Video Experimental Relacionado
Updated: Jan 8, 2026

Exergaming in Older People Living with HIV Improves Balance, Mobility and Ameliorates Some Aspects of Frailty
Published on: October 6, 2016
Desarrollo y evaluación de un videojuego de ejercicio basado en cámara monocular para la intervención en el hogar en
Jianan Zhao1, Dian Zhu2, Yanan Wang1
1College of Fashion and Design, Donghua University, East Yanan Road 1882, Shanghai, 200240, China, 86 18200484800.
Background:
Exergames have emerged as effective interventions for promoting physical activity and preventing type 2 diabetes (T2D). Kinect-based exergames have demonstrated improvements in exercise adherence and health outcomes, but their high cost and reliance on specialized hardware hinder widespread home-based adoption. Recent advances in computer vision now enable monocular camera-based systems, offering a potentially cost-effective and scalable alternative for promoting physical activity at home.
Objective:
This study aimed to evaluate the feasibility and user experience of monocular camera-based exergames as a home-based intervention for individuals at risk for T2D.
Methods:
Forty-five community-dwelling individuals at high risk for T2D (mean age 47.12, SD 6.92 years) were recruited and randomized into three groups (n=15 each): (1) control group (traditional offline exercise), (2) Kinect group (Kinect-based exergame), and (3) monocular group (monocular camera-based exergame). Participants engaged in a 10-minute intervention once per week for 7 weeks. Data were collected at 3 time points: baseline (exercise performance: heart rate and perceived fatigue), postintervention (exercise performance and user experience, including game experience and intrinsic motivation), and follow-up (user engagement and qualitative feedback). One-way ANOVA was used for data analysis.
Results:
Exercise performance was comparable across all groups, with no significant differences in heart rate (P=.76) or fatigue levels (P=.25). However, participants in the monocular group reported significantly lower fatigue than those in the control group (P=.04). Intrinsic motivation was significantly higher in both the Kinect (mean 35.13, SD 3.20) and monocular (mean 34.00, SD 4.41) groups than in the control group (mean 26.06, SD 1.87; P<.001), with no significant difference between the 2 exergame groups (P=.44). While most user experience measures showed no significant differences, the monocular group reported a higher perceived challenge (mean 3.45, SD 0.51) than the Kinect group (mean 2.96, SD 0.39; P=.09). Additionally, the monocular group exhibited higher engagement, as evidenced by more frequent use, fewer challenges, and a greater intention to continue using the system.
Conclusions:
Monocular camera-based exergame is a feasible and effective solution for promoting physical activity in individuals at risk for T2D. It offers motivational and experiential benefits similar to Kinect-based systems but requires less costly and more accessible equipment. These findings suggest that monocular systems have strong potential as scalable tools for home-based chronic disease prevention.

