A WIRELESS BODY-WEARABLE SENSOR SYSTEM FOR
DESIGNING PHYSICALLY INTERACTIVE VIDEO GAMES
Bobak Mortazavi, Hagop Hagopian, Jonathan Woodbridge, Behrooz Yadegar and Majid Sarrafzadeh
Computer Science Department, University of California, Los Angeles, CA 90095, U.S.A.
Keywords:
eHealth, Exercise, Obesity, Wireless Systems, Games for health.
Abstract:
This paper presents a novel wireless body-wearable sensor system to control video games, making the user
more active while gaming. Our system uses data gathered from accelerometers and pressure sensors worn by
the player, to detect specific movements, which are used as in-game motion controls. Our system is designed
to detect different types of motions, and with proper integration into any game, will ensure that the player
will constantly remain active. To demonstrate, our system was adapted to a popular soccer game that uses
the player’s various leg motions as replacements for keyboard strokes. The result is a higher heart rate and
calorie burn for the user, making the overall experience significantly healthier and more active than analogous
sedentary video games.
1 INTRODUCTION
Video games continue to be an ever-growing and
tremendous source of revenue for companies, and en-
tertainment for people. In the past year alone, mil-
lions of games have been sold and millions of hours
of time have been spent playing them. In January
2010, Activision Blizzard Inc. reported that Call of
Duty: Modern Warfare 2 had earned more than $1 bil-
lion in worldwide sales since its release that previous
November, and earning more than half of that in only
its first five days of availability (Activision Blizzard
Inc., 2010). Likewise, Electronic Arts Inc.s FIFA
Soccer 10 had already sold over 4.5 million units,
making it the fastest selling sports video game in the
world; also averaging three million games played on-
line per day(Electronic Arts Inc., 2009).
With a multitude of hours spent playing video
games and watching television, questions have
emerged with respect to the obesity level in the coun-
try, specifically children, and the contribution that
sedentary activities have. This obesity level in the
United States manifests itself in many ways, includ-
ing the increase in adult waist size from 1998 to
2004 by 40.5% (Li et al., 2007). Projections of the
year 2030 places approximately 90% of all American
adults as overweight or obese, of which at least half of
those would be classified as obese (Wang et al., 2008).
This trend is not limited, however, to adults; children
are increasingly becoming overweight and obese as
a result of further increased sedentary behavior asso-
ciated with television watching and video game play-
ing (Robinson, 1999)(Stettler et al., 2004)(Rey-Lopez
et al., 2008). Specifically with regards to video game
use, the prevalence of obesity increased from around
5% in children spending no time playing video games
to over 20% when playing three hours per day (Stet-
tler et al., 2004).
The potential to target video game use and de-
velop active and healthy video games is a field with
great potential. The use of sensor networks worn on
the body as input devices has achieved success even
in simple pose-based game control systems (White-
head et al., 2007). The Nintendo Wii’s hand-held
accelerometer-based motion controller has led to 70.9
million units in lifetime sales(Nintendo Co. Ltd.,
2010). Wii Fit, a game that comes with a balance
board and various games and exercises targeted at im-
proving fitness, has sold 21.82 million units since its
release(Nintendo Co. Ltd., 2009). This result illus-
trates the growing popularity and potential for healthy
video games, especially those that can induce exer-
cise activity (Brown, 2006). However, the Wii remote
is limited to only hand-held activity, and the balance
board can only sense weight. In fact, activity on the
Wii can be generated with little to no movement if
desired. Most games, including those on the Wii, use
gesture based movements, stance based movements
and a few use continuous activity monitoring (Stach
et al., 2009).
62
Mortazavi B., Hagopian H., Wodbridge J., Yadegar B. and Sarrafzadeh M..
A WIRELESS BODY-WEARABLE SENSOR SYSTEM FOR DESIGNING PHYSICALLY INTERACTIVE VIDEO GAMES.
