A Balance Training Game Tool for Seniors using Microsoft Kinect
and 3D Worlds
Michail Chartomatsidis and Christos Goumopoulos
Information and Communication Systems Engineering Department, University of the Aegean, Greece
Keywords: Exergaming, Seniors, Microsoft Kinect, Motion-based Exercise Game, Berg Balance Scale, Human Centered
Design, Ambient Assisted Living.
Abstract: Exercising through gaming (exergaming) based on commercial gaming platforms has been popular over the
past years for fitness improving and balance training both for healthy people and for mobility rehabilitation
purposes. For the elderly people, exergaming can provide motivation for increasing physical and cognitive
activity and as a result improvements on posture balance, physical strength and mental well-being may be
expected. However, an issue that arises is whether such gaming systems that are addressed to the general
population following a fit-for-all design approach are appropriate for seniors. In this paper we address this
issue by developing a new game based on the Microsoft Kinect sensor and creating an engaging three-
dimensional world by using a popular 3D game engine. A human centered design approach is followed by
involving main stakeholders in the development process for achieving an effective and user-friendly balance
training. An evaluation of the proposed game tool with twelve seniors has been performed assessing system
usability as well as the balance training efficacy measured by the Berg Balance Scale and the 30 seconds sit-
to-stand test. The analysis of the feedback provided by the users and the performance statistics exported by
the system indicates a positive acceptance and the potential for promoting health in older adults through
balance improvement.
1 INTRODUCTION
Exercise games (known as exergames) appear to be a
promising approach for home-based balance and
strength training for healthy elderly (Lamoth et al.,
2011). Exercising through games can encourage
people to train and by performing game scenario tasks
they can train both mental and physical skills. In this
direction, there is positive evidence that exercise
programs that combine balance training and muscle
strengthening and coordination can reduce falls and
fall risk in the elderly (Sherrington et al., 2011).
During the past years off-the-self gaming
consoles like Microsoft Kinect XBOX 360, Sony
Playstation Eyetoy and Nintendo Wii have been
pervasive. Such systems have introduced a new style
of physical interaction based on gestures and full
body motions and have been used for training balance
and improving fitness for healthy elderly (Van Diest
et al., 2013) as well as for medical purposes as
rehabilitation tools (Goble et al., 2014).
However, the issue that arises is whether such
gaming systems that are addressed to the general
population following a fit-for-all design approach are
appropriate for seniors. Usability studies with the
participation of seniors have found that popular
commercially available games are not necessarily
suitable for seniors due to their complex interface and
game structure (Gerling and Masuch, 2011). Negative
feedback when the players frequently fail to perform
game tasks because their movements are slower than
expected by the game have been also reported (Lange
et. al, 2009). Many exergames are inappropriate for
balance trainning because they are not properly
designed for controlled movements of seniors body
centre of gravity (Sugarman et al., 2009) and their use
can cause injuries (Bateni, 2012). Furthermore,
commercial gaming platforms are not flexible enough
to provide exergame personalization taking into
account the specific needs of an individual and their
cost is considerable.
In this paper we present the design and
development of a game tool that combines Microsoft
Kinect technology to capture body movements, Unity
graphics engine to create a 3D world for game scenes,
a software module to manage game logistics and
Chartomatsidis, M. and Goumopoulos, C.
A Balance Training Game Tool for Seniors using Microsoft Kinect and 3D Worlds.
DOI: 10.5220/0007759001350145
In Proceedings of the 5th International Conference on Information and Communication Technologies for Ageing Well and e-Health (ICT4AWE 2019), pages 135-145
ISBN: 978-989-758-368-1
Copyright
c
2019 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
135
special tailored games for active balance training of
seniors. Following a human centered design aproach
and a set of proper design guidelines that take into
account the special needs of seniors the aim was to
provide a gaming tool that is both enjoyable to use
and has a practical impact on improving seniors
balance. To assess the usefulness of the tool a pilot
study has been performed with the participation of 12
seniors for a period of five weeks using evaluation
metrics such as the Berg Balance Score (BBS), the 30
seconds sit-to-stand test and a questionaire for
assessing usability factors. The qualitative and
quantitative analysis of the pilot data shows that this
tool can be used to assist seniors in improving their
balance in an enjoyable and engaging manner.
The rest of the paper is organized as follows.
Section 2 presents related work. Sections 3 and 4
discuss the game design process and the details of
system development, respectively. Section 5
discusses game tool evaluation in terms of assessing
system usability and the balance training efficacy.
Finally, our conclusions and suggestions for future
work are given.
