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Training Standing Balance in Older Adults Using Physical Activity Controlled Games: A Comparison Study
Published in Marcelo M. Soares, Franscisco Rebelo, Advances in Usability Evaulation, 2013
For examples, Nintendo Wii Fit is a video game that had been adopted in many rehabilitation studies (Gokey and Odland, 2010, Guderian et al., 2010, Loureiro et al., 2010, Odland et al., 2010, Rogers et al., 2010, Padala et al., 2009). Wii Fit requires the players to stand on or step on/off a force platform, called Wii Balance Board (WBB), whose size is about 50x32x6 cm3. Standing on a WBB often poses fear of falling for patients with balance problem. Some safety precautions for WBB include providing additional support from auxiliary machinery or caretakers, or placing the WBB such that the top surface of the WBB is at the same height as the floor.
Effect of Virtual Reality-Based Training of the Ankle, Hip, and Stepping Strategies on Balance after Stroke
Published in Christopher M. Hayre, Dave J. Muller, Marcia J. Scherer, Virtual Reality in Health and Rehabilitation, 2020
Since its launch in 2006, the capacity of the Nintendo Wii (Nintendo, Kyoto, Japan) game console to enable interaction with actual body movements drew the attention of the scientific community (Laver et al. 2017; Cheok et al. 2015). The Nintendo Wii Balance Board (WBB), a force platform bundled with the Wii Fit software, released one year later, was especially interesting for researchers interested in balance, as it is able to estimate the center of pressure of the users from the stress caused by their body weight distribution on four built-in strain gauges. However, the most interesting features of this device are, in contrast to laboratory-grade posturography systems, its low cost, portability, and widespread availability. Dedicated software for the WBB requires users to interact through weight shifts resulting from adjusting the body posture while (mostly) maintaining the soles in contact with the surface of the platform, which necessarily involves the use of the ankle and hip strategies. Although different studies have investigated the effects of balance training with the WBB using off-the-self video games, these applications are likely to present motor and cognitive demands that individuals post-stroke cannot meet. Consequently, to benefit from the advantages of the WBB yet covering the wide range of possible motor and cognitive sequelae after stroke, we designed customized exercises that could be adapted to fit the motor condition and needs of each individual while providing simple feedback of their motor performance and the task to accomplish without distractors. Interaction with all the exercises required participants to continuously use the ankle and hip strategies to control their center of pressure (Figure 8.2).
Technologies in Exertion Games
Published in Franz Konstantin Fuss, Aleksandar Subic, Martin Strangwood, Rabindra Mehta, Routledge Handbook of Sports Technology and Engineering, 2013
The Wii console can also be connected via Bluetooth™ to the Wii balancing board, which uses four pressure sensors underneath to measure the user’s centre of balance and weight. The Wii balance board has been used as input for game experiences, such as one where the player needs to balance the avatar on a virtual ski jump to reach maximum performance but it has also been used to advise the correct execution of specific exercise actions, such as yoga poses.
Factors Associated with Intention of Sustainable Use in Players of the Wii Fit or Smartphone-Based Fitness Applications
Published in International Journal of Human–Computer Interaction, 2023
Jea Woog Lee, Sung Je Park, Doug Hyun Han
The Wii Fit is a game based on diverse types of physical exercise (Tripette et al., 2017). It is equipped with the Wii Balance Board, a pressure-sensitive wireless platform, that is used to measure users’ weight, center of balance and changes in pressure applied to the board during game play (Bartlett et al., 2014). The Wii Fit exercise involves aerobics, strength training, yoga and balance games, thus attempting to provide users with a workout by emphasizing controlled motions for core strength and endurance as well as quick motions (Tripette et al., 2017). The validity and reliability of the Wii Fit has been well described in the literature (Chang et al., 2013; Graves et al., 2010). These studies have suggested that the Wii Fit is an enjoyable exergame that promotes light-to-moderate physical activity by modifying typically sedentary behavior (Chang et al., 2013; Graves et al., 2010). Thus, previous studies have focused on the health benefits of the Wii Fit in the context of physical activity (Tripette et al., 2017; Plow & Finlayson, 2011; Hammond et al., 2014; H. Liu, Xing, et al., 2022; Siriphorn & Chamonchant, 2015; Worley et al., 2011; Nitz et al., 2010; Bieryla & Dold, 2013).