DocumentCode
2711569
Title
Coaching the Wii
Author
Hanneton, S. ; Varenne, A.
Author_Institution
Lab. de Neurophysique et Physiol., Paris Descartes Univ., Paris, France
fYear
2009
fDate
7-8 Nov. 2009
Firstpage
54
Lastpage
57
Abstract
Aging or sedentary behavior can decrease motor capabilities causing a loss of autonomy. Prevention or re-adaptation programs that involve practice of physical activities can be precious tools to fight against this phenomenon. ¿Serious¿ video game have the potential to help people to train their body mainly due to the immersion of the participant in a motivating interaction with virtual environments. We propose here to discuss the results of a preliminary study that evaluated a training program using the well-known WiiFit game and Wii balance board device in participants of different ages. Our results showed that participants were satisfied with the program and that they progressed in their level of performance. The most important observation of this study, however was that the presence of a real human coach is necessary in particular for senior participants, for security reasons but also to help them to deal with difficulties with immersive situations.
Keywords
computer games; training; virtual reality; Wii balance board device; WiiFit game; aging; immersive situation; motor capability; physical activities; physical training experiment; sedentary behavior; video game; virtual environment; Aging; Avatars; Cardiology; Diabetes; Force sensors; Games; Humans; Pathology; Security; Virtual environment; coaching; immersion; physical activity; serious game; training; virtual environment;
fLanguage
English
Publisher
ieee
Conference_Titel
Haptic Audio visual Environments and Games, 2009. HAVE 2009. IEEE International Workshop on
Conference_Location
Lecco
Print_ISBN
978-1-4244-4217-1
Electronic_ISBN
978-1-4244-4218-8
Type
conf
DOI
10.1109/HAVE.2009.5356134
Filename
5356134
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