2 RELATED WORK
The development of special purpose computer games
to assist the elderly, mostly for memory training, can
be traced back in the 1980s (Weisman, 1983). When
the motion tracking sensors were introduced a new
wave of research was initiated. Exergames in the field
of Ambient Assisted Living (AAL) have been
targeted to enable the elderly to remain physically and
mentally fit through engaging game activities as well
as for rehabilitation purposes through specially
designed balance exercises (Korn et al., 2013).
Several studies have explored the appropriateness
of commercial game consoles for balance training of
seniors (Van Diest et al., 2013). In particular the
suitability of Microsoft Kinect sensor on enhancing
physical exercising and performing rehabilitation
protocols has been explored by Mousavi Hondori and
Khademi (2014). Their review indicates that Kinect
is an adequate device for balance exercising and
monitoring of the elderly.
A training intervention program was performed in
a quadruplet of care centers in Australia based on the
Wii Fit bowling game played in Nintendo Wii
(Chesler et al., 2015). Seniors were invited to play the
game twice a week for six weeks with the support of
a caregiver. The study indicated that exergaming can
have a positive impact both on physical and
psychological well-being assessed through relevant
scales. The training program provided opportunities
for social interactions between the participants when
the game was played in groups affecting positively
the sense of belonging.
Although the use of commercially available
games is promising for the balance training of seniors
there is a strong evidence that the development of
specially designed games in a process involving all
major stakeholders (i.e. elderly, caregivers,
physiotherapists and developers) can serve more
efficiently exercising intervention goals (Brox et al.,
2017).
A research study performed with elderly in Japan
designed and evaluated four exergames developed on
the Microsoft Kinect platform with a goal to improve
seniors’ strength, balance and mobility (Sato et. al.,
2015). The games entailed movements such as
grabbing virtual objects using both arms, placing the
feet along a straight line, bending knees and hips,
crouching and standing on one leg. The users had to
perform movements in the context of a game scenario
while tasks were becoming more complicated based
on the game’s level of difficulty. The intervention
brought an improvement in daily walking movements
as measured by the Berg Balance Scale.
Similar exergames in an AAL environment were
examined by Brauner and Ziefle (2015). Their study
focused on assessing factors affecting user
performance and technology acceptance. Various
factors were explored such as technology skills,
accomplishment orientation, playing frequency, age
and gender. The principal factor for performance
prediction was determined to be the participants’ age,
whereas for technology acceptance, in terms of
intention to use such exergames, was the playing
frequency. Playing frequency was defined based on
the frequency the elderly would play games (e.g.,
cards, board games, bowling, etc.) in their daily life.
The proposed approach in this paper shares
similar goals with the related work and embraces the
perspective of developing tailored exergames based
on a human centered design approach to identify
requirements that are closer to the motor and
cognitive abilities of seniors. On the sensor
technology side instead of the XBOX 360 device the
newer XBOX One Kinect device is employed.
Besides providing higher resolution more skeleton
joints can be tracked (e.g., thumb joints and hand tip)
which allows for identifying more movement
combinations. On the game side, further to the basic
movements that were used in previous studies, the
ability for the user to walk is provided. Moreover, a
three-dimensional world was created using Unity 3D
game engine embellished with narrative features
ICT4AWE 2019 - 5th International Conference on Information and Communication Technologies for Ageing Well and e-Health
136
through animations, sound and visuals for achieving
a more realistic game experience. Although the game
requires the use of the Kinect sensor to identify user’s
movements, there is no dependency on the
corresponding game console, thus keeping the cost of
the necessary hardware low.
3 HUMAN CENTERED DESIGN
The proposed game tool development was based on
the human centered design (HCD) approach (Wever
et al., 2008). Under the HCD principles the game
design followed an iterative process starting with
main stakeholders meetings and user focus groups to
identify possible interaction activities and basic game
mechanisms pertinent to the intervention goals of the
game. Face-to-face meetings between game
designers, seniors, medical professionals and
caregivers allowed for acquiring both qualitative data
through brainstorming activities and quantitative data
through usability questionnaires to refine the main
game characteristics and define the body movements
that will be trained throughout the game.
After the initial design was formed a rapid
prototyping of game ideas and mechanisms was
delivered that was evaluated by the users. User
feedback on the design and game concepts was
analyzed by the development team to determine
prototype appropriateness. A redesign cycle was
followed with refined game rules and interactions
before the final prototype development commenced.
The involvement of seniors under HCD
guidelines from game requirements analysis and
design to evaluation was essential in order to
adequately capture their preferences and needs. The
iterative user feedback expected to deliver a game
tool that will be both useful in terms of balance
training and enjoyable in terms of playing experience.
