Page 187 - Petelin, Ana, et al. Eds. 2019. Zdravje otrok in mladostnikov / Health of Children and Adolescents. Zbornik povzetkov z recenzijo / Book of Abstracts. Koper: Založba Univerze na Primorskem/University of Primorska Press
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K Boardy – gamified sensorimotor training with affordable otrok in mladostnik – okolje | child and adolescent - environment
smart balance board
Bojan Blažica,1 Peter Krivec2
1 Jožef Stefan Institute, Jamova 39, 1000 Ljubljana, Slovenia
2 PBM3, profesionalne biomehanske meritve in merilniki d.o.o., Gradišče 20,
5270 Ajdovščina, Slovenija
In our daily practice with lay people as well as top athletes we see the impor-
tance of sensorimotor training and at the same time we notice the lack of ad-
herence to this training. We argue that this can be corrected by making this
training more appealing, especially to the younger population, by introducing
gamification concepts in the training process. This paper presents the devel-
opment of OLOK Boardy - an affordable gamified smart board for sensorimo-
tor or “balance” training. It consists of a wooden structure with two pieces: a
plate with a sensor (6DOF inertial measurement unit with Bluetooth commu-
nication) and an interchangeable wooden piece to be put under the plate (half-
sphere or half cylinder to adjust difficulty). The data from the sensor is used to
automatically monitor progress and allows gamification of the experience of
training and thus promotes “adherence” of trainees to the training programme.
The initial gamification concept consists of splitting the game in levels with in-
creasing difficulty, while future developments include training with eyes closed,
adding the possibility to challenge peers in a gym or via social networks, lead-
erboards for local gyms, and weekly challenges (e.g. score a free-throw while
standing on the board on a basketball court). We argue that using this gamified
approach with a low price for the item is the right path to bring all the benefits
of sensorimotor training to a wide audience, starting with the younger popu-
lation.
Keywords: gamification, sensorimotor training

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