Publications by authors named "Polona Caserman"

Article Synopsis
  • Research shows a clear link between physical activity and health, but fitness levels in Western countries are below recommended standards.
  • Exergaming, or engaging in serious video games that encourage physical exercise, is highlighted as a potential tool to boost individual activity levels.
  • A review of 343 studies from 2015 to 2023 found 67 relevant studies that focused on sensor technology in exergaming, revealing that heart rate is the main indicator of efficacy, while the Microsoft Kinect is widely used for motion sensing, although the sensors for exercise and evaluation often differ.
View Article and Find Full Text PDF

Background: Determining maximum oxygen uptake (VOmax) is essential for evaluating cardiorespiratory fitness. While laboratory-based testing is considered the gold standard, sports watches or fitness trackers offer a convenient alternative. However, despite the high number of wrist-worn devices, there is a lack of scientific validation for VOmax estimation outside the laboratory setting.

View Article and Find Full Text PDF

Regular physical exercise is essential for overall health; however, it is also crucial to mitigate the probability of injuries due to incorrect exercise executions. Existing health or fitness applications often neglect accurate full-body motion recognition and focus on a single body part. Furthermore, they often detect only specific errors or provide feedback first after the execution.

View Article and Find Full Text PDF

Serious games are digital games that have an additional goal beyond entertainment. Recently, many studies have explored different quality criteria for serious games, including effectiveness and attractiveness. Unfortunately, the double mission of serious games, that is, simultaneous achievement of intended effects (serious part) and entertainment (game part), is not adequately considered in these studies.

View Article and Find Full Text PDF

The goal of this contribution is to develop a classifier able to determine if cybersickness (CS) has occurred after immersion in a virtual reality (VR) scenario, based on a combination of biosignals and game parameters. We collected electrocardiographic, electrooculographic, respiratory, and skin conductivity data from a total of 66 participants. In addition, we also captured relevant game parameters such as avatar linear and angular speed as well as acceleration, head movements, and on-screen collisions.

View Article and Find Full Text PDF

Due to recent advances in virtual reality (VR) technology, the development of immersive VR applications that track body motions and visualize a full-body avatar is attracting increasing research interest. This paper reviews related research to gather and to critically analyze recent improvements regarding the potential of full-body motion reconstruction in VR applications. We conducted a systematic literature search, matching VR and full-body tracking related keywords on IEEE Xplore, PubMed, ACM, and Scopus.

View Article and Find Full Text PDF

Objective: The goal of this contribution is to gather and to critically analyze recent evidence regarding the potential of exergaming for Parkinson's disease (PD) rehabilitation and to provide an up-to-date analysis of the current state of studies on exergame-based therapy in PD patients.

Methods: We performed our search based on the conclusions of a previous systematic review published in 2014. Inclusion criteria were articles published in the indexed databases Pubmed, Scopus, Sciencedirect, IEEE and Cochrane published since January 1, 2014.

View Article and Find Full Text PDF