Home R+D Smart Clothing Gamification to promote Energy-related Behaviours among Adolescents

Smart Clothing Gamification to promote Energy-related Behaviours among Adolescents

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AITEX is a partner in the SmartLife project, a European project funded by the EC through the H2020 Programme within topic ICT-24-2016.

 

The project began last January and ill last 24 months. The partners are drawn from companies and institutions from different fields, from gaming to textiles including ICT and Big Data and the consortium is formed by KnowledgeBiz Consulting (project coordinator), the University of Ghent, Nurogames and AITEX.

The goal of the project is to promote healthy lifestyles and behaviour among the young through an exergame (a game involving physical exercise). The exergame is connected to a smart garment equipped with wearable sensors which track movement variables such as lower body movement and send the data to the user’s Smartphone and the game will adapt to the wearer’s physical condition to promote healthy lifestyle and prevent sedentary behaviour among the young to reduce the risk of cardiovascular disease.
AITEX participates in the project as leader of the development of the smart garment which will be equipped with wearable sensors including accelerometers, gyroscopes, magnetographs and heart beat and breathing sensors.
The SmartLife exergame will be a mobile-supported game which requires the player to move the lower body while connected to the smart fabric which will provide real time feedback to ensure the movements are performed to the right degree of intensity and adapted to the needs of the users. The data is processed using BDA and will be made more attractive by the use of a contextual narrative. The project includes an extensive battery of functional tests and widespread dissemination of results.
A study has been completed of the most important factors in young people’s surroundings which are necessary to promote the change in lifestyle and encourage physical activity to reduce sedentary lifestyles. The study analysed the determining factors which can be modified in young people’s lifestyles and how they can be transferred to a gaming context. The functional requirements are also being defined for each component of the project, the game, the wearable electronics, clothing, graphic environment and data analysis which will serve as the basis for future development.
The SmartLife project represents a technological innovation by integrating exergames and smart textiles to extract the maximum potential from the exergaming market and achieve the successful outcome of its more serious objective of promoting young people’s health.
The first consortium meeting took place last January in Ghent (Belgium) at the University of Ghent, and was attended by all consortium members. A route map and action plan were drawn up to ensure the project’s successful outcome.
The project is co-financed by Horizon 2020 of the European Commission under Grant Agreement Nr. 732348.
The information and views represented in this website only reflect the views of the authors and not the views of the European Union. Neither the European Union institutions and bodies nor any person acting on their behalf may be held responsible for the use which may be made of the information contained therein.
More information: www.smartlifeproject.eu

Article published in AITEX review, May 2017

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