DOI: 10.5220/0003159100620069
In Proceedings of the International Conference on Biomedical Electronics and Devices (BIODEVICES-2011), pages 62-69
ISBN: 978-989-8425-37-9
Copyright
c
2011 SCITEPRESS (Science and Technology Publications, Lda.)
In this paper, we will show that the use of a body-
wearable sensor network can help achievevideo game
control to promote actual exercise activity. Using
sensors to capture gestures(Jung and Cha, 2010) or
pose-based movements (Whitehead et al., 2007) have
shown that monitoring of basic controls can be per-
formed. Our system, however, will take this a step
further and monitor not only continuous active con-
trols but the strength of these movements as well.
Sports games, in particular, are a well-suited target
for such a system, with previous work in sports games
(Mueller et al., 2007) and general activity recognition
for such sports applications (Avci et al., 2010) having
been done. Such exercise games are not only limited
in scope, but restricted by the platform and periph-
erals needed to play. For example, some systems re-
quire an exercise bike (Mokka et al., 2003), while oth-
ers require using a soccer ball and camera to capture
only the ball movement and not the player movement
(Mueller et al., 2007). Indeed, the number of conti-
nous activity monitoring systems applicable to a wide
range of games is quite limited (Stach et al., 2009)
and our system targets this area. The system we have
designed allows for the body to become an active and
continuous motion controller and we show how such a
controller can be adapted to games, particularly sports
games; such a system can actually promote physical
health through exercise.
The rest of the paper is organized as follows. Sec-
tion 2 gives a brief description of related work in
terms of body-wearable sensor networks and the po-
tential health benefits of targeting television and video
gaming. Section 3 contains our system design along
with its use as a motion controller for a popular soc-
cer game. Section 4 summarizess the health benefits
of our system. Section 5 discusses future work and
Section 6 concludes our study.
2 RELATED WORK
Several research projects extend beyond the limita-
tions of gesture or stance based body control for
games and extend to body-sensor networks for health
promotion. Each project takes a unique approach to
help target a specific health goal while our system ex-
tends beyond a single goal and can work for a multi-
tude of situations.
2.1 No Pain no Game
No Pain No Game is a home automation system
developed to monitor the physical activity of chil-
dren throughout the day in order to regulate the
time spent watching television or playing electronic
games (Hsiao et al., 2010). The system uses
an accelerometer-based pedometer to calculate the
Metabolic Equivalent of Task (MET) in order to mea-
sure activity. It then uses this data to control power
outlets and manage electronic activities such as tele-
vision viewing or video gaming. No Pain No Game
attempts to address and limit the time spent playing
video games, while our work makes that spent time
healthier.
2.2 Games for Stroke Rehabilitation
A collaboration between Washington University in St.
Louis and University of California, San Diego pro-
duced a game customized to help stroke rehabilita-
tion through the use of a tracking web-camera and on-
body accelerometers built into Wii remotes (Alankus
et al., 2010). This is a prime example of a class of
games targeted to a specific subset of controls. Multi-
ple sensors were used in this project to monitor single
or multiple muscles for associated movements specif-
ically related to stroke therapy exercises. By placing
the Wii-mote in specific areas around the arm, they
are able to monitor shoulder, elbow, or wrist move-
ments and exercise, and use these inputs for games
targeted to stroke rehabilitation exercises. Our system
improves on this idea and extends the control from a
subset of exercises to a range of motions for various
activities.
2.3 Health Games
Research by Thompson et. al. shows a different di-
rection in the healthy video game domain by targeting
the game design instead of the game control, in mak-
ing a game specifically built to address Type 2 Dia-
betes (Thompson et al., 2008). Their goal was to build
a fun game whose content addressed dietary issues
and diabetes understanding. Their game is played
with a standard keyboard and their work focuses on
the story and game content. The game is intended to
educate the user, but the user remains sedentary while
playing.
2.4 Dance Dance Revolution
The best example of a popular video game being
used for physical activity is Dance Dance Revolution
(DDR), the popular dancing game by Konami. The
game requires the use of a dance pad to sense pres-
sure in specific directions and can double the heart
rate of the user to exercise levels (Brown, 2006).
Further studies on DDR have shown that promoting
A WIRELESS BODY-WEARABLE SENSOR SYSTEM FOR DESIGNING PHYSICALLY INTERACTIVE VIDEO
GAMES
63
DDR leads to an increase in vigorous physical activ-
ity (Maloney et al., 2008), which further indicates the
ability to promote video games that induce physical
activity without having to specially tailor the game.
