Personalized Tracking of Physical Activity in Children Using a Wearable Heart Rate Monitor
Bibliographic Data
| ID | 15515488 |
|---|---|
| Authors | Santiago A Pérez (University of Cauca), Ana M Díaz (0000-0002-5287-0644, University of Cauca), Diego M López (0000-0001-9425-4375, University of Cauca, corresponding author) |
| Year | 2020 |
| Volume | 17 |
| Issue | 16 |
| Pages | 5895-5895 |
| Publication date | 2020-08-14 |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | International Journal of Environmental Research and Public Health (JOURNAL) |
| Journal identifiers | ISSN: 1661-7827 • E-ISSN: 1660-4601 |
| Publisher | Multidisciplinary Digital Publishing Institute (PUBLISHER • CH) |
| DOI | 10.3390/ijerph17165895 |
| PMID | 32823813 |
| OpenAlex | W3048426965 |
| Language | EN |
| Citations received | 1 |
| References cited | 19 |
Serious games are video games that are intended to support learning while entertaining. They are considered valuable tools to improve user-specific skills or facilitate educational or therapeutic processes, especially in children. One of the disadvantages of computer games, in general, is their promotion of sedentary habits, considered as a significant risk factor for developing diseases such as obesity and hypertension. Exergames are serious games created to overcome the disadvantages of traditional computer games by promoting physical activity while playing. This study describes the development and evaluation of an adaptive component to monitor physical activity in children while using an exergame. The system is based on wearable technology to measure heart rate and perform real-time customizations in the exergame. To evaluate the adaptive component, an experiment was conducted with 30 children between 5 and 7 years of age, where the adaptive system was contrasted with a conventional interactive system (an exergame without adaptive component). It was demonstrated that the computer game, using the adaptive component, was able to change in real-time some of its functionalities based on the user characteristics. Increased levels of heart rate and caloric expenditure were significant in some of the game scenarios using the adaptive component. Although a formal user experience evaluation was not performed, excellent game playability and adherence by users were observed
Component (thermodynamics · Computer game · Embedded system · Eye tracking · Heart rate · Heart rate monitor · Human–computer interaction · Multimedia · Physical activity · Physical medicine and rehabilitation · Promotion (chess · Wearable computer · Wearable technology · Computer Science · Context-Aware Activity Recognition Systems · Medicine · Mobile Health and mHealth Applications · Physical Activity and Health · Artificial Intelligence
| Citations per year | 0.33 |
|---|---|
| Citation span | 2023 - 2023 (1) |
| Highly cited | No |