3.1 Design Guidelines
A number of design guidelines for exergames have
been gathered from reviewing related research
(Gerling et al., 2012; Planinc et al., 2013) and
feedback by the elderly people in the HCD process.
Physiological constraints: The design of the game
must take into account the target audience physical
capabilities. Ageing will often lead to both cognitive
and physical negative changes, like decline in
memory, balance and physical strength. In that sense,
the game structure must avoid unsuitable movements
that may cause injuries and should allow longer
reaction times. Also, it would be easier for the seniors
to deal with only a single task each time.
Game theme. The theme of the exercise game
should be related to real-life activities that are
familiar to elderly people. Themes that are associated
to natural life such as walking in a forest, picking
apples and fishing are more acceptable than artificial
settings found in commercial video games.
User interface. To concentrate on the actual
exercise the user interface should be simple and easy
to use. All instructions have to be clear and use
common language. The interface should have
dierent alternatives for multimedia presentation,
such as, text, voice and images. For those who are
visually impaired, for example, an audio presentation
might be preferable.
Provide Instructions: Learning the game
movements before starting the actual game should be
provided as a choice to the users. Once those
instructions are not required any more, users should
have the option to avoid them. Furthermore, it should
not be expected that the user will recall the
instructions, so every time the user wants to start the
game an option to view the instructions should
appear.
Avoid small objects: It is easier for the elderly to
identify large objects rather than small or fast moving.
Positive feedback: Motivating feedback should be
given to encourage play. Constructive feedback
should be given to guide and correct exercises.
Information and feedback should be given when
appropriate, to not disturb the user.
Variety of difficulty levels: For users to keep their
motivation and continue playing, exergames should
include different levels of difficulty. With that users
will be able to test their skills and try to become
better. Also moving to a more difficult level will
make users feel that they accomplished something
good and the game in fact helps them.
User profile: There should be made a profile
where the user’s progress and results can be saved.
3.2 Game Concept
Based on the guidelines mentioned in the previous
section a game called “Fruit Collector” was
conceptualized. The main purpose of the exergame is
to pick up objects that are scattered around the
environment and deliver them to appropriate spots.
A Balance Training Game Tool for Seniors using Microsoft Kinect and 3D Worlds
137
The movements involved in the game design target
improvements in balance and walking abilities.
Furthermore other cognitive properties could benefit
such as memory, attention and synchronization.
Since the exergaming is based on Microsoft
Kinect sensor, the game entailed the design of
gestures and body movements to interact with the
game’s environment. During the HCD process and
interviewing with seniors and domain experts
(orthopedics and physiotherapists) the decision was
to include four activities. Specifically, leaning left
and right to rotate to the corresponding direction, on
site walking to move forward and the hand gestures
open and closed to pick up and drop objects.
It is worth mentioning that in the first game design
cycle there were movements like bending knees and
hips and head leaning but after playtesting these
movements with seniors and given the experts
feedback these movements were removed as they
could be unsafe for some seniors.
During game design the feedback of the user
focus group indicated a topic close to the seniors’
interests. Thus, the idea was to create a forest with
trees and flowers while in the centre of it a small
village was placed. As for the collected/scattered
objects the decision was to be baskets filled with
fruits of different type. Finally, the brainstorming
indicated that the places to deliver these baskets
should be the houses of the village.
Moreover, different levels of difficulty were
added to the game. Namely, there are three levels
(easy, normal and advanced) and in each level the
player must deliver different amount of baskets to
complete the game; easy requires only two baskets to
be delivered, normal requires four baskets and
advanced requires the complete set, meaning eight
baskets.
A tutorial was added providing simple
instructions on how to perform the body movements
and how to play the game. Every time the player starts
a new game a message is displayed asking whether
the player wants to see the tutorial before proceeding
on playing.
The game does not provide any negative feedback
to the user because as the design guidelines indicated
it is important for the seniors to feel confident while
playing the game and creating stress and anxiety has
to be avoided. On the contrary, when a basket is
delivered a positive message is displayed while an
appropriate sound is played.
After the design process was completed, the game
development was progressed in its final phase as will
be described in the next section.
4 GAME TOOL DEVELOPMENT
Game tool development discussion splits into three
segments. The first refers to the programming of the
Kinect sensor (Kinect SDK version 2, Microsoft), the
second to the creation of the game world using the
Unity graphics engine (release Unity 2017.3.1f1,
Unity Technologies SF Inc., San Francisco, CA) and
the third to the integration of these two technologies.