Again, DDR along with Wii Fit are limited in scope
due to their need of a physical pad as the control
mechanism.
3 SYSTEM DESCRIPTION
Our body-wearable video game controller allows for,
and in fact enforces, physical activity at exercise lev-
els that can be adaptable to a wide range of video
games. While sedentary activities, such as video
games, have previously been linked to the cause of
obesity amongst children and adults, this system will
actually turn such activities into entertaining exercise,
promoting the health benefits of such games by using
the human body as an active controller. Our system
incorporates tri-axial accelerometers attached to the
hands and feet to monitor movement, pressure sen-
sors to detect standing and running, and software al-
gorithms to further classify and interface with any
PC-based game. In this paper, the system has been
adapted to the FIFA Soccer 10 PC game.
3.1 Hardware
With the use of low-cost commodity hardware, we
are able to enact the desired controls necessary for
the soccer game. We use two Analog Devices 3-Axis
Accelerometers (ADXL335) (Analog Devices, 2010)
attached to an Texas Instruments’ MSP430 (Texas In-
struments, 2010) development board shown in Fig-
ure 1. The MSP430 Development board allows us
to communicate the accelerometer data wirelessly to
the PC. Also, attached to the MSP430 is a square-
shaped force sensitive resistor for pressure sensing.
Each of these sensors is strapped to a foot, allowing
for two footed control of the players within the game.
Three actions are detected for the primary foot. The
first is a forward shooting motion in the y-axis direc-
tion of the accelerometer. The second, primarily in
the x-axis direction, is the passing motion, while the
z-axis helps determine strength and detect running.
The accelerometer on the secondary foot can deter-
mine crossing, through passing, and running. All of
these actions map directly to the actions defined by
FIFA Soccer 10. A Nintendo Wii-Remote is used as a
wireless direction pad for easy turning of players.
The Wii-Remote is used only to indicate the di-
rection of the running movement generated by the ac-
celerometers and pressure sensors, and can easily be
Figure 1: Accelerometer + Pressure Sensor Hardware Unit.
replaced by a gyroscope in future designs.
3.2 Software
The software algorithm, written in the C# language,
developed in Microsoft Visual Studio, helps further
classify the continuous actions and consists of four
primary components. A flowchart of the algorithm
is shown in Figure 3. This algorithm detects the
trained movements and constantly calculates health
information based upon sensor readings and consists
of five primary pieces: calibration, segmentation, sup-
port vector machine classification, movement deci-
sion, and calculation of health statistics.
3.2.1 Calibration Phase
The top of a foot is not generally flat and the angle of
the y-axis, the rotation around the x-axis (pitch), and
the rotation around the y-axis (roll) varies from person
to person and must be accounted for. Since we use a
strap, visible in Figure 2 to place the device firmly
on top of the foot, rotation around the z-axis (yaw),
is not considered a factor in affecting motion anal-
ysis, but can be accommodated in a similar fashion
as the other two angles of rotation. Figure 2 shows
the orientation of the sensor and the desired flat di-
rections that the readings will be adjusted to. Since
we know the standard flat position of the accelerome-
ter, we can obtain a reading and normalize its values
to that of 0 acceleration in the y-direction and 0 ac-
celeration in the x-direction with an acceleration in
the z-direction counteracting gravity. Using this as an
initial vector, our algorithm can begin by taking an
initial set of readings, while asking the user to remain
still briefly, to determine the acceleration readings due
to the position of the sensor on the foot and associated
force of gravity.
BIODEVICES 2011 - International Conference on Biomedical Electronics and Devices
64
Figure 2: Hardware unit attached to foot. Bold lines are the sensor’s coordinate frame of reference. Dashed Lines show the
calibrated and rotate frame of reference. Angle θ is the pitch, or rotation around the x-axis, and Angle γ is the roll, or rotation
around the y-axis.
Start
Read
acceleration +
pressure
values
Filter +
Interpolate
Apply Rotation
Matrix
Apply
Segmentation
Initial Movement
Prediction + SVM
Vector Creation
user quit?
