An Adaptive Approach to Exergames with Support for Multimodal Interfaces

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dc.contributor.authorSilva Salmeron, Juan Manuel
dc.date.accessioned2013-01-30T21:48:08Z
dc.date.available2013-01-30T21:48:08Z
dc.date.created2013
dc.date.issued2013
dc.identifier.urihttp://hdl.handle.net/10393/23758
dc.identifier.urihttp://dx.doi.org/10.20381/ruor-6428
dc.description.abstractTechnology such as television, computers, and video games are often in the line for reasons of why people lack physical activity and tend to gain weight and become obese. In the case of video games, with the advent of the so called “serious games initiative”, a new breed of video games have come into place. Such games are called “exergames” and they are intended to motivate the user to do physical activity. Although there is some evidence that some types of Exergames are more physically demanding than traditional sedentary games, there is also evidence that suggests that such games are not really providing the intensity of exert that is at the recommended levels for a daily exercise. Currently, most exergames have a passive approach. There is no real tracking of the players progress, there is no assessment of his/her level of exert, no contextual information, and there is no adaptability on the game itself to change the conditions of the game and prompt the desired physiological response on the player. In this thesis we present research work done towards the design and development of an architecture and related systems that support a shift in the exertion game paradigm. The contributions of this work are enablers in the design and development of exertion games with a strict serious game approach. Such games should have “exercising” as the primary goal, and a game engine that has been developed under this scheme should be aware of the exertion context of the player. The game should be aware of the level of exertion of the player and adapt the gaming context (in-game variables and exertion interface settings) so that the player can reach a predefined exertion rate as desired. To support such degree of adaptability in a multimedia, multimodal system, we have proposed a system architecture that lays down the general guidelines for the design and development of such systems.
dc.language.isoen
dc.publisherUniversité d'Ottawa / University of Ottawa
dc.subjectexergames
dc.subjectvideogames
dc.subjectserious games
dc.subjectadaptive game engine
dc.subjectfuzzy logic
dc.subjecthaptic in games
dc.subjectmultimodal interfaces
dc.titleAn Adaptive Approach to Exergames with Support for Multimodal Interfaces
dc.typeThesis
dc.faculty.departmentScience informatique et génie électrique / Electrical Engineering and Computer Science
dc.contributor.supervisorEl Saddik, Abdulmotaleb
dc.embargo.termsimmediate
dc.degree.namePhD
dc.degree.leveldoctorate
dc.degree.disciplineGénie / Engineering
thesis.degree.namePhD
thesis.degree.levelDoctoral
thesis.degree.disciplineGénie / Engineering
uottawa.departmentScience informatique et génie électrique / Electrical Engineering and Computer Science
CollectionThèses, 2011 - // Theses, 2011 -

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