4.1 Microsoft Kinect
Microsoft Kinect is a motion tracking sensor based on
a depth camera recording technology for skeletal
tracking (Tashev, 2013). The device combines a
monochrome CMOS sensor with an infrared laser
projector allowing users to interact with Kinect
console or computer applications only with gestures,
movements and voice commands without the need of
explicitly handling a controller unit.
For the developed game tool the second version
of the sensor was used (Figure 1) which is equipped
with a richer SDK API, the ability to track more joints
to identify hand states (Figure 2) and tools to record
the motions. Furthermore, the Kinect SDK provides
two machine learning algorithms, AdaBoost and
Random Forest which can be trained to identify
complicated activities. Such activities are recorded
using the Visual Gesture Builder tool.
Figure 1: Kinect sensor v2.
Figure 2: Kinect hand classes.
4.1.1 Activities Recording
For game activities recognition a training process was
followed by using the recording tool and the machine
ICT4AWE 2019 - 5th International Conference on Information and Communication Technologies for Ageing Well and e-Health
138
learning algorithms of the Kinect SDK. For building
the activity model the Kinect Studio tool was
employed to observe the way the sensor is recording
the environment. This tool facilitated also the
recording of motions and gestures that were used in
the game mechanics. Figure 3 shows, for example, the
recording of leaning right and left motions. Such
motions are stored in the form of a sequence of
frames. A frame is a digitally coded static image
represented as a selected number of tracked body
parts (i.e. joints). A frame rate of 30 fps (a frame
every 0.033sec) was used during activity recording.
Figure 3: User leaning right and left.
During the training process one issue that required
attention was the fact that different seniors have
different body sizes. Thus, the system would not have
been able to identify the gestures and motions if it
would have been trained based on a single person.
Moreover, it is expected that the elderly would not
perform a specific motion in the same way. For
instance it is expected that seniors would not lean left
or right in the same way. To address this issue, five
seniors with different weight/height characteristics
were asked to perform every game activity for
recording and storing the movement patterns as
multiple samples.
4.1.2 Training with AdaBoost Algorithm
In order to start the training process, the pre-recorded
frame files stored during the recording stage were
used. The tuning of the training process entails the
selection of several options. These options depend on
which parts of the body the sensor will track (upper,
lower or both), whether the left and right side of the
user’s body motion differ and whether the activities
are classified as discrete or continuous.
A discrete activity is defined as a Boolean entity
linked with a confidence value of existence. On the
other hand, a continuous activity is associated with a
progress value which allows the tool to track its
progression optionally via several discrete activities.
A continuous activity is more complex and it is used
for motions like dancing or performing certain
exercises. The machine learning algorithm that is
used for discrete activities is the meta algorithm
AdaBoost, whereas for continuous activities the
Random Forest algorithm is used. For the goals of the
game tool it was decided to classify all activities as
discrete. Table 1 shows the selected options for the
basic game motions.
Table 1: Selected options per motion.
Option
Leaning
Walking
Rely on joints in the lower body
False
True
Rely on hand states
False
False
Right and left side are different
True
True
Discrete/Continuous
Discrete
Discrete
The AdaBoost algorithm was used to train the
recognition model for leaning and walking motions.
After importing the recorded files the timestamps
where the user was performing the corresponding
motion were marked. Figure 4 shows the lean left and
walking motions performed by a user while the blue
lines represent the exact timestamp of that motion.
Figure 4: Training with AdaBoost for detecting leaning and
walking activities.
A validation of the trained activity recognition
model was performed in order ensure that the game
tool identifies correctly the user’s activities. The
Visual Gesture Builder live testing option was used.
Figure 5 shows the tool representation of a senior
performing the leaning left motion. The white lines
that are passing through the corresponding windows
indicate the level of confidence for the gesture.
Figure 5: Validation of tracking leaning left motion.
A Balance Training Game Tool for Seniors using Microsoft Kinect and 3D Worlds
139
4.2 Unity Engine Creating the 3D
Game World
Even though many other similar games reported in
the literature are using a two-dimensional world a
more engaging and realistic experience for the user is
anticipated by playing in a three-dimensional world.
In this section the steps taken to create the 3D game
world are described based on the Unity cross platform
game engine.
The game concept included the creation of a small
village inside a forest. Firstly, the terrain on which all
the game would take place was created. The terrain’s
main color is green embellished with some trees and
flowers in order to create the forest. At the center of
the forest some houses were placed to create the
village. Figure 6 illustrates the final view of the
village and Figure 7 depicts a view of terrain textures.
Figure 6: Overall view of the terrain.
Figure 7: Textures details of the terrain.