Stop
Yes
No
Apply SVM
Remove False
Positives (Using
Pressure Values)
Classify Specific
Movement
Determine
Strength
Update Health
Statistics
Apply
Movement
Figure 3: Flowchart of our Algorithm.
cos(θ) =
~
v1·
~
v1
k
~
v1kk
~
v2k
(1)
Equation 1 is a well-known equation for finding the
angle between two vectors
~
v1 and
~
v2, where
~
v1 ·
~
v2
is the dot product of the two vectors and k
~
v1k is the
magnitude of a vector.
θ = arccos
0y + gz
p
0
2
+ g
2
p
y
2
+ z
2
(2)
γ = arccos
0x + gz
p
0
2
+ g
2
x
2
+ z
2
(3)
Given we have normalized our standard coordi-
nates in the flat direction, namely 0 in the y direction,
0 in the x direction, and g, the effect of gravity, in
the z direction, we can find the pitch angle and the
roll angle by equations 2 and 3, respectively. Please
note in 2 and 3 that x y and z refer to the x, y, and z
components of the angled vector, while our base vec-
tor is of the form < 0,0,g >. We then use a simple
rotation matrix from linear algebra to convert every
3-point < x, y, z > vector back into our normalized
space < x
,y
,z
> to classify a set of movements with
better accuracy by no longer being dependent on the
person and the exact position of the accelerometers.
The rotation of the coordinate system can be solved
via equations 4 and 5, where 4 allows us to calcu-
late rotation in the opposite direction, as was deemed
simpler in this case:
ˆ
θ = 2πθ ,
ˆ
γ = 2π γ (4)
A =
cos(
ˆ
γ) 0 sin(
ˆ
γ)
sin(
ˆ
θ)sin(
ˆ
γ) cos(
ˆ
θ) sin(
ˆ
θ)cos(
ˆ
γ)
sin(
ˆ
γ) cos(
ˆ
θ)sin(
ˆ
γ) cos(
ˆ
θ)cos(
ˆ
γ)
!
A WIRELESS BODY-WEARABLE SENSOR SYSTEM FOR DESIGNING PHYSICALLY INTERACTIVE VIDEO
GAMES
65
Figure 4: Y-Acceleration Samples plotted against normal-
ized amplitude of 8-bit ADC Channel. 1, 2, 3, and 4 corre-
spond to the segments created by the segment state machine.
A·
x
y
z
=
x
y
z
(5)
Once all points are rotated back into the standard
plain, the algorithm can begin its initial movement
classification.
3.2.2 Segmentation + SVM
A segment state machine is built to identify changes
in slope of the acceleration values. These segments
help identify the potential for the standard kick, pass,
cross, through pass, and running movements. Each
movement corresponds with a standard slope pattern
in the acceleration curve. The movements segment
into four specific sectors of a sinusoid similar to that
in Figure 4. The sensors broadcast at 100 Hz and ad-
just the slope according to a sliding window of twenty
(20) < x, y, z, pressure > samples read. This allows
for some history to indicate a trend, but is not pro-
hibitively large enough to introduce a delay in the ac-
tions of the user. This segmentation, adapted from
an initial segmenting system presented in (Hagopian,
2010), can accurately determine the slopes of accel-
eration curves and the associated state machine can
predict potential movements based on a pattern of ac-
celeration and deceleration. Figure 4 shows a kick
and the state machine’s corresponding segmentation.
The state machine itself can classify a large set of ac-
tions but for movements that are not entirely dominant
in any particular direction, a more precise pattern-
matcher can be used for the boundary cases, like a
support vector machine.
A support vector machine (SVM), such as the
open source libsvm (Chang and Lin, 2001) that we
used, allows for multi-class classification based on ex-
tracted features from the segment state machine. The
SVM, of course, is trained with the movements in a
prior phase, but the calibration reduces the need to re-
train the segment state machine or the SVM for each
user. The test vectors used for the SVM in our al-
gorithm consists of fifty (50) points, each containing
four values: x, y, z, and pressure.
