Exergame or active video game is an emerging technology that incorporates entertainment and lower and/or upper body movement (e.g. walking, jogging and other low impact aerobic exercises) and differs from traditional videogames, which are typically played from a seated position. It is believed that exergame intervention may be an approach to promote regular physical activity.
This project is an initial step towards building the next generation of exergames for the elderly. Traditionally, players have to perform some form of physical exercise in order to play and win the game, which has surprisingly been reported as unattractive. We would like to explore the concept of asynchronous exergaming. With this approach, physical exercise and gameplay don’t have to happen at the same time. Instead, seniors can workout at their own pace in their own time, and we asynchronously link this activity to the game. This can make a significant difference in increasing the motivation towards physical exercise and active aging.
The aim of this research project is to aid and assist elderly people live alone, especially those with cognitive impairments or general age-related cognitive decline.
In some cases, elderly people are non-verbal or unable to express or perceive emotions. Elderly people are more susceptible to mental health issues like depression for various reasons such as loss of their socio-economic status or suddenly having to be dependent on others.
Virtual Reality (VR) and Augmented Reality (AR) offer new possibilities in the development of novel tools for mental healthcare. Given that emotions play a central role in many mental disorders, it is necessary to build VR/AR systems that can understand emotional behaviours. Therefore, the main objective of this research project is to understand how to build VR/AR systems capable of adapting automatically to the emotional states of users. For example, to build games that regulate emotional states of people.
Very recently, Virtual Reality became a consumer-friendly technology that more and more people are using to consume content. Never the less, the more people adopt this technology, the more we realize there is a concerning danger of people suffering accidents. From the unexpected loss of balance to virtual reality sickness, these are serious issues that must be solved if we want this technology to reach more and more consumers.
For people of all ages, the experience of being hospitalized provokes anxiety and stress. In addition to the symptoms that take an individual to the hospital, it is very common that adverse effects are caused by psychological distress. Being sensitive and emotionally instable, the patient may feel the hospital stay as a traumatic event. Elderly are particularly vulnerable and have their cognitive abilities declined after a hospital stay. This project will explore gamification to improve mental and emotional wellbeing of hospitalized elderly patients.