The game scenery included a number of game
objects called prefabs in Unity’s terminology. A prefab
can be created by the designer with random game
objects or can be downloaded from the Unity’s asset
store (https://assetstore.unity.com/). Two assets were
used to create the baskets and the fruits respectively
and by combining these two, one composite game
object was created, the basket filled with fruits (Figure
8). In addition, colors were added to the baskets so that
the player can identify them easily.
The game concept and mechanics use Unity’s
particle systems. Particle systems represent the
effects that take place in a game such as explosions or
indicators that help the player move forward in the
game. Following the HCD design guidelines,
indicators were provided in the game scenario so that
the player could identify straightforwardly the objects
that were supposed to interact.
Figure 8: Fruit baskets as game objects.
For example, in order the player to know where to
place each basket a lightning spot was created outside
of a house (Figure 9). Furthermore, each spot was
painted with a specific color to create a bonus option
for the player. When the fruit basket and the spot had
the same color the player would take double points.
Therefore players had a motivation to place each
basket in the same color spot and so the gaming time
could be increased resulting in more user training.
Figure 9: Spot indicators to place the baskets.
Game scenery included also colliders which
helped making the game more realistic. By adding
colliders in the houses, trees and fences, for example,
the player could not pass through a tree or a house
giving to the player the feeling of a real world.
An important step was to create the avatar that
would be controlled by the user. Unity provides the
prefab “First Person character” which has all the
utilities needed to complete this task. Furthermore, a
target in front of the avatar was added (Figure 10).
The purpose of this was to provide an indication to
the player on when the basket could be picked up.
Thus, when the avatar is close to the basket the target
becomes green otherwise the target remains white.
The game world was also enhanced with other
details that, for example, would show the user
information about the time and the scoring. Motivated
messages and sounds were added and played each
time the player was delivering a basket to the house.
ICT4AWE 2019 - 5th International Conference on Information and Communication Technologies for Ageing Well and e-Health
140
Figure 10: Players view and target.
4.3 Integration of Kinect with Unity
Microsoft provides a library with various scripts in
order to combine Unity projects with the Kinect sensor.
The game tool is a combination of scripts from this
library, customized scripts created and C# code added
in order to retrieve data from the activities stored
during the training stage and to interact with the game.
The flow of control starts with the “Body Source
Manager” script which is responsible for activating
and deactivating the sensor and tracking the user. This
script was customized so that the on-line data from
the user’s activities are received and processed.
Processing is done by the Activity Detector” script.
Activity Detector receives the output from the
“Body Source Manager” script and evaluates it based
on the activities included in the AdaBoost’s training
files. A local database contains all the user’s activities
required to interact with the game. If the user is
performing one of the stored activities a message is
sent to “Kinect Manager” script.
Kinect Manager receives data indicating if the
user is performing a known activity. Specifically, it
evaluates the detection confidence and if this is above
a defined threshold, it allows the activity to be
performed inside the game. For example, if the user
is leaning right and the detection confidence is above
60% then the game avatar is rotating to the right.
5 EVALUATION
The evaluation of the game tool took place at the
Elderly Protection Center in the city of Ptolemaida,
Greece. A group of twelve healthy seniors with an age
between 61 and 85 years participated in the
evaluation study (n=12, 6 male and 6 female,
mean=73±6.3 years). Once informed consent was
obtained the seniors were asked to play the game
twice per week for a period of five weeks. In every
session each senior was playing the game on all
different levels for 25-35 mins. The evaluation was
organized into four stages and during the whole
process a physiotherapist was present for domain-
specific support and a researcher for administration
and technical support. There were no dropouts.
5.1 Data Collection
In the first stage (introduction) an overview of the
technology was given and a presentation of the game
tool was performed (Figure 11). The participants
received information about the research goals and the
scheduled tasks. They were informed about the
Kinect device and its applications. From the
beginning the seniors showed a great interest in the
exergames concept and the supporting technology
although they had no relevant experience in the past.
Figure 11: Introduction to the technology.
In the second stage (baseline balance
assessment) the physical condition of the participants
was evaluated in order to have a baseline before
starting the exergaming. For this purpose, two widely
accepted tests were used: the Berg Balance Scale
(BBS) (Berg et al., 1992) and the 30 Seconds Sit to
Stand Test (30SST).
The BBS test takes about 15 minutes and consists
of fourteen exercises in order to examine and evaluate
balance control. Examples of the test challenges
include (Figure 12): standing for two minutes,
standing unsupported with one foot in front, standing
in one leg, picking up an object from standing
position and moving from sit down to standup. Based
on the participants’ performance for each exercise a
grade between 0 and 4 is given. The total score
determines the balance condition as follows: a score
below 20 indicates poor balance, a score between 21
and 40 indicates fair balance and a score over 40 is
considered good. Table 2 provides the BBS scores per
participant for the baseline stage. The average BBS
score was 49.8 (SD ±0.9) which indicates a good
baseline balance for the study sample.
