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Computing and health. Roger Eglin. Overview. Research projects: Health and games Eye toy and physical activity (published) Parkinson's diagnosis Pilot and re run of a pilot (current project) iPhone framework: University of Portsmouth iPhone Framework
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Computing and health Roger Eglin
Overview • Research projects: • Health and games • Eye toy and physical activity (published) • Parkinson's diagnosis • Pilot and re run of a pilot (current project) • iPhone framework: University of Portsmouth iPhone Framework • Complete by end of June (in progress) • Functioning : GPS, chat, email • Serious game/ simulation design for a pervasive game (published). • Research students • Neil Dancey • Mark Eyles • Theoretical model (SDM), (published) • 3D Avatar • Summary
Video games and physical activity • Links video games with real life • Collaboration with • Sony UK • Sports and Exercise Dept. • Asked to collaborate with Nintendo Wii • Published work
Physiological responses to playing video games Dr Roger Eglin, Department of Creative Technologies and Dr Clare Eglin, Department of Sports Science, University of Portsmouth, Portsmouth, UK. • Background • Low levels of physical activity are associated with an increased risk of cardiovascular disease, diabetes, cancer and obesity. • To reduce the risk of these diseases the Department of Health recommends that individuals should participate in moderate intensity exercise for 30 min on at least 5 days a week. • Video games which use either an edge detection or pressure detection interface to play the game could potentially be used to increase physical fitness and promote health benefits. • The aim of this study was to determine the physiological responses to playing video games using an edge detection interface and a hand-held console. • Methods • 3 male & 3 female subjects (age: 30.5 [4.5] y; mass: 64.2 [12.7] kg; height: 170 [9.7] cm; sum of 8 skin folds: 77.0 [16.0] cm; VO2max 58.0 [11.0] ml.kg-1.min-1) undertook 3 games sessions lasting 20 min in a counterbalanced order. • Games • Hand-held console (CONS): racing car game (Grand Turismo, Playstation2, Sony, UK), PArticipants seated throughout. • Eye toy: window washing game (SWW): using an edge-detection interface (Wishy Washy, Playstation2, Sony, UK). The camera was adjusted such the subjects’ image on the television could reach the top of the screen with their feet flat on the floor. • JWW: the same as SWW except when on tiptoes the subjects had to jump 5 cm to reach the top of the screen • Measurements • Oxygen and consumption (VO2) and heart rate (HR) were measured continuously : During a 2 min rest period, 20 min playing the game and a 5 min recovery period. • Rating of perceived exertion (RPE) and conscious effort (7 point scale) were asked at the end of each game. • Mood state was assessed using a Brunel mood scale before and after the games session. • Salivary cortisol from whole saliva collected for 2 min before and after the games session was measured using immunoassay. • Data Analysis • HR data was analysed using a one-way ANOVA followed by a Tukey post hoc test, all other data was analysed using a Kruskal Wallis test followed by a Mann Whitney U test. • Results • Playing CONS did not increase VO2 above resting levels, but increased HR from 65 (5) bpm to 69 (6) bpm (P<0.05). • HR and VO2 during SWW and JWW were similar and significantly greater than CONS (Figure 1 & 2, P<0.001). • Figure 1. Mean VO2 during games sessions (n=6) • Figure 2. Mean HR during games sessions (n=6) • HR during SWW and JWW corresponded to 73 (11) % and 81 (8) % of maximum HR respectively. • VO2 was 51 (12) % of VO2max for SWW and 59 (8) % for JWW. This equated to 7.8 (2.0) and 8.8 (1.0) METS respectively. • Resting salivary cortisol levels were similar in each condition and did not change after any of the games sessions • Conscious effort was similar during each of the games. RPE was lower during CONS than SWW or JWW (Table 1, P<0.01), and higher during JWW compared to SWW (Table 1, P<0.05). • Mood profile • Table 1. Mean RPE and conscious effort during games sessions (n=6) • Discussion • Playing SWW and JWW significantly increased HR and VO2 above resting levels. According to the Department of Health guidelines this would be classed as vigorous activity. • In fit individuals, playing an edge detection video game such as SWW could be used to increase fitness levels. • Playing the console game, slightly increased HR but not VO2 above resting levels. • Further studies should investigate the responses of sedentary individuals.
Objective Parkinson's test • What else can we measure? • Can we do it online? • Pilot and re run of a pilot (current project) • Future projects would involve linking this data with EMG data and a learning algorithm.
Objective Parkinson's test • This type of intervention would suit being linked to a pervasive technological environment.
Create a pervasive intervention platform • Mobile phone • Developiong the “University of Portsmouth iPhone Framework” • This iPhone development (Can be ported to other mobile platforms e.g. Nokia)
iPhone application UoPiP • University of Portsmouth iPhone FrameworkA simple client/server framework that lets you quickly produce cloud based mobile apps. Introduction • The UoPiPiPhone development framework allows you to develop powerful mobile applications that take advantage of the cloud. It helps you to write applications that can store and retrieve data remotely through the Web, making it quicker and easier to create interesting social, cloud based apps. It consists of a server running a set of useful Web services, accessible over HTTP (using a simple RESTful style interface), and a collection of client libraries for the iPhone, together with a set of example applications. The lightweight HTTP interface means that the framework is not restricted to the iPhone OS platform. Clients may be created for any platform capable of making an HTTP connection, including other mobile platforms (Android OS, Symbian etc.) and the mobile web. This allows information to be easily shared between mobile devices.
Pervasive game design • 2 Research students • Mark Eyles and Neil Dancey • Pervasive game design • Neil Dancey: • Looked at SF0 game (GT) • Described its serious game elements.
Emergent Serious Games: A Grounded Theory of Pervasive Game Experiences Neil Dansey, Dr. Roger Eglin Abstract Pervasive games are those that attempt to make the player to feel as if the game is ‘pervading’ their everyday life. A study was conducted to explore pervasive games in an experiential context, in order to provide a deeper understanding of the appeal of such games to players. A Grounded Theory approach was taken to data from 24 players of SF0 (www.sf0.org), an internet-based pervasive game. Unexpected results show that some players have adapted the rules of the game to facilitate positive changes in their lives, similar to those promoted by serious games. It is suggested that SF0 is an example of an emergent serious game, and the Grounded Theory is presented. (Accepted for publication)
Perspective and context of games • Children spend 10000 hours playing games by 21. • By the time children leave school they will have spent 10000 hours in school from 10 to 16 years old. • Malcolm Gladwell suggests that it take 10000 hours to become excellent at something. • We trust/like someone who we play games with. • Second largest wiki in the world is world of war craft. • Taken from: http://www.ted.com/talks/jane_mcgonigal_gaming_can_make_a_better_world.html
Theoretical model • Systemic Domain Model (SDM) • (published)
Engaging with game Generating data 6 – e.g. participating in the game ethos without playing and 3 – e.g. thinking about 1 - Generating data acceptance of the game the game and rules, goals and so on generating data 5 - Fully participating in the game (data generating, observing and ethos) 2 – e.g. observing 4 – e.g. observing former players the data being generated 7 – e.g. perceiving data generation, data in the game by players, potential players, former players Receiving feedback
Summary • How do we link games with the real world? • This project links pervasive technology like the iphone with health related activities such as objective tests through serious activities and emergent activities.
Avatar • Project looking at CGI human heads and how they are perceived. This is in preparation for their use as avatars in health related communication with patients.