2 RELATED WORK
In recent years, researchers have explored ways to ex-
ploit the technological advances of gesture recogni-
tion and motion tracking systems in the field of reha-
bilitative and physical therapy, with very positive re-
sults. Virtual reality gaming using commercially
available systems, such as Microsoft’s Kinect and
Nintendo’s Wii platform, has been shown to improve
measures of upper limb function in stroke survivors
and balance in elderly people in community and hos-
pital settings (Davies et al., 2014). A quick literature
review on the subject of Kinect and physiotherapy
will produce many results of such research projects
which aim to develop applications that can provide
real time virtual assistance to patients performing spe-
cific exercises, while also helping therapists to track
and monitor the progress of their patients even from
a remote location (Saposnik & Levin, 2011; Chang et
al., 2011; Wei-Min et al., 2013). The subject of ro-
botic assistants that facilitate physical training is ad-
dressed in (Fasola & Mataric, 2012; Werner et al.,
2013).
Systems in these studies as well as commercial ap-
plications use a similar setting; the user stands in front
of a large screen that displays two avatars, one that
represents the trainer and the other the user. The mo-
tion-tracking camera reads the movements of the user
and transfers them on the respective avatar. In most
of these systems, the movements of the patient are
displayed on the screen, against or in parallel to the
movements of the trainer avatar. In that way, the user
has immediate visual feedback on how accurate his or
her movements are compared to the ones demon-
strated by the trainer avatar. In other systems, the user
has to perform specific movements in order to score
points in the context of a fun video game. Using video
gaming platforms in physical therapy has been shown
to be an effective method that increases the engage-
ment and motivation of patients to follow and com-
plete their physical program (Davies et al., 2014; Un-
nikrishnan et al., 2013).
3 DESIGN CHALLENGES
The main objective of the fitness application is to pro-
mote and facilitate physical fitness for the users of the
robot in their own home environment. To achieve
this, the application provides a guided exercise pro-
gram especially designed for the elderly, which can
be initiated from the robot’s main interface at any
time. The application is also able to track the user’s
performance during the exercise and provide con-
structive feedback when needed. The application is
not to be intended as a therapeutic or rehabilitation
tool, but as a tool to help the users maintain or im-
prove their motor skills and balance. The application
offers exercises that are presented sequentially
through a video trainer guiding the user throughout
the fitness program. It uses a human tracking system
in order to detect and display user’s movements,
through the avatar, while executing an exercise. The
user’s avatar is depicted right next to the virtual
trainer for direct visual comparison. Feedback to the
user (i.e., instructions, corrections, and general en-
couragement), is provided through HOBBIT in a mul-
timodal manner, auditory and textual.
3.1 User Requirements
The user requirements for the fitness application were
gathered and elaborated through brainstorming and
observation sessions at a local day-care and activity
center for the elderly, with the involvement of geriat-
ric occupational therapists and HCI experts. The cen-
ter offers a 30 minutes fitness program twice a week,
where a group of 25 members have the opportunity to
exercise the upper body while seated. The elaboration
of the user requirements was based on two videotaped
sessions presenting the potentials of the elderly in ex-
ecuting upper body exercises, on information gath-
ered through an anonymous short questioner, as well
as on valuable brain-storming sessions with the elder
members and the center personnel.
The following requirements were derived:
• Overall Experience. The application must be
pleasant and engaging.
• Usable Interaction Paradigm. The user interface
should be designed in a way that the interaction
paradigm is close to that of a real fitness class set-
ting,
• Continuous Flow of Interaction. The user should
not wait for long periods of time between exercises
or application dialogues to avoid frustration or
even fatigue.
• Designated Exercise Area and Position. All the
exercises must be performed from a seated posi-
tion. Exercising from a sitting position improves
safety, since the base of support is greater than that
of standing, while also increases the ability to per-
form motor activities with arms and hands (Greene
& Roberts, 2005). The user’s chair must be sturdy
with no bulky legs and arms to allow uncon-
strained body movements and avoid tracking mis-
reading and miscalculations. An area in front of the