Physical activities gamification with smart board
Resumo
Physical activities are important for a healthy and balanced life. There are many physical exercises designed to stimulate different aspects of the body, such as the cardiovascular system or each of the muscle tissues. However, there is a certain resistance to their routine performance due to their monotonous and repetitive nature. In order to overcome this barrier present in various tasks, one can resort to gamification, which uses typical elements of games, especially digital ones, to make any activities more interesting. Concepts of gamification have been used in the context of physical exercise to try to stimulate the performance of physical activity among adults, and to contribute to the maintenance of an active life among users. This was done through a gamified software made on the Unity platform to be used on the Huawei IdeaHub smartboard that runs on Windows operating system and has a camera. The software has a menu with statistics, achievements and exercises with description of the activity. The user performs exercises provided by the software, viewing information about the activity and with the camera of the IdeaHub, capturing the movements to count the exercises.
Palavras-chave:
gamification, smart screen, physical activities
Referências
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Camillo Lugaresi, Jiuqiang Tang, Hadon Nash, Chris Mcclanahan, Esha Uboweja, Michael Hays, Fan Zhang, Chuo-Ling Chang, Ming Yong, Juhyun Lee, Wan-Teh Chang, Wei Hua, Manfred Georg, Matthias Grundmann, and Google Research. 2019. MediaPipe: A Framework for Building Perception Pipelines.
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Fabio José Antonio da Silva, Daiane de Oliveira Campos da Veiga, Tiago de Melo Silva, Itaécio Felipe Silva, and Michel da Costa. 2022. Doenças crônicas não transmissíveis como um problema de saúde pública: uma revisão sistemática. Conjecturas 22 (11 2022), 864–873. https://doi.org/10.53660/conj-2040-mp37b
Emmanuel Stamatakis, Joanne Gale, Adrian Bauman, Ulf Ekelund, Mark Hamer, and Ding Ding. 2019. Sitting time, physical activity, and risk of mortality in adults. Journal of the American College of Cardiology 73, 16 (2019), 2062–2072.
Orlando Woods. 2022a. The Affective Embeddings of Gacha games: Aesthetic Assemblages and the Mediated Expression of the Self. New Media & Society 0 (01 2022a), 146144482110677. https://doi.org/10.1177/14614448211067756
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Oren Zuckerman and Ayelet Gal-Oz. 2014. Deconstructing gamification: evaluating the effectiveness of continuous measurement, virtual rewards, and social comparison for promoting physical activity. Personal and ubiquitous computing 18, 7 (2014), 1705–1719.
Grant Allen and Michael Owens. 2010. The definitive guide to SQLite : [take control of this compact and powerful tool to embed sophisticated SQL databases within your applications]/ Grant Allen; Michael Owens. New York, Ny Apress.
Isabela Bianchi, Alexandre Lazaretti Zanatta, and Rafael Rieder. 2020. Augmented reality in medical teaching-learning process content: A systematic review. In 2020 22nd Symposium on Virtual and Augmented Reality (SVR). IEEE, 129–133.
Chris Dibona, Sam Ockman, and Mark Stone. 1999. Open sources : voices from the open source revolution. O’reilly.
IKEP. 2022. BlazePoseBarracuda. https://github.com/creativeIKEP/BlazePoseBarracuda
Jonna Koivisto and Juho Hamari. 2019. Gamification of physical activity: A systematic literature review of comparison studies. In 3rd International GamiFIN Conference, GamiFIN 2019. CEUR-WS.
Camillo Lugaresi, Jiuqiang Tang, Hadon Nash, Chris Mcclanahan, Esha Uboweja, Michael Hays, Fan Zhang, Chuo-Ling Chang, Ming Yong, Juhyun Lee, Wan-Teh Chang, Wei Hua, Manfred Georg, Matthias Grundmann, and Google Research. 2019. MediaPipe: A Framework for Building Perception Pipelines.
Andrzej Marczewski. 2013. Gamification : a simple introduction & a bit more. Andrzej Marczewski.
Elba Neri Moreira de Miranda and Paulo Vinicius Tosin da Silva. 2021. Implicações do sistema límbico na aprendizagem em uma perspectiva neuropsicomotora. Criar Educação 10 (06 2021), 161. https://doi.org/10.18616/ce.v10i1.4274
World Health Organization. 2022. World health statistics 2022: monitoring health for the SDGs, sustainable development goals. https://www.who.int/publications/i/item/9789240051157
Amanda L Rebar and Adrian Taylor. 2017. Physical activity and mental health; it is more than just a prescription. Mental Health and Physical Activity 13 (2017), 77–82.
Fabio José Antonio da Silva, Daiane de Oliveira Campos da Veiga, Tiago de Melo Silva, Itaécio Felipe Silva, and Michel da Costa. 2022. Doenças crônicas não transmissíveis como um problema de saúde pública: uma revisão sistemática. Conjecturas 22 (11 2022), 864–873. https://doi.org/10.53660/conj-2040-mp37b
Emmanuel Stamatakis, Joanne Gale, Adrian Bauman, Ulf Ekelund, Mark Hamer, and Ding Ding. 2019. Sitting time, physical activity, and risk of mortality in adults. Journal of the American College of Cardiology 73, 16 (2019), 2062–2072.
Orlando Woods. 2022a. The Affective Embeddings of Gacha games: Aesthetic Assemblages and the Mediated Expression of the Self. New Media & Society 0 (01 2022a), 146144482110677. https://doi.org/10.1177/14614448211067756
Orlando Woods. 2022b. The Economy of Time, the Rationalisation of Resources: Discipline, Desire and Deferred Value in the Playing of Gacha Games. Games and Culture 17 (03 2022b), 931–1092. https://doi.org/10.1177/15554120221077728
Oren Zuckerman and Ayelet Gal-Oz. 2014. Deconstructing gamification: evaluating the effectiveness of continuous measurement, virtual rewards, and social comparison for promoting physical activity. Personal and ubiquitous computing 18, 7 (2014), 1705–1719.
Publicado
06/11/2023
Como Citar
FEITOSA, Juliana da Costa; CONRADO, Rafael Ragozoni.
Physical activities gamification with smart board. In: SIMPÓSIO DE REALIDADE VIRTUAL E AUMENTADA (SVR), 25. , 2023, Rio Grande/RS.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2023
.
p. 48–55.