The 30SST is a simple exercise to assess the
muscle strength of the participants. The senior is
A Balance Training Game Tool for Seniors using Microsoft Kinect and 3D Worlds
141
asked to sit in a chair and stand up as many times as
possible in 30 seconds without any help. Table 3
provides the 30SST scores per participant for the
baseline stage. The averagescore was 13 (SD ±1.7).
Figure 12: Seniors standing on one leg (left photo) and with
one foot in front (right photo) during BBS test.
The overall outcome of the baseline physical
condition assessment was that all participants had
relatively high scores and therefore there was no high
risk of falling during the game.
In the third stage (exergaming) the participants
played the game (Figure 13). In particular, each
senior started with the easy level and continued to the
next one up to the advanced level. During exergaming
various parameters were recorded like the playing
time, the collected points and whether the participant
completed the level or stopped and quit. In the initial
sessions, while all the participants completed the first
and second level, many of them had to stop
prematurely the advanced level due to tiredness. After
some sessions however they were able to complete all
game levels. It is worth mentioning that during this
stage there were requests by more seniors of the
Elderly Center to play the game. They had the
opportunity to play sometimes the game but their
statistics were not recorded because they didn’t
participate in the study from the beginning.
In the fourth stage (post exergaming balance
and usability assessment) the participants repeated
the two balance tests to evaluate the effect of
exergaming in their performance. Table 2 and Table
3 summarize the results by comparing the baseline
and post exergaming scores. The average BBS score
after exergaming was improved to 50.3 (SD ±0.8)
(50% of the participants experienced an improvement
in their balance) while the average 30SST score was
slightly improved to 13.4 (SD ±1.2). Given the good
scores from the baseline stage and the limited
timeframe of the study the overall balance
improvements attained were considered positive.
Figure 13: Seniors playing the game.
Table 2: BBS scores pre and post exergaming.
Participant
ID
Baseline
Score
Post exergaming
Score
Difference
1
50
50
0
2
50
51
+1
3
50
50
0
4
50
50
0
5
51
51
0
6
51
52
+1
7
50
50
0
8
51
51
0
9
49
50
+1
10
48
49
+1
11
49
50
+1
12
49
50
+1
Table 3: 30SST scores pre and post exergaming.
Participant
ID
Baseline
Score
Post exergaming
Score
Difference
1
11
12
+1
2
11
12
+1
3
13
13
0
4
15
15
0
5
14
14
0
6
10
12
+2
7
13
13
0
8
14
14
0
9
16
16
0
10
13
14
+1
11
13
13
0
12
13
13
0
ICT4AWE 2019 - 5th International Conference on Information and Communication Technologies for Ageing Well and e-Health
142
The usability of the game tool and the exergaming
experience and satisfaction of seniors were assessed
using the system usability scale (SUS) and a semi-
structured interview. SUS is a 10-item questionnaire
with five response options from strongly disagree to
strongly agree (Brooke, 1996). SUS items were
adapted to make questions relevant for this study.
Examples of items used are the following:
I think that I would like to use this exergame
frequently;
I thought the exergame was easy to use;
I found that the various functions in this exergame
were well integrated;
I thought there was too much inconsistency in this
exergame.
The participant’s grades for each item were
processed so that the original scores of 0-40 are
converted to 0-100. Except from three seniors who
rated the exergame tool as acceptable (scores 75-78)
all the other scores were above 80. The average SUS
score was 84.3 out of 100, suggesting high user
acceptance (Bangor et al., 2008).
5.2 Data Analysis
The quantitative and qualitative data collected during
the study were analyzed to identify the impact of the
proposed exergame.
Statistical analysis using Wilcoxon signed-ranks
test (due to non-normality of the data) for paired
samples and a level of significance (a=0.05) was
applied to compare the BBS and 30SST scores
between pre and post exergaming. The results shown
in Table 4 indicate that the BBS score improvement
between the pre and post exergaming periods is
statistically significant (p < 0.05), whereas the 30SST
score improvement is statistically marginally
significant (p=0.05). The walking and leaning
motions included in the exergame design could
explain the improvements as these movements
contribute in maintaining both motor and balance
function.
Table 4: Statistics of BBS and 30SST.
