How should robots exercise with people? Robot-mediated exergames win with music, social analogues, and gameplay clarity
Naomi T. Fitter, Mayumi Mohan, R. Preston, Michelle J. Johnson, Katherine J. Kuchenbecker
- 发表年份
- 2024
- 引用次数
- 4
- 访问权限
- 开放获取
摘要
Introduction: The modern worldwide trend toward sedentary behavior comes with significant health risks. An accompanying wave of health technologies has tried to encourage physical activity, but these approaches often yield limited use and retention. Due to their unique ability to serve as both a health-promoting technology and a social peer, we propose robots as a game-changing solution for encouraging physical activity. Methods: This article analyzes the eight exergames we previously created for the Rethink Baxter Research Robot in terms of four key components that are grounded in the video-game literature: repetition, pattern matching, music, and social design. We use these four game facets to assess gameplay data from 40 adult users who each experienced the games in balanced random order. Results: In agreement with prior research, our results show that relevant musical cultural references, recognizable social analogues, and gameplay clarity are good strategies for taking an otherwise highly repetitive physical activity and making it engaging and popular among users. Discussion: Others who study socially assistive robots and rehabilitation robotics can benefit from this work by considering the presented design attributes to generate future hypotheses and by using our eight open-source games to pursue follow-up work on social-physical exercise with robots.
关键词
相关论文
Statistical Learning Theory
Yuhai Wu, Vladimir Vapnik
1999
Artificial intelligence: a modern approach
1995
Fractional Differential Equations
Igor Podlubný
2025
Applied Nonlinear Control
Jean-Jacques Slotine, Weiping Li
1991