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A stand-alone proximity-based gaming wearable for remote physical activity monitoring

Published online by Cambridge University Press:  11 April 2024

Kieran Woodward
Affiliation:
Department of Computer Science, Nottingham Trent University, Nottingham, UK
Eiman Kanjo*
Affiliation:
Department of Computer Science, Nottingham Trent University, Nottingham, UK Computing Department, Imperial College London, London, UK
Will Parker
Affiliation:
Department of Computer Science, Nottingham Trent University, Nottingham, UK
Bradley Patrick
Affiliation:
Department of Computer Science, Nottingham Trent University, Nottingham, UK
*
Corresponding author: Eiman Kanjo; Email: eiman.kanjo@ntu.ac.uk

Abstract

The Internet of Things (IoT) and wearable computing are crucial elements of modern information systems and applications in which advanced features for user interactivity and monitoring are required. However, in the fields of pervasive gaming, IoT has had limited real-world applications. In this work, we present a prototype of a wearable platform for pervasive games that combines IoT with wearable computing to enable the real-time monitoring of physical activity. The main objective of the solution is to promote the utilization of gamification techniques to enhance the physical activity of users through challenges and quests. This aims to create a symbolic link between the virtual gameplay and the real-world environment without the requirement of a smartphone. With the integration of sensors and wearable devices by design, the platform has the capability of real-time monitoring the users’ physical activity during the game. The system performance results highlight the efficiency and attractiveness of the wearable platform for gamifying physical activity.

Information

Type
Translational Article
Creative Commons
Creative Common License - CCCreative Common License - BYCreative Common License - NCCreative Common License - SA
This is an Open Access article, distributed under the terms of the Creative Commons Attribution-NonCommercial-ShareAlike licence (http://creativecommons.org/licenses/by-nc-sa/4.0), which permits non-commercial re-use, distribution, and reproduction in any medium, provided the same Creative Commons licence is used to distribute the re-used or adapted article and the original article is properly cited. The written permission of Cambridge University Press must be obtained prior to any commercial use.
Copyright
© The Author(s), 2024. Published by Cambridge University Press
Figure 0

Figure 1. Lilygo T-watch.

Figure 1

Figure 2. The developed wearable game showing different locations to visit along with score and step count and the final game completion screen.

Figure 2

Figure 3. BLE smartwatch system schematic.

Figure 3

Table 1. Bluetooth RSSI and distance at 1 m and 4 m intervals across five indoor locations with limited interference, using the developed wearable gaming platform

Figure 4

Figure 4. RSSI (dBm) values across six different conditions at 1 m and 4 m distances.

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