Metric
Pre
Post
Diff
p-value
BBS
49.8 (±0.9)
50.3 (±0.8)
0.5
0.007
30SST
13 (±1.7)
13.4 (±1.2)
0.4
0.05
The interview with the seniors showed that 100%
of the participants found the exergame to be
enjoyable, 80% thought that the movements were not
complicated but easy to remember and 90% of them
expressed their expectation to use the exergame after
the study. Positive comments were provided for the
game theme and the extensionality of the 3D textures
as well as the seamless navigation of the game
through the player avatar. Comments also provided
that their confidence on the technology increased due
to their experience with the game tool. The interview
with the expert gave the feedback that the use of the
game not only helped the seniors to improve their
physical state but contributed to the improvement of
their psychological and emotional state as they were
happy when playing the game and throughout the
duration of the study there was a positive feeling and
anticipation towards the planned activities.
The performance statistics exported by the system
indicated an improvement on the game completion
time per level throughout the timeframe of the study.
In particular, for the easy level the average
completion time for all participants was reduced from
358 to 254 secs (29.1%), for the normal level from
540 to 485 secs (10.2%) and for the advanced level
from 1000 to 917 secs (8.3%). Figure 14 illustrates
the progress of the average game completion time
throughout the study for the three game levels.
Figure 14: Average game completion time progress.
All the participants expressed high willingness to
use the exergame for improving their physical
condition. This situation was reflected both in their
SUS score and during the interview discussions.
Another indicator of participant’s interest towards the
game is given in Figure 15 which shows the number
of the baskets the players delivered in the advanced
level. In the first two weeks due to physical tiredness
the average baskets delivered was less than the
threshold to complete the level. However, from week
3 until the end of the study all the participants were
able to complete the advanced level.
Limitations of the current study are
acknowledged. The limited number of participants
and the short evaluation timeframe prevent the
justification of more sound results. Achieving
substantial balance improvements in elderly requires
playing the games over 3 times per week for at least
3 months (Agmon et al., 2011). In comparison, the
200
300
400
500
600
700
800
900
1000
Completion time (secs)
Easy Normal Advanced
A Balance Training Game Tool for Seniors using Microsoft Kinect and 3D Worlds
143
duration of this study was 5 weeks with 2 game
sessions per week. Although the BBS score was
improved after the exergaming intervention the lack
of a control group leaves a vagueness whether the
source of improvement was the exergame alone.
Figure 15: Average number of delivered baskets in the
advanced level.
6 CONCLUSIONS
This paper argued and provided evidence that
exergames for seniors, if properly designed, can be an
enjoyable tool for balance training leading to
improvements in physical health conditions.
Using the Kinect technology for exergame
development enables the unobtrusive sensing of
gestures and motions integrated in the game scenario
while providing seniors with a natural way to validate
their movements through the tool feedback. Given the
low cost of the sensor device and its portability the
tool can be deployed and used in settings ranging
from homes to facility centers supporting the elderly.
Furthermore, developing such games using a
three-dimensional rather than a two-dimensional
world makes such systems more realistic and thus
more attractive to use by the elderly.
Work in progress includes adding more features
to the game tool such as multiplayer mode where
seniors could either play against each other or
preferably collaborate to complete the game faster. In
addition, daily missions (such as “Deliver two baskets
under x min”) would increase challenges for more
demanding users. Leveraging on game data analysis
and learning techniques a research direction to be
explored is the automatic adaptation of game
variables based on additional context such as
environmental attributes and individual user
characteristics. Finally, an evaluation study with a
larger sample of seniors, including a control group,
and for a longer period of time would provide a more
sound justification of the present results.
ACKNOWLEDGEMENTS
The evaluation took place at the Elderly Protection
Center in the city of Ptolemaida, Greece. The authors
wish to thank the volunteers that took part in the
evaluation as well as the medical experts for their
valuable contribution in this study.
REFERENCES
Agmon, M., Perry, C. K., Phelan, E., Demiris, G., Nguyen,
H. Q. 2011. A pilot study of Wii Fit exergames to
improve balance in older adults. Journal of geriatric
physical therapy, vol. 34, no. 4, pp. 161-167.
Bateni, H., 2012. Changes in balance in older adults based
on use of physical therapy vs the Wii Fit gaming
system: a preliminary study. Physiotherapy, vol. 98, no.
3, pp. 211-216.
Bangor, A., Kortum, P. T., Miller, J. T. 2008. An empirical
evaluation of the system usability scale. Intl. Journal of
HumanComputer Interaction, vol. 24, no.6, pp. 574-
594.
Berg, K. O., Wood-Dauphinee, S. L., Williams, J. I., Maki,
B. 1992. Measuring balance in the elderly: validation of
an instrument. Canadian journal of public health, vol.
83, pp. S7-S11.
