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Personalized Tracking of Physical Activity in Children Using a Wearable Heart Rate Monitor

机译:使用可穿戴心率监测器的儿童身体活动的个性化跟踪

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摘要

Serious games are video games that are intended to support learning while entertaining. They are considered valuable tools to improve user-specific skills or facilitate educational or therapeutic processes, especially in children. One of the disadvantages of computer games, in general, is their promotion of sedentary habits, considered as a significant risk factor for developing diseases such as obesity and hypertension. Exergames are serious games created to overcome the disadvantages of traditional computer games by promoting physical activity while playing. This study describes the development and evaluation of an adaptive component to monitor physical activity in children while using an exergame. The system is based on wearable technology to measure heart rate and perform real-time customizations in the exergame. To evaluate the adaptive component, an experiment was conducted with 30 children between 5 and 7 years of age, where the adaptive system was contrasted with a conventional interactive system (an exergame without adaptive component). It was demonstrated that the computer game, using the adaptive component, was able to change in real-time some of its functionalities based on the user characteristics. Increased levels of heart rate and caloric expenditure were significant in some of the game scenarios using the adaptive component. Although a formal user experience evaluation was not performed, excellent game playability and adherence by users were observed.
机译:严肃的游戏是视频游戏,旨在在娱乐时支持学习。它们被认为是有价值的工具,以改善用户特定的技能或促进教育或治疗过程,特别是在儿童中。一般而言,计算机游戏的缺点是他们促进久坐习惯,被认为是发育肥胖和高血压等疾病的重要风险因素。 Exergames是创造的严肃游戏,以克服传统电脑游戏的缺点来通过在玩耍时促进身体活动。本研究描述了在使用Exergame的同时监测儿童身体活动的适应性组分的开发和评估。该系统基于可穿戴技术来测量心率并在Exergame中执行实时自定义。为了评估自适应组分,在5至7岁以下的30名儿童进行实验,其中自适应系统与传统的交互式系统形成鲜明对比(没有自适应组分的Exergame)。据证明,使用自适应组件的计算机游戏能够基于用户特征实时改变其一些功能。使用自适应组件的一些游戏情景,心率和热量支出的程度增加了很大。虽然未执行正式的用户体验评估,但观察了优异的游戏可玩性和用户遵守。

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