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

  title={User Centered Design of an Augmented Reality Gaming Platform for Active Aging in Elderly Institutions},
  author={Hugo Sim{\~a}o and Alexandre Bernardino},
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… 
Establishing design principles for augmented reality for older adults
A number of AR issues were identified and categorised in terms of User, Device, Augmentation, Real Content, Interaction and Physical World, based on the pre-established AR architecture, to help AR designers to explore quality design alternatives, which could potentially benefit older adults.
Use of Augmented Reality by Older Adults
The usability and user experience (UX) of AR applications among older adults are discussed and the heuristics that have been suggested for AR applications and how they can be applied to older adult populations are explained.
Design and Evaluation of a Fall Prevention Multiplayer Game for Senior Care Centres
The design and evaluation of a multi-player fall prevention game platform, FallSensing Games, to be used in senior care centers and showed that the game was easy to follow, that seniors performed exercises correctly, and that thegame integrated well with the activities of the senior care center.
Exergames and their benefits in the perception of the Quality of Life and Socialization on institutionalized older adults
This study shows significant improvements under World Health Quality of Life Scale in domains like Social Relations and also in Friends Satisfaction domain of the Satisfaction with Social Support Scale.
Augmented Human Assistance (AHA)
The primary goal of the “AHA: Augmented Human Assistance” project is to develop novel assistive technologies to promote exercise among the elderly and patients of motor disabilities through the combination of assistive robotics and human-computer interaction.
Usability evaluation of an integrative exergaming system for the senior population
The efforts towards evaluating the usability of an integrative system for exergames targeting the senior population revealed a high level of satisfaction and provided a list of improvements for future development iterations.
Augmented reality action assistance and learning for cognitively impaired people: a systematic literature review
A systematic literature review covering 52 publications of augmented reality research is provided, which describes the often rather technical publications on an abstract level and quantitatively assess their usage purpose, the targeted age group and the type of AR device used.
Experiments with Vizzy as a Coach for Elderly Exercise
Evaluated Vizzy's application as an exercise coach according to user’s perceived robot aesthetics, trust, confidence, and enjoyment, and the proposed robotic platform skills, interfaces, and interaction modes are described.
Effects of prolonged multidimensional fitness training with exergames on the physical exertion levels of older adults
It is shown that a set of custom-made exergames can be successfully used by trainers to set up personalized training sessions and can be used in combination with regular exercise for sustained long-term training, exposing differences between the two training regimes in terms of efficiency, elicited PA, and perceived effort.
Robotic Versus Human Coaches for Active Aging: An Automated Social Presence Perspective
This empirical study compares elderly people’s social perception of human versus robotic coaches in the context of an active and healthy aging program and recommends that socially assistive robots take complementary roles and assist human caregivers in improving elderly people's physical and psychosocial well-being.


Using Virtual Reality for Cognitive Training of the Elderly
This work presents a perspective viewpoint on the use of virtual reality (VR) tools for cognitive rehabilitation training, intended to assist medical personnel, health care workers, and other caregivers in improving the quality of daily life activities of people with MCI and AD.
Exercise Games for Elderly People : Identifying important aspects, specifying system requirements and designing a concept
The aim of this study is to identify important aspects of an exergame for elderly, and based on this, specify system requirements and develop a concept for an exergame. Due to "baby boomers" and the
Evaluating gesture-based games with older adults on a large screen display
A study exploring the usability and acceptability of a set of three gesture-based games for healthy older adults found that while all the games were usable, they varied in their physical and social engagement, perceived ease of use and perceived usefulness.
Long-Term Use of Motion-Based Video Games in Care Home Settings
It is suggested that older adults enjoyed playing video games, and that games can be a valuable means of re-introducing challenge in late life, but that the impact of age-related changes and impairment can influence people's ability to engage with games in a group setting.
DRAFT Designing Therapeutic Games for Seniors : Case Study of “ Le Village aux Oiseaux ”
The method used to design the therapeutic game called Le Village aux Oiseaux, a first person shooter aiming to stimulate the attention network of seniors suffering from the Alzheimer's disease, is described.
Motor learning through virtual reality in elderly - a systematic review
Although few studies were conducted on motor learning in elderly people through virtual reality and, even fewer were of good quality, it was shown that elderly people can benefit from interventions based on virtual reality to improve motor learning skills.
Effects of balancing for physical abilities on player performance, experience and self-esteem in exergames
By making motion-based games accessible for people with different physical abilities, and by enabling people with mobility disabilities to compete on a par with able-bodied peers, this work shows how to provide empowering experiences through enjoyable games that have the potential to increase physical activity and self-esteem.
Promoting Mobility in Older People
  • T. Rantanen
  • Psychology
    Journal of preventive medicine and public health = Yebang Uihakhoe chi
  • 2013
To promote mobility, it is not enough to target only individuals because environmental barriers to mobility may also accelerate mobility decline among older people, and communities need to promote the accessibility of physical environments while also trying to minimize negative or stereotypic attitudes toward the physical activity of older people.
Considerations for the design of exergames
This paper considers game design for successful exergames and draws on established principles from sports science for the prescription of exercise programs to identify success factors to guide designers of exergaming systems.
Towards customizable games for stroke rehabilitation
A formative study in which home-based stroke rehabilitation games are designed and user tested with both stroke patients and therapists and the lessons learned about what makes games useful from a therapeutic point of view are described.