A WIRELESS HOME AUTOMATION SYSTEM FOR
CHILDHOOD OBESITY PREVENTION
Min-Chieh Hsiao, Navid Amini and Majid Sarrafzadeh
University of California, Los Angeles, CA 90095, U.S.A.
Keywords: eHealth, Exercise, Childhood Obesity, Home Automation.
Abstract: This paper presents a novel childhood obesity prevention system called No Pain No Game which aims at
encouraging children to fit physical exercise into their daily life; the more entertainment they demand, the
more exercise they have to perform. The proposed system evaluates children’s activity level and assigns
them corresponding amount of home entertainment time such as television viewing or playing video games.
This way, children can obtain a sense of achievement, while parents can save the time without manually
controlling the corresponding entertainment appliances. No Pain No Game gives parents full wireless
control over the home’s power outlets without obliging them to struggle with their children. Furthermore,
through No Pain No Game’s software interface, children are able to extend their home entertainment time
without the presence of their parents.
1 INTRODUCTION
People are becoming more concerned of the problem
of childhood obesity, when excess body fat
negatively affects child’s health. Childhood obesity
is recognized as a serious public health concern due
to the rising prevalence of obesity in children
(Troiano 1995). In the United States, direct
measurements of body mass and height obtained by
the National Health and Nutrition Examination
Survey indicates that about 15% of 6–19 year olds
are classified as overweight (Ogden 2002). As the
children spend a significant amount of their time at
home, sedentary lifestyle accounts for the leading
cause of childhood obesity (Walker 1998). Many
children fail to exercise because they spend time
doing stationary activities such as playing video
games or watching TV. Certain reports provided
evidence that television viewing is a reason for
increased body fatness and that reducing television
viewing is a promising strategy for preventing
childhood obesity (Andersen 1998, Robinson 1998).
On the other hand, exercise would help children
control their weight. It also helps to reduce the risk
of some illnesses such as high blood pressure, heart
disease, sleep problems, and other similar disorders
(Freedman 1993). Based on the mentioned facts, it is
widely recommended that one should undergo at
least 30 minutes of moderate exercise five times a
week (Sallis 1994, Pate 1998, Corbin 1994).
Furthermore, it is reported that standards for
recommended pedometer-determined steps per day
for 6–12 year olds are 12,000 for girls and 15,000
for boys (Tudor-Locke 2004) which highlights the
importance of physical activity for children.
Accordingly, many parental control units have been
implemented in games and appliances in an effort to
encourage children to perform physical exercise.
Using these units, parents can limit the time that
their children can spend on playing computer or TV
games by manually controlling the corresponding
appliances using the GUI provided by these units
(Thompson 2006, Coshott 2007). However, the units
are not capable of preventing children from
watching another channel or playing another game
that is not equipped with the parental control option.
In this paper, the proposed system can mitigate
the previously mentioned problem by controlling
power outlets instead of controlling certain TV
channels or particular games. It has been several
years since the introduction of smart homes. In such
homes, RF signals from special controllers are
exploited to activate or deactivate power outlets. In
some cases, the controller is able to regulate the
intensity of room light as well. A number of research
projects have been carried out based on these or
similar controllers to build smart homes (Cook 2003,
Jiang 2000, Cole 2002). Likewise, a certain type of
75
Hsiao M., Amini N. and Sarrafzadeh M. (2010).
A WIRELESS HOME AUTOMATION SYSTEM FOR CHILDHOOD OBESITY PREVENTION.
In Proceedings of the Third International Conference on Biomedical Electronics and Devices, pages 75-81
DOI: 10.5220/0002711300750081
Copyright
c
SciTePress
RF power controller is used in this project in order
to acquire a complete control over the home’s power
outlets. In addition, a wireless sensor is utilized,
which can calculate the travelled distance and
average pace for a walk (or a run) so as to monitor
the daily activity level of children. The recorded data
can later be uploaded to any computer via the USB
interface. The goal of the proposed system is to
make a virtual connection between power outlets
and wireless activity monitor sensor. This way, the
children could be encouraged to do more exercise in
exchange for more time of home entertainment (e.g.,
watching TV). The more exercise children perform,
the more time they secure to do stationary activities.
The proposed system, called No Pain No Game, is
intended to prevent childhood obesity disease and
thus, improve childhood fitness level.
