Biometric Exergaming Control With Wearable Sensors and Avatar Feedback
Find Innovative SolutionsGenerate Solutions
Solution Overview
Problem
Portable biofeedback devices, such as heart rate monitors, are often expensive and cost-prohibitive for many consumers, necessitating the need for inexpensive and simplified monitoring systems.
Innovation Solution
A system comprising wearable sensors that monitor biometric parameters and communicate with a computing device to control a video game avatar's actions based on these parameters, integrating exercise with gaming to motivate users.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Measurement precision
If portable biofeedback devices such as heart rate monitors are used to monitor biometric parameters, then measurement precision and reliability are improved, but device cost and complexity increase
Solution Approach 1:
The system divides biometric monitoring into separate functional modules: wearable sensors for data collection, wireless communication interface for data transmission, and computing device for processing and game control. This segmentation allows each component to be optimized independently, reducing overall system complexity while maintaining measurement precision.
Solution Approach 2:
The computing device serves multiple functions: it processes biometric data, controls video game avatar actions, and provides user feedback. This multi-functionality consolidates what would otherwise require separate dedicated devices, reducing system complexity and cost while maintaining accurate biometric monitoring capabilities.
2Measurement precision
If specialized portable biofeedback devices are deployed, then measurement precision improves, but cost increases making it prohibitive for many consumers
Solution Approach 1:
The system uses a multi-functional computing device that combines biometric data processing, video game execution, and user feedback provision into a single unit. This eliminates the need for specialized expensive hardware, allowing consumers to use existing devices like smartphones or tablets, thereby significantly reducing system cost while maintaining measurement precision through integrated sensors.
Solution Approach 2:
The system employs wireless communication as an intermediary between wearable sensors and the computing device. This allows the use of inexpensive Bluetooth or WiFi modules instead of requiring expensive dedicated wired connections, reducing overall system cost while maintaining accurate biometric data transmission.
3Adaptability or versatility
If video game actions are controlled by biometric parameters, then adaptability and user engagement improve, but device complexity and processing requirements increase
Solution Approach 1:
The system implements real-time feedback by continuously monitoring biometric parameters and dynamically adjusting video game avatar actions accordingly. This creates an adaptive loop where user physiological state directly influences game behavior, enhancing adaptability and engagement while using standard computing device processing capabilities.
Solution Approach 2:
The system automatically processes biometric data and adjusts game parameters without requiring manual user input or complex configuration. The computing device autonomously interprets sensor data and controls avatar actions based on predefined rules, reducing the need for complex user interfaces and configuration systems.
Data Source
AI summary
In a first aspect, a system for playing a video game is provided that includes (1) one or more sensors adapted to monitor one or more biometric parameters of a user and communicate the one or more monitored biometric parameters (MBPs); (2) a computing device adapted to communicate with the one or more sensors and to receive the one or more communicated MBPs; and (3) a video game having an avatar adapted to move an object on an incline, the video game adapted to execute on the computing device. The video game is adapted to control the avatar to perform an action in the video game based in part on the received one or more communicated MBPs. Numerous other aspects are provided.


