Increasing children's physical activity levels through Biosymtic robotic devices

Marta Ferraz, António Câmara, Afonso O'Neill

Research output: Chapter in Book/Report/Conference proceedingConference contribution

4 Citations (Scopus)

Abstract

We describe the effects of a Biosymtic robotic device - "Cratus" - on physical activity levels in a group of 20 children aged 6 to 8. Children interacted with "Cratus" via whole-body motion in a natural environment - playing a video game. Expectations and opinions regarding the device were also evaluated. Results indicate that interacting with "Cratus", in a natural environment, instilled vigorous physical activity. Children mentioned being highly motivated to interact with "Cratus". This device, and the natural environment, seem a promising solution to promote physical and mental health. This study shows that to increase physical activity, children aged 6 to 8 should be encouraged to perform activities in large spatial areas, such as natural environments, and to interact with user interfaces promoting gross motor skills. Because situations of excitability or fear may increase heart rate values, video game play seems an optimal solution to raise physical activity levels.

Original languageEnglish
Title of host publicationProceedings - 13th International Conference on Advances in Computer Entertainment Technology, ACE 2016
PublisherAssociation for Computing Machinery
Number of pages14
ISBN (Electronic)978-1-4503-4773-0
DOIs
Publication statusPublished - 9 Nov 2016
Event13th International Conference on Advances in Computer Entertainment Technology, ACE 2016 - Osaka, Japan
Duration: 9 Nov 201612 Nov 2016

Conference

Conference13th International Conference on Advances in Computer Entertainment Technology, ACE 2016
CountryJapan
CityOsaka
Period9/11/1612/11/16

Keywords

  • Biosymtic
  • Natural environments
  • Physical exertion
  • Robot Interaction
  • Video games

Fingerprint Dive into the research topics of 'Increasing children's physical activity levels through Biosymtic robotic devices'. Together they form a unique fingerprint.

  • Cite this

    Ferraz, M., Câmara, A., & O'Neill, A. (2016). Increasing children's physical activity levels through Biosymtic robotic devices. In Proceedings - 13th International Conference on Advances in Computer Entertainment Technology, ACE 2016 [a2] Association for Computing Machinery. https://doi.org/10.1145/3001773.3001781