Brauner, P., Ziefle, M. 2015. Exergames for Elderly in
Ambient Assisted Living Environments. In Internet of
Things. User-Centric IoT, pp. 145-150. Springer,
Cham.
Brooke, J. 1996. SUS-A quick and dirty usability scale.
Usability evaluation in industry, vol. 189, no. 194, pp.
4-7.
Brox, E., Konstantinidis, S. T., Evertsen, G. (2017). User-
centered design of serious games for older adults
following 3 years of experience with exergames for
seniors: A study design. JMIR serious games, 5(1).
Chesler, J., McLaren, S., Klein, B., Watson, S. 2015. The
effects of playing Nintendo Wii on depression, sense of
belonging and social support in Australian aged care
residents: a protocol study of a mixed methods
intervention trial. BMC geriatrics, vol. 15, no. 1, 106.
Gerling, K., Livingston, I., Nacke, L., Mandryk, R. 2012.
Full-body motion-based game interaction for older
adults. In SIGCHI conference on human factors in
computing systems, pp. 1873-1882.
Gerling, K.M., Schulte, F.P., Smeddinck, J., Masuch, M.,
2012. Game design for older adults: Effects of age-
related changes on structural elements of digital games.
In International Conference on Entertainment
Computing, pp. 235-242.
Goble, D.J., Cone, B.L., Fling, B.W., 2014. Using the Wii
Fit as a tool for balance assessment and
neurorehabilitation: the first half decade of “Wii-
search”. Journal of neuroengineering and
rehabilitation, vol. 11, no. 12, pp. 1-9.
0
2
4
6
8
week 1 week 2 week 3 week 4 week 5
Delivered baskets of fruits
ICT4AWE 2019 - 5th International Conference on Information and Communication Technologies for Ageing Well and e-Health
144
Korn, O., Brach, M., Hauer, K., Unkauf, S. 2013.
Exergames for elderly persons: Physical exercise
software based on motion tracking within the
framework of ambient assisted living. In Serious
Games and Virtual Worlds in Education, Professional
Development, and Healthcare, pp. 258-268. IGI
Global.
Lamoth, C.J.C., Caljouw, S.R., Postema, K., 2011. Active
video gaming to improve balance in the elderly. Studies
in Health Technologies and Informatics, vol. 167, pp.
159-164.
Lange, B., Flynn, S., Rizzo, A., 2009. Initial usability
assessment of off-the-shelf video game consoles for
clinical game-based motor rehabilitation. Physical
Therapy Reviews, vol. 14, no. 5, pp. 355-363.
Mousavi Hondori, H., Khademi, M. 2014. A review on
technical and clinical impact of microsoft kinect on
physical therapy and rehabilitation. Journal of medical
engineering, vol. 2014, no. 846514.
Planinc, R., Nake, I., Kampel, M., 2013. Exergame design
guidelines for enhancing elderly’s physical and social
activities. In AMBIENT 2013, The Third International
Conference on Ambient Computing, Applications,
Services and Technologies, pp. 58-63.
Sato, K., Kuroki, K., Saiki, S., Nagatomi, R. 2015.
Improving walking, muscle strength, and balance in the
elderly with an exergame using Kinect: A randomized
controlled trial. Games for health journal, vol. 4, no.3,
pp. 161-167.
Sherrington, C., Tiedemann, A., Fairhall, N., Close, J.C.T.,
Lord, S.R., 2011. Exercise to prevent falls in older
adults: an updated meta-analysis and best practice
recommendations. New South Wales public health
bulletin, vol. 22, pp. 78-83.
Sugarman, H., Weisel-Eichler, A., Burstin, A., Brown, R.,
2009. Use of the Wii Fit system for the treatment of
balance problems in the elderly: A feasibility study. In
Virtual Rehabilitation International Conference, pp.
111-116.
Tashev, I. 2013. Kinect development kit: A toolkit for
gesture-and speech-based human-machine interaction.
IEEE Signal Processing Magazine, vol. 30, no. 5, pp.
129-131.
Van Diest, M., Lamoth, C.J.C., Stegenga, J., Verkerke,
G.J., Postema, K. 2013. Exergaming for balance
training of elderly: state of the art and future
developments. Journal of neuroengineering and
rehabilitation, vol. 10, no. 1, pp. 101.
Weisman, S. 1983. Computer games for the frail elderly.
The Gerontologist, vol. 23, no. 4, pp. 361-363.
Wever, R., Van Kuijk, J., Boks, C. 2008. User centred
design for sustainable behaviour. International journal
of sustainable engineering, vol. 1, no.1, pp. 9-20.
A Balance Training Game Tool for Seniors using Microsoft Kinect and 3D Worlds
145