Augmented Reality for Exercises for Elderly People
Zhu, Kun (2020)
Zhu, Kun
2020
Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:amk-2020120626383
https://urn.fi/URN:NBN:fi:amk-2020120626383
Tiivistelmä
Augmented Reality (AR) physical training may have advantages over regular exercise training among elderly people. So exercise with AR tools can help to decrease the chance of falling and increase personal health. However, not a lot of actual products have been developed with this technology, they are mostly research-based. Therefore, this project aims to motivate elderly people to exercise more regularly by using AR technology and monitoring exercise quality. The project consisted of 3 members, thus please refer to Appendix 6 for workload distribution.
Using a Kinect V2, videos of participants performing physical exercises can be recorded. This data is then used to create algorithms to detect the same correct movements. These algorithms can be implemented in a game with Unity 3D.
The game has been designed and developed intuitively. The game is designed to use the human body as a controller, no handheld or physical buttons needed. Big images and texts are used, with a special focus on the picking of colours with high contrast. Furthermore, to enhance the motivational part, the game centres around travelling the world and showing the user different popular places.
The results show the importance of using AR as a technology for stimulating elderly people to exercise regularly. Besides, this project shows the possibility to monitor elderly people while exercising without the need of a physiotherapist attending. Lastly, good design and intuitiveness are key factors when developing a game for this target group.
Using a Kinect V2, videos of participants performing physical exercises can be recorded. This data is then used to create algorithms to detect the same correct movements. These algorithms can be implemented in a game with Unity 3D.
The game has been designed and developed intuitively. The game is designed to use the human body as a controller, no handheld or physical buttons needed. Big images and texts are used, with a special focus on the picking of colours with high contrast. Furthermore, to enhance the motivational part, the game centres around travelling the world and showing the user different popular places.
The results show the importance of using AR as a technology for stimulating elderly people to exercise regularly. Besides, this project shows the possibility to monitor elderly people while exercising without the need of a physiotherapist attending. Lastly, good design and intuitiveness are key factors when developing a game for this target group.