Application of Invisible Playground Theory to Assistive Technology Design for Motivating Exercise Within Activities of Daily Living

Research output: Chapter in Book/Report/Conference proceedingConference contribution

Abstract

Regular exercise promotes safe mobility for people affected by stroke, multiple sclerosis, and other disability related health conditions. It is also important for the prevention of falls among older people. Recent research investigates the use of indoor technology such as virtual reality (VR) and games to support and motivate regular exercise. Other research considers the use of mobile and wearable technology to track and promote exercise within the home and outdoors. In this paper we propose an approach that uses ideas from both contexts to develop a more persistent connected health system for encouraging more enduring exercise associated behaviour change. We utilise gameful design principles and play research to blend home-based VR and Serious Games with wearable, mobile tracking and reminder system approaches that are integrated into activities of daily living. In particular, we utilise ideas about the Invisible Playground from play theory to frame our interactive multi-modal exercise system. Our hypothesis is that by establishing a gamified, information rich feedback loop between structured system based exercise indoors and tracked activities of daily living outdoors, that motivation to exercise regularly may be improved. In this paper we summarise key relevant literature, discuss the Invisible Playground, and present the system architecture, APPRAISER, which will be used for the system development.
LanguageEnglish
Title of host publicationUnknown Host Publication
Number of pages4
Publication statusE-pub ahead of print - 20 Sep 2016
Event11th International Conference on Disability, Virtual Reality & Associated Technologies - Los Angeles, California, USA ∼ September 20-22, 2016
Duration: 20 Sep 2016 → …

Conference

Conference11th International Conference on Disability, Virtual Reality & Associated Technologies
Period20/09/16 → …

Fingerprint

Virtual reality
Health
Feedback
Serious games
Wearable technology

Keywords

  • Motivation
  • exercise
  • disability
  • games
  • virtual reality
  • invisible playground
  • activities of daily living.

Cite this

@inproceedings{53a6d7306b0540beba7c8feff64e88d1,
title = "Application of Invisible Playground Theory to Assistive Technology Design for Motivating Exercise Within Activities of Daily Living",
abstract = "Regular exercise promotes safe mobility for people affected by stroke, multiple sclerosis, and other disability related health conditions. It is also important for the prevention of falls among older people. Recent research investigates the use of indoor technology such as virtual reality (VR) and games to support and motivate regular exercise. Other research considers the use of mobile and wearable technology to track and promote exercise within the home and outdoors. In this paper we propose an approach that uses ideas from both contexts to develop a more persistent connected health system for encouraging more enduring exercise associated behaviour change. We utilise gameful design principles and play research to blend home-based VR and Serious Games with wearable, mobile tracking and reminder system approaches that are integrated into activities of daily living. In particular, we utilise ideas about the Invisible Playground from play theory to frame our interactive multi-modal exercise system. Our hypothesis is that by establishing a gamified, information rich feedback loop between structured system based exercise indoors and tracked activities of daily living outdoors, that motivation to exercise regularly may be improved. In this paper we summarise key relevant literature, discuss the Invisible Playground, and present the system architecture, APPRAISER, which will be used for the system development.",
