AHA 2017 Abstracts

Full Papers
Paper Nr: 1

Heart Rate Variability in Exergaming - Feasibility and Benefits of Physiological Adaptation for Cardiorespiratory Training in Older Adults by Means of Smartwatches


J. E. Muñoz, E. R. Gouveia, M. S. Cameirão and S. Bermúdez i Badia Badia

Abstract: Exergames are videogames that use physical movement to mediate player’s interactions with digital contents. Multiple adaptation mechanisms have been used to enhance the effectiveness of employing Exergames to promote physical exercise. One of the most interesting strategies utilizes physiological signals to infer the status of player’s cardiorespiratory responses and create real-time game adaptations. This strategy is called biocybernetic-adaptation and despite its promising potential, quantitative studies identifying measurable benefits are scarce. We developed a between-subjects study measuring the autonomic-cardiac regulation differences between conventional cardiorespiratory training methods and a physiologically modulated Exergame in a group of fifteen older adults. We used heart rate (HR) data measured through smartwatches and a floor-projection setup to encourage players to exert in targeted HR zones. We presented the analysis of the time users spent in the target zone and the Heart-Rate-Variability (HRV) in time and frequency domains during training sessions of 20 minutes length. Two time-domain (SDNN and RMSSD) and one frequency-domain (VLF) HRV parameters showed significant differences, revealing lower HRV values in the physiologically adaptive condition when compared with conventional training. Our data suggests that smartwatch technology can be accurate enough to assess HRV changes, and that a HR based physiologically adaptive Exergame induces less HRV.

Paper Nr: 3

User Centered Design of an Augmented Reality Gaming Platform for Active Aging in Elderly Institutions


Hugo Simão and Alexandre Bernardino

Abstract: In this article, we describe the design and development of a gaming platform with augmented reality components whose purpose is to fight sedentary lifestyle by promoting active aging in elderly institutions. The augmented reality components project games on the floor where the users can interact by moving sideways or sitting and playing with the arms. In this work, we target the design of a complete platform that can be easily transported, configured and deployed in elderly institutions to promote exercise. The concepts were developed using a user-centered methodology. End-users were motivated to participate in a study where social, economic and pathological conditions were analysed. The acceptance of the concept, the expectations generated, and the concerns raised, were assessed through questionnaires formulated both to the elderly users and to the professionals of the care institutions. Our results show that the elderly can be stimulated to practice physical exercise with the addition of fun and social interaction.

Short Papers
Paper Nr: 2

Portuguese Tradition Inspired Exergames for Older People - Strategic Tools to Promote Functional Fitness


A. Gonçalves, J. Muñoz, E. Gouveia, M. S. Cameirão and S. Bermudez i Badia

Abstract: Populations are becoming older in developed countries with the low birth rates and increased life expectancy of people. At the same time, sedentary lifestyles are having consequences on people’s life, being the 4th mortality factor worldwide. Exergames, exercise video games, have been under research as an application of technology that can help older adults to keep independently physically active. In this paper, we summarize a set of four exergames for older people that are to be deployed in an elderly gymnasium. These games where developed after an extensive user-centred design process aimed at encapsulating our target players preferences and motivations.

Paper Nr: 4

A Kinect-based Monitoring System for Stroke Rehabilitation


Min Hun Lee, Daniel Siewiorek, Asim Smailagic, Alexandre Bernardino and Sergi Bermúdez I Badia

Abstract: Therapists monitor and evaluate stroke patient’s motor abilities with clinical tests to individualize clinical interventions. After a clinical session, a therapist designs task-oriented exercises for a patient and requests self-reporting of patient’s adherence on exercise regimen. However, outpatients, who cannot receive feedback, often show low adherence [1], leading to sparse self-reports. It is difficult for therapists to follow patient’s progress. To address this challenge, this paper describes a Kinect-based monitoring system that evaluates performance and provides real-time feedback for four stroke rehabilitation exercises. Our preliminary study showed that this monitoring system can accurately monitor in-home stroke rehabilitation exercises.