3.2.3 Movement Decision and Health Features
Once the classification is accomplished, a final filter is
run based upon the pressure profiles and health statis-
tics are updated along with the movement being gen-
erated and delivered to the game. The health features
are based upon the idea of the Metabolic Equivalent
of Task (MET), in order to determine the activity level
of the user. Different sports have different MET num-
bers resulting in different calorie burning. MET is
expressed versus the cost of resting metabolic rates;
therefore, it measures specifically based upon the in-
crease in activity, where 1 METs is considered be-
ing at rest (sedentary), while 3 METs is walking and
above 6 is more vigorous activity (Ainsworth et al.,
1993). Based upon the mass the user must input
to start the system, and the level of activity of the
accelerometer+pedometer, equation 6(Hsiao et al.,
2010) helps calculate the specific number of calories
burned by the user.
Calories =
MET 3.5m
200
t (6)
In equation 6, m is the mass in kilograms and t is the
total duration in minutes. This calorie information,
along with the pedometer information based upon the
pressure sensor, give a basic set of health information
to the user as he/she is using our system. While those
health statistics are updated, the movements are de-
cided. The strength of these movements can be calcu-
lated by various heuristics. In this case, the heuristic
is the magnitude of the absolute sum of activity ac-
cording to:
k ~movek=
l
i=0
|move
i
| (7)
, where ~move is the movement vector, l is the length
of ~move, and move
i
is the i
th
value of the vector. FIFA
Soccer 10 allows a wide range of strengths for kicks,
crosses, and a differentiation between standard run-
ning and sprinting. No movement of the player will
occur if the user is not at least stepping in place. All
movements are based upon actual human movements.
For example, running in place faster will allow the
player to sprint, soft swings of the leg will gener-
ate soft kicks while stronger swings generate harder
shots, and wild kicks by the user cause the player in
FIFA Soccer 10 to lose control of the ball by over-
powering the shot. Our system is able to continu-
ously monitor not only the movements generated by
the body but the strength of those movements in or-
der to more properly determine the activity level MET
and the actions within an associated game.
BIODEVICES 2011 - International Conference on Biomedical Electronics and Devices
66
Figure 5: Pressure value and Y-acceleration samples plotted against normalized amplitude of 8-Bit ADC Channel. Points A
and B correspond to the decision point of the system on an action.
3.3 Accelerometer Vibration Issues and
Enforcing Activity
Running in place is of particular concern as it
can cause sensor vibration, which even the pattern-
matching algorithms like an SVM can mistake for
movement. As a result, the pressure profile of the user
becomes a significant portion of the decision mak-
ing process for movements in order to eliminate false
positives as a result of acceleration vibration. The
pressure profile must work in association with the ac-
celerometers in order to more accurately detect move-
ment as shown in Figure 5. In Figure 5, the left
graph at point A detects a proper kick. When pressure
is lifted, the sensor peaks to its maximum amplitude,
showing the foot is in the air while the kick occurs.
The right graph, at point B, shows a step misrepre-
sented as a kick. With the addition of the pressure
sensor, however, the system can now determine that
at the classification point, the foot is pressed on the
ground, and thus, appropriately designates this only
as a step and not as a kick. This sensor fusion is
a quick and effective way of dealing with a signifi-
cant problem with accelerometers when strapped to
the body. Our system, with the addition of the pres-
sure sensors under the feet, is able to eliminate what
might otherwise be mistaken as movements in simple
accelerometer-only based systems.
The important contribution to this system is the
ability to control video games with the body in an
active and continuous fashion in order to promote
healthier game play. As a result, a primary component
to our system is, in fact, to enforce that the user be ac-
tively playing the game. As the algorithm runs, if at
any point the pressure profile decreases from what is
expected as a standing person, it will pause and alert
the user that he/she is no longer standing and actively
playing. The algorithm allows for the pressure to be
lifted but these intervals of reduced pressure are mon-
itored in order to guarantee actions are occurring and
the user is not, instead, attempting to circumvent the
necessary activity levels of the system. As a result, we
have a simple but effective manner to ensure the user
is not sedentary and is instead up and about actively
moving and, hence, exercising.