keywords = "Motivation, exercise, disability, games, virtual reality, invisible playground, activities of daily living.",
author = "Geoffrey Chaponneau and Dominic Holmes and DK Charles and S McClean and PJ Morrow and SM McDonough",
note = "Reference text: Batchelor, F. A., Hill, K. D., MacKintosh, S. F., Said, C. M., & Whitehead, C. H. (2012). Effects of a multifactorial falls prevention program for people with stroke returning home after rehabilitation: A randomized controlled trial. Archives of Physical Medicine and Rehabilitation, 93(9), 1648–1655. Bateni, H. (2012). Changes in balance in older adults based on use of physical therapy vs the Wii Fit gaming system: A preliminary study. Physiotherapy (United Kingdom), 98(3), 211–216. Brunnberg, L., Juhlin, O., & Gustafsson, A. (2009). Games for passengers: accounting for motion in location-based applications. Proceedings of the 4th International Conference on Foundations of Digital Games, 12, 26–33. http://doi.org/10.1145/1536513.1536528 Burke, J. W., McNeill, M. D. J., Charles, D. K., Morrow, P. J., Crosbie, J. H., & McDonough, S. M. (2009). Optimising engagement for stroke rehabilitation using serious games. The Visual Computer, 25(12), 1085–1099. http://doi.org/10.1007/s00371-009-0387-4 Chan, M., Campo, E., Est{\`e}ve, D., & Fourniols, J. Y. (2009). Smart homes - Current features and future perspectives. Maturitas, 64(2), 90–97. http://doi.org/10.1016/j.maturitas.2009.07.014 Chao, Y. Y., Scherer, Y. K., Wu, Y. W., Lucke, K. T., & Montgomery, C. A. (2013). The feasibility of an intervention combining self-efficacy theory and Wii Fit exergames in assisted living residents: A pilot study. Geriatric Nursing, 34(5), 377–382. http://doi.org/10.1016/j.gerinurse.2013.05.006 Charles, D., & McAlister, M. (2004). Entertainment Computing -- ICEC 2004: Third International Conference, Eindhoven, The Netherlands, September 1-3, 2004. Proceedings. In M. Rauterberg (Ed.), (pp. 598–601). Berlin, Heidelberg: Springer Berlin Heidelberg. http://doi.org/10.1007/978-3-540-28643-1_79 Gawler, S., & Hanna, S. (2011). Otago Strength & Balance - Home Exercise Programme. Later Life Training, Later Life, 46. Holmes, D., Charles, D., Morrow, P., McClean, S., & McDonough, S. (2015). Rehabilitation Game Model for Personalised Exercise. In 2015 International Conference on Interactive Technologies and Games (pp. 41–48). IEEE. http://doi.org/10.1109/iTAG.2015.11 Huizinga, J. (1971). Homo Ludens: A Study of the Play-Element in Culture. European Early Childhood Education Research Journal (1st Editio, Vol. 19). Beacon Press; 1st edition (June 1, 1971). Leonardi, C., Mennecozzi, C., Not, E., Pianesi, F., Zancanaro, M., Gennai, F., & Cristoforetti, A. (2009). Knocking on Elders’ Door: Investigating the Functional and Emotional Geography of Their Domestic Space. In Proceedings of the … (pp. 1703–1712). ACM. http://doi.org/10.1145/1518701.1518963 Salen, K., & Zimmerman, E. (2005). The Game Design Reader: A Rules of Play Anthology. Review Literature And Arts Of The Americas. Retrieved from http://www.amazon.com/dp/0262195364 Uzor, S., & Baillie, L. (2014). Investigating the long-term use of exergames in the home with elderly fallers. In Proceedings of the 32nd annual ACM conference on Human factors in computing systems - CHI ’14 (pp. 2813–2822). New York, New York, USA: ACM Press. http://doi.org/10.1145/2556288.2557160",
year = "2016",
month = "9",
day = "20",
language = "English",
booktitle = "Unknown Host Publication",

