlab platform.

  • p19 thematic analysis of players reviews of virtual reality Exergames
    BMJ Open, 2019
    Co-Authors: Nusa Faric, Henry W W Potts, Adrian Hon, Lee Smith, Katie Newby, Andrew Steptoe, Abi Fisher
    Abstract:

    Background Physical activity is associated with a variety of physical and psychosocial health benefits, but levels of moderate-to-vigorous intensity physical activity remain low worldwide. The application of virtual reality (VR) gaming systems involving movement (VR Exergames) to promote physical activity is a promising avenue for engaging people in more physical activity. The aim of this study was to synthesise public reviews of popular VR Exergames to identify common features that players like or disliked in order to inform future VR exergame design. Methods We conducted a thematic analysis of 465 reviews of the 31 most popular Exergames sold in the top three VR marketplaces, Steam, Viveport and Oculus. We identified the most common themes using thematic analysis. Results The reviews were mixed, reporting a great variety of expectations, preferences and gaming experiences. Players preferred games that were highly realistic (e.g. closely simulate real-world sport), intuitive (in terms of the body movement and controls), and games that provided step-by-step increases in skill acquisition. Music was reported as greatly enhancing the experience. Favoured were social aspects with multiplayer options for company with friends or help from experienced players. Reviewers consistently reported that they felt VR exergaming was providing a high level of exertion equivalent to real world exercise, and the immersion/enjoyment was a welcome distraction from the exertion. There were three themes in negative reviews: the first was around bugs that rendered games frustrating. The quality of graphics had a particularly strong impact on perceived enjoyment. Reviewers disliked when games had overly complex controls and display functions that evoke motion sickness. Conclusions VR Exergames prove a stimulating way to engage in physical activity and a way to distract from negative perceptions of performing exercise. Future research calls for designing games that will stimulate the players in a realistic, intuitive, gradual step-wise way while meeting players’ needs.

Jie-chi Yang - One of the best experts on this subject based on the ideXlab platform.

  • an investigation of the Exergames experience with flow state enjoyment and physical fitness
    International Conference on Advanced Learning Technologies, 2012
    Co-Authors: Yu-ching Lai, Shih-ting Wang, Jie-chi Yang
    Abstract:

    Exergames enable players to interact with games through body movement. With various positive effects of exergaming such as physical, psychosocial and cognitive benefits, Exergames are regarded as a desirable tool for promoting physical education. However, there is little research about exergaming experience with flow state, enjoyment, and physical fitness. In this study, The Exergames Flow State Questionnaire (EFSQ) and the Physical Fitness Self-assessment Questionnaire (PFSAQ) were designed and developed with good reliability (£\=0.97; £\=0.92). The results of correlation analysis show that more frequent play of Exergames and longer use of the exergame consoles may increase the incidence of flow state and enjoyment. Additionally, the frequency of playing Exergames is significantly correlated to PFSAQ, indicating that more often the users play the Exergames, the more sense of health physical fitness they will have. The findings of this investigation could be used in physical education planning. Meanwhile, EFSQ and PFSAQ can be used as alternative tools to measure flow state and physical fitness.

  • ICALT - An Investigation of the Exergames Experience with Flow State, Enjoyment, and Physical Fitness
    2012 IEEE 12th International Conference on Advanced Learning Technologies, 2012
    Co-Authors: Yu-ching Lai, Shih-ting Wang, Jie-chi Yang
    Abstract:

    Exergames enable players to interact with games through body movement. With various positive effects of exergaming such as physical, psychosocial and cognitive benefits, Exergames are regarded as a desirable tool for promoting physical education. However, there is little research about exergaming experience with flow state, enjoyment, and physical fitness. In this study, The Exergames Flow State Questionnaire (EFSQ) and the Physical Fitness Self-assessment Questionnaire (PFSAQ) were designed and developed with good reliability (£\=0.97; £\=0.92). The results of correlation analysis show that more frequent play of Exergames and longer use of the exergame consoles may increase the incidence of flow state and enjoyment. Additionally, the frequency of playing Exergames is significantly correlated to PFSAQ, indicating that more often the users play the Exergames, the more sense of health physical fitness they will have. The findings of this investigation could be used in physical education planning. Meanwhile, EFSQ and PFSAQ can be used as alternative tools to measure flow state and physical fitness.