The remainder of the paper is organized as
follows. Section 2 provides a brief overview of
related work in the context of home automation and
childhood obesity prevention. Preliminary notions
followed by structure of No Pain No Game system
are covered in Section 3. The important features of
the system are summarized in Section 4. Finally,
Section 5 concludes this study and highlights future
research directions.
2 RELATED WORK
There are several research projects based on the
home automation systems. As an example,
MavHome smart home architecture developed at the
University of Texas at Arlington, allows a home to
act as an intelligent agent (Cook 2003). In
MavHome system, s sensor network including light,
humidity, temperature, smoke, gas, motion, infrared,
and switches is developed to keep track of the home
environment. Based on the data collected from the
sensor network, a server makes the decision for
resource management and executes the decision
through the smart actuators (e.g., x10 ActiveHome
Kit) with which the appliances in the home are
equipped. Generally, the MavHome aims at
maximizing the inhabitant’s comfort and
productivity, and minimizing costs. For elderly and
disabled people, the system can provide a fine health
care and a higher level of security. As another
example, to help people with disabilities, Jiang et al.
designed a voice-activated environmental control
system which consists of a universal remote control
with X10 home automation capability, a Motorola
6811 microprocessor, and an off-the-shelf voice
recognition circuit (Jiang 2000).
In the context of activity monitoring, in a
number of projects, X10 components are integrated
into a toolkit which is intended to monitor the daily
activity of an individual (Cole 2002). In addition to
the home automation systems, certain appliances are
developed to encourage children’s exercise. For
example, an interrupter system can be added to an
existing connection between a game console and its
controller (Coshott, 2007). The interrupter system is
used selectively to enable and interrupt the modified
connection between the game controller and the
game console in dependence upon the detected
operation of the exercise machine. Accordingly, the
parents can arrange it in such a way that their
children cannot play normally on the game console
unless the child performs an adequate amount of
exercise on the exercise machine.
In (Annavaram 2008), a wireless body area
network is developed for wearable monitoring
applications and the intended use of the system is to
avoid pediatric obesity. The network is composed of
heterogeneous sensors (e.g., heart rate sensor and
accelerometer sensor) and the goal is to
automatically recognize, predict and reason about
human physical activity and behaviour states by the
evaluation of multimodal sensing and interpretation.
3 THE PROPOSED SYSTEM
No Pain No Game is a home automation system that
encourages children’s daily exercise by rewarding
them with more home entertainment time. In other
words, the time children spend doing stationary
activities should be proportional to the time they
spend doing physical exercise. Aside from the
interface software, the system is composed of three
parts: a sports kit which monitors the exercise
records, a controller which commands the power
outlets and a database which stores the health
statistics and exercise records of children. The
current version of the system exploits Nike + iPod
Sport Kit as a means to monitor the physical
exercise. It also uses X10-based devices in the shape
of controllable power outlet modules in order to
acquire full control over different entertainment
appliances. Microsoft Access databases are utilized
to store the related exercise data. The software that
connects these three parts was written in Visual
Basic and C Sharp focused on Windows platform.
3.1 X10 Standards
X10 is an international and open industry standard
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for communication among electronic devices used
for home automation. It primarily uses power line
wiring for signalling and control, where the signals
involve brief radio frequency bursts representing
digital information. A wireless radio protocol is also
defined, where the data packets are very similar to
those used for power line wires. The operating
frequency of the wireless protocol is 433 MHz and
310 MHz in the European systems and U.S. systems,
respectively. It should be noted that the wireless
protocol allows the operation of keypad remote
controllers on top of the underlying wired X10
modules.
X10 is popular in the home environment with
millions of units in use worldwide, and inexpensive
availability of new components. Figure 1 illustrates
a typical configuration for X10 network.
Figure 1: A typical configuration for X10 controlled
appliances.
By using The ActiveHome Pro Scripting
Interface provided by X10, one can create softwares,
web pages and other tools that use the USB Interface
to control and interact with X10 modules, sensors,
and remote controls (The ActiveHome Pro SDK
from X10). The address of each module is set by the
dials located on it. Accordingly, one can command
the interface to turn on the intended module by
providing the valid address corresponding to the
module. Upon receiving a command (e.g., from a
remote control), the interface reports the action of
receiving the command which enables the user to
benefit from certain options. For the sake of more
reliability, each packet is sequentially sent twice to
make sure the receivers understand it even in the
presence of power line noise.
