Extreme Motion SDK Used in New Study of Motion Games for Elderly

Extreme Motion SDK Used in New Study of Motion Games for Elderly images: EXTREME REALITY, TURKU UNIVERSITY  

The Extreme Motion SDK was recently used by researchers at the Technology Research Center at Turku University in Finland to study motion tracking techniques in active games designed for the elderly.

Extreme Reality's Extreme Motion software development kit (SDK) was used in a new study conducted at the Technology Research Center at Turku University in Finland. The study, entitled “Perceptions of the Elderly Users of Motion Tracking Exergames,” used two custom made motion games to test the usability and playability of exergames designed for seniors with no previous experience with computer games.

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Extreme Motion technology offers software-based full-body motion analysis using any standard 2D camera, and the software development kit allows developers to create new motion games for computers, tablets and other devices, or to integrate motion control with existing games. The motion tracking solution has a variety of applications, ranging from gaming and fitness to therapy and rehabilitation.

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Research using motion control technologies provides valuable insight into the ways in which new solutions can help encourage seniors to stay active and prevent age-related physical and cognitive decline. Gamified solutions have been identified as a possible motivator to keep elderly users active in the long term.

The games created for the Turku University study were specifically tailored to the elderly, with factors like game speed, environment and graphics reflecting this. Both games used Extreme Motion technology and the Unity game engine by Unity Technologies. The first game required players to stand in front of a camera and control a rider on a scooter with their body movements, while the second one was a gamified physiotherapy tool designed to activate large muscle groups using fun exercises.

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The study found that the games helped eliminate gerontechnology anxiety in seniors, who feared losing points in the game rather than being overwhelmed by it. Researchers concluded that gaming elements created motivation in elderly users but, to improve the usability and experience, graphics and game clarity needed to be further improved to help users better understand the game flow. The results of the study were presented at the 8th IADIS International Conference on Game and Entertainment Technologies, held in Spain in 2015, and will be published in the first quarter of 2016.

“We are proud that our technology is able to be part of significant research that enables scholars and health professionals to better understand the healthcare needs of the elderly and provide them with innovative solutions.” - said Osnat Lidor, VP of Marketing

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