4 HEALTH BENEFITS
FIFA Soccer 10 was a suitable choice for our system
because it allows for varying speeds of running and
different leg movements for different actions; it has
supported over 113 million total online games played
(Electronic Arts Inc., 2009) and serves as a good ex-
ample of a popular game that can be made active and
healthy with our system. Our FIFA Soccer 10 system
allows the user to run, sprint, kick and pass with one
foot, and cross and through pass with the other. One
can use this system to control any action in the game
and can even take it online to challenge others. Ta-
ble 1, which shows the average of five (5) users play-
ing with our system over a fifteen (15) minute period,
compares the level of exercise of various activities.
Heart rate is based on the specific user, calorie burn
is based on equation 6 for a 160 lb individual, MET
for walking and soccer is a known value (Ainsworth
et al., 1993), and MET for FIFA Soccer 10 PC and
our system is based on activity level based on system
equation 7. As indicated in the table, FIFA Soccer
10 as played with a standard keyboard is completely
sedentary, whereas our system performs on par with
moderate exercise. As a point of reference, actual soc-
cer is also listed.
A WIRELESS BODY-WEARABLE SENSOR SYSTEM FOR DESIGNING PHYSICALLY INTERACTIVE VIDEO
GAMES
67
Table 1: Table showing approximate calorie burn and heart
rate (beats per minute) associated with 5 users playing FIFA
Soccer 10 on PC with keyboard, with our system, and a
comparison to walking 4.5 miles per hour and playing ca-
sual soccer (Ainsworth et al., 1993) over a 15 minute period.
Activity Heart Rate MET Calories
FIFA 10 (PC) 73 bpm 1.0 19
Walking 4.5 85.7
FIFA 10 (Active) 144 bpm 4.5 85.7
Soccer 7.0 133.3
5 FUTURE DIRECTIONS
AND DISCUSSION
In the current form of our controller system, we can
monitor movements and enforce physical activity and
adapt it to a wide range of games. Although we have
shown how, with the devices strapped to the user’s
feet, one can play a popular and widely available soc-
cer game, our system is not solely limited to these
actions. One can attach the devices to other parts of
the body, such as the hands, and generate movements
from there as well. The general structure of the sys-
tem remains the same with a re-training of the clas-
sification portion of the algorithm and an adjustment
to the calibration phase being the only pieces that re-
quire attention. Indeed, our system is adaptable and
flexible to many different end applications and lends
itself to further user studies on human activity moni-
toring.
Additional sensors can be added to make the sys-
tem more flexible if needed. As we further monitor
the health status of users with this system, it becomes
apparent that the addition of human vital signs, such
as heart rate and respiration are features that can be
added not only to monitor health but to affect future
games. For example, one may become fatigued in
real life, and by monitoring this, our system can tell
the game to make their characters also show fatigue.
Vibration and sounds may be added to enhance feed-
back to the body to allow for better control. More
complex movements, such as rotations measured by a
gyroscope, can also be monitored by the addition of
hardware into our system. In fact, with the announce-
ment of Microsoft Corporations Kinect (Microsoft,
2010) camera-based movement system, these addi-
tions would keep our system at the forefront of body-
controlled games. In cases where camera systems
may only visualize moves and approximate health in-
formation, our system will be able to continue gaining
accurate results and provide feedback to the user for
more realistic behavior and feel.
6 CONCLUSIONS
The obese and overweight population of the United
States, and most of the industrialized nations, is in-
creasing. As the population grows and the costs be-
come more prohibitive to health-care, new and alter-
native ways to attack sedentary behavior must be de-
veloped. Television viewing and video game playing
are time-consuming processes in which users are rel-
atively, if not completely, inactive. Research projects
have attempted to address this inactivity by limiting
the television time, or by restricting movements to a
small subset, but we have developed a system with
which players of video games may use their bodies as
input devices to the games they are already playing.
This system will ensure that the video game player
will no longer be in a prolonged sedentary state, but
instead, has to exercise to a point where the game
becomes beneficial. Through the use of accelerom-
eters and pressure sensors, we can enable active and
continuous motion control and activity level monitor-
ing. With a clever classification algorithm we can
mimic the input behaviors necessary to perform re-
alistic actions as a body-controller for a video game,
and at the same time, measure and monitor activity
to ensure a physically motivated game playing expe-
rience in which calories are burned and the heart rate
climbs. This system is adaptable to current state-of-
the-art games by simply replacing any of the given in-
puts and can be used to keep users entertained while
making them active.
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