3.2 Nike + iPod Sport Kit
Nike + iPod Sport Kit (Figure 2) consists of a
wireless sensor and a small wireless receiver which
plugs into an iPod. The sensor is a piezoelectric
accelerometer pedometer that fits inside special Nike
shoes and a wireless receiver that will be connected
to iPod. Each sensor has its unique serial number
which is used as an identification number for each
child in the proposed system. The personal training
application on iPod can provide information on
distance and speed while listening to music. By
considering the number of steps taken and elapsed
time, the users (children) can schedule their desired
workout in the form a specified distance or a certain
time period that can fit a plan based upon their goals
and their previous performance. The exercise
records are stored in files with XML format. The
proposed system will upload those files to the server
and extract the useful data from the files. Therefore,
the data can be analyzed to decide how much
entertainment time is going to be earned by the
child.
Figure 2: Apple Nike + iPod Sport Kit.
3.3 The Proposed No Pain No Game
System
In the proposed system, a server is maintained by
parents while children will use remote controls
sending matching signals to trigger the appliances. A
child must register his or her sports kit on the server,
given that every sensor has a particular identification
number. The proposed system simultaneously
analyzes the current exercise records when children
update the database with new exercise records by
just plugging their iPod into the client computer.
This means that the server automatically calculates
the total time budget a child is allowed to use his/her
intended appliances (e.g., TV). A formula is applied
to derive the time budget based on the calories
burned by the child:
, ×
200
× 3.5 ×
= T
wMETs
Calories
(1)
where MET (Metabolic Equivalent of Task) is a
physiological concept that shows how intense the
exercise is (Dr Gily’s Health Portal), w is the child’s
weight in kilograms and T represents the total
duration of exercise (e.g., run or walk) in minutes.
A WIRELESS HOME AUTOMATION SYSTEM FOR CHILDHOOD OBESITY PREVENTION
77
Figure 3: Structure and applications of No Pain No Game.
MET expresses the energy cost of physical
activities as multiplies of Resting Metabolic Rate
(RMR) and is defined as the ratio of metabolic rate
(and therefore, the rate of energy consumption)
during a certain physical activity to a reference rate
of metabolic rate at rest (quiet sitting), set by
convention to 3.5 ml O
2
. kg
-1
. min
-1
or equivalently
1 kcal.kg
-1
.hr
-1
. By convention 1 MET is considered
as the resting metabolic rate obtained during quiet
sitting. MET values of physical activities range from
0.9 (sleeping) to 18 (running at 17.5 km/h). It should
be noted that the MET value for watching television
is 1 and for walking at the speed of 3.2 km/h is about
2 (Metabolic Equivalent 2009).
After the burned calories are derived, a basic
requirement for this value is enforced. If the amount
of burned calories is less than a certain quantity
(called basic requirement), no time budget will be
granted. However, if it exceeds the basic
requirement, the basic amount of time budget will be
given, and also extra time will be granted depending
on the bonus rate and the overhead. The required
amount of the calories, the amount of the basic and
extra time budget can all be adjusted by the Account
Management Interface.
The total time budget for each child is stored in
the database of type Microsoft Access. The time
budget gets verified and consumed every time a
child tries to activate an appliance. Moreover, after
the time budget runs out, the server will
automatically turn off the related appliance (e.g.,
TV). A child has to perform more exercise and plug
his/her iPod afterwards into the client computer in
order to increase the time budget again. Figure 3
illustrates the structure of No Pain No Game system.
The implementation of the system is constructed
with two ends (Figure 3). On one end, the program
on client computers will parse iPod exercise records
by creating XML readers supported by the .NET
Framework. After validation, the files will be sent to
the server unless they are expired. On the other end,
the server will increase the corresponding time
budget by an appropriate formula based on
children’s BMI and exercise records. The server also
verifies whether the sensor identification number of
the record is valid and also it makes sure that the
record is not outdated. Meanwhile, if one wants to
register more children (through Account
Management) or to verify the status of all children,
the server can update or retrieve the data as required
(see system’s block diagram shown in Figure 4).
Figure 4: System’s block diagram.
Moreover, the server handles the events when
the Power Control Module (Active Home
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Figure 6: A typical screenshot of the client GUI in No Pain No Game.