}

Chaponneau, G, Holmes, D, Charles, DK, McClean, S, Morrow, PJ & McDonough, SM 2016, Application of Invisible Playground Theory to Assistive Technology Design for Motivating Exercise Within Activities of Daily Living. in Unknown Host Publication. 11th International Conference on Disability, Virtual Reality & Associated Technologies, 20/09/16.

Application of Invisible Playground Theory to Assistive Technology Design for Motivating Exercise Within Activities of Daily Living. / Chaponneau, Geoffrey; Holmes, Dominic; Charles, DK; McClean, S; Morrow, PJ; McDonough, SM.

Unknown Host Publication. 2016.

Research output: Chapter in Book/Report/Conference proceedingConference contribution

TY - GEN

T1 - Application of Invisible Playground Theory to Assistive Technology Design for Motivating Exercise Within Activities of Daily Living

AU - Chaponneau, Geoffrey

AU - Holmes, Dominic

AU - Charles, DK

AU - McClean, S

AU - Morrow, PJ

AU - McDonough, SM

N1 - Reference text: Batchelor, F. A., Hill, K. D., MacKintosh, S. F., Said, C. M., & Whitehead, C. H. (2012). Effects of a multifactorial falls prevention program for people with stroke returning home after rehabilitation: A randomized controlled trial. Archives of Physical Medicine and Rehabilitation, 93(9), 1648–1655. Bateni, H. (2012). Changes in balance in older adults based on use of physical therapy vs the Wii Fit gaming system: A preliminary study. Physiotherapy (United Kingdom), 98(3), 211–216. Brunnberg, L., Juhlin, O., & Gustafsson, A. (2009). Games for passengers: accounting for motion in location-based applications. Proceedings of the 4th International Conference on Foundations of Digital Games, 12, 26–33. http://doi.org/10.1145/1536513.1536528 Burke, J. W., McNeill, M. D. J., Charles, D. K., Morrow, P. J., Crosbie, J. H., & McDonough, S. M. (2009). Optimising engagement for stroke rehabilitation using serious games. The Visual Computer, 25(12), 1085–1099. http://doi.org/10.1007/s00371-009-0387-4 Chan, M., Campo, E., Estève, D., & Fourniols, J. Y. (2009). Smart homes - Current features and future perspectives. Maturitas, 64(2), 90–97. http://doi.org/10.1016/j.maturitas.2009.07.014 Chao, Y. Y., Scherer, Y. K., Wu, Y. W., Lucke, K. T., & Montgomery, C. A. (2013). The feasibility of an intervention combining self-efficacy theory and Wii Fit exergames in assisted living residents: A pilot study. Geriatric Nursing, 34(5), 377–382. http://doi.org/10.1016/j.gerinurse.2013.05.006 Charles, D., & McAlister, M. (2004). Entertainment Computing -- ICEC 2004: Third International Conference, Eindhoven, The Netherlands, September 1-3, 2004. Proceedings. In M. Rauterberg (Ed.), (pp. 598–601). Berlin, Heidelberg: Springer Berlin Heidelberg. http://doi.org/10.1007/978-3-540-28643-1_79 Gawler, S., & Hanna, S. (2011). Otago Strength & Balance - Home Exercise Programme. Later Life Training, Later Life, 46. Holmes, D., Charles, D., Morrow, P., McClean, S., & McDonough, S. (2015). Rehabilitation Game Model for Personalised Exercise. In 2015 International Conference on Interactive Technologies and Games (pp. 41–48). IEEE. http://doi.org/10.1109/iTAG.2015.11 Huizinga, J. (1971). Homo Ludens: A Study of the Play-Element in Culture. European Early Childhood Education Research Journal (1st Editio, Vol. 19). Beacon Press; 1st edition (June 1, 1971). Leonardi, C., Mennecozzi, C., Not, E., Pianesi, F., Zancanaro, M., Gennai, F., & Cristoforetti, A. (2009). Knocking on Elders’ Door: Investigating the Functional and Emotional Geography of Their Domestic Space. In Proceedings of the … (pp. 1703–1712). ACM. http://doi.org/10.1145/1518701.1518963 Salen, K., & Zimmerman, E. (2005). The Game Design Reader: A Rules of Play Anthology. Review Literature And Arts Of The Americas. Retrieved from http://www.amazon.com/dp/0262195364 Uzor, S., & Baillie, L. (2014). Investigating the long-term use of exergames in the home with elderly fallers. In Proceedings of the 32nd annual ACM conference on Human factors in computing systems - CHI ’14 (pp. 2813–2822). New York, New York, USA: ACM Press. http://doi.org/10.1145/2556288.2557160

PY - 2016/9/20

Y1 - 2016/9/20

N2 - Regular exercise promotes safe mobility for people affected by stroke, multiple sclerosis, and other disability related health conditions. It is also important for the prevention of falls among older people. Recent research investigates the use of indoor technology such as virtual reality (VR) and games to support and motivate regular exercise. Other research considers the use of mobile and wearable technology to track and promote exercise within the home and outdoors. In this paper we propose an approach that uses ideas from both contexts to develop a more persistent connected health system for encouraging more enduring exercise associated behaviour change. We utilise gameful design principles and play research to blend home-based VR and Serious Games with wearable, mobile tracking and reminder system approaches that are integrated into activities of daily living. In particular, we utilise ideas about the Invisible Playground from play theory to frame our interactive multi-modal exercise system. Our hypothesis is that by establishing a gamified, information rich feedback loop between structured system based exercise indoors and tracked activities of daily living outdoors, that motivation to exercise regularly may be improved. In this paper we summarise key relevant literature, discuss the Invisible Playground, and present the system architecture, APPRAISER, which will be used for the system development.

AB - Regular exercise promotes safe mobility for people affected by stroke, multiple sclerosis, and other disability related health conditions. It is also important for the prevention of falls among older people. Recent research investigates the use of indoor technology such as virtual reality (VR) and games to support and motivate regular exercise. Other research considers the use of mobile and wearable technology to track and promote exercise within the home and outdoors. In this paper we propose an approach that uses ideas from both contexts to develop a more persistent connected health system for encouraging more enduring exercise associated behaviour change. We utilise gameful design principles and play research to blend home-based VR and Serious Games with wearable, mobile tracking and reminder system approaches that are integrated into activities of daily living. In particular, we utilise ideas about the Invisible Playground from play theory to frame our interactive multi-modal exercise system. Our hypothesis is that by establishing a gamified, information rich feedback loop between structured system based exercise indoors and tracked activities of daily living outdoors, that motivation to exercise regularly may be improved. In this paper we summarise key relevant literature, discuss the Invisible Playground, and present the system architecture, APPRAISER, which will be used for the system development.

KW - Motivation

KW - exercise

KW - disability

KW - games

KW - virtual reality

KW - invisible playground

KW - activities of daily living.

M3 - Conference contribution

BT - Unknown Host Publication

ER -