Automation System interface) receives signals from
remote controls. Each received signal will be
mapped to a particular child and the module he/she
requested. Therefore, the server can retrieve the
corresponding data and determine if it should send a
command (“sendrf” in this case) to the automation
system in order to trigger the requested module. In
addition, for each appliance, there is a timer in the
server to update and monitor the available time
budget and correspondingly, to turn off the
appliance when the corresponding time budget is
exhausted. The detailed block diagram of the server
is depicted in Figure 5.
Figure 5: Detailed block diagram of the server.
4 SYSTEM FEATURES
Since each child has his/her own iPod + Nike Sport
Kit, the system can distinguish between different
children by evaluating their identification numbers.
Furthermore, the system takes into account the date
of exercise records to avoid copies of previous
exercise records from being taken into consideration.
This validation process prevents children from
cheating to some extent. For example, a child will
not gain any extra time budget by plugging the iPod
twice with the same exercise record.
As it can be seen in Figure 6, a user-friendly
GUI on client computers is provided for children to
use so that they can easily learn how to update the
exercise records without any difficulty. Furthermore,
the system allows the children to watch TV or to use
other entertainment appliances, only if they have
performed sufficient amount of exercise throughout
the day. This gives the children a sense of
achievement while the parents would not have to
worry about their kids not being active enough.
Meanwhile, the parents can save the time and let
the system monitor the activity level of their
children and the status of the entertainment
A WIRELESS HOME AUTOMATION SYSTEM FOR CHILDHOOD OBESITY PREVENTION
79
Figure 7: An example table of the exercise data.
appliances. They can view the previous data (e.g.,
how many calories have been burned) and observe
the progress of their children’s fitness level. Figure 7
shows an example table containing the child’s recent
exercise data. This exercise table is accessible from
the server.
5 DISCUSSIONS AND FUTURE
WORK
In the current form of the proposed system, after
performing exercise, a child connects the iPod to the
client computer. This will update a database on the
server and eventually a new schedule for the related
appliances will be sent to the ActiveHome
Automation System from the server. However, it is
more desirable to make the system real-time, where
the updating process is done automatically and
wirelessly. This can be done through using a
Bluetooth adapter connected to the iPod. This way,
there will be no need for the child to connect the
iPod to the computer in order to extend his/her time
budget.
Apart from Nike + iPod Sport Kit, other types of
sport kits can be added to the system in future to
provide the children with more options to perform
physical exercise. Also it should be noted that the
server side and client side of the system (Section 3.3
and Figure 3) can run on two networked computers
or they can run on a single machine.
A new method of gaming can be designed in
order to make players benefit from doing physical
exercise in the real world. This can be achieved by
extending the system to a server maintained by game
companies. Similar to the design for the Home
Automation System, the system now reward the
children who have performed sufficient amount of
exercise with the profit in the game. For example, a
child’s character in the game becomes stronger and
therefore, will able to equip better weapons. It is
anticipated that this idea gives encouraging
incentives for children in exchange for performing
physical exercise.
No Pain No Game can also cooperate with a
children’s health organization to advocate
formulating an exercise plan, encouraging children
by a record competition on the organization’s
website. A child can upload his/her exercise
progress and get ranked, accordingly. Further, the
exercise data collected from children can be a-useful
resource for related research institutes. People in
health related organizations can analyze how the
trend of health data during the exercise progress.
6 CONCLUSIONS
Childhood obesity has been a public concern as
people tend to expend more money in order to let
their children maintain physical fitness and overall
health. As such, it is necessary to build an
application that continually encourages children to
perform physical exercise. Several parental control
units have been designed, but few of them can
effectively impact children. With home automation
system technology ever improving and with the
number of related research projects growing, the
proposed system is built on the idea of home
automation systems. In this system, called No Pain
No Game, children have to perform exercise for
enough time in order to be able to activate any
entertainment appliance. The activity level of
children is monitored using a Nike + iPod Sports
Kit, which is becoming more popular. It records the
number of steps taken and elapsed time. Therefore,
the application can calculate calories and other
related data from the records. A database is utilized
to store the exercise records and the time budget for
every registered child.
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No Pain No game lowers the risk of being
cheated by means of its validation process. Also, its
user-friendly GUI allows children to easily learn
how to extend their entertainment time. Children can
obtain a sense of achievement, while parents can let
the system automatically monitor the activity level
of their children and the status of the appliances. It is
believed that a complete No Pain No Game product
would enable the parents to inexpensively supervise
their children's exercise and entertainment in a
completely unobtrusive fashion.
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