Undergraduate Projects

Augmented Reality Simulation for Balance Training

The client requests the means to conduct a study on which technology would be best suited for balance training. One aim of this study is to choose a technology which would be best suited for an elderly target audience. Another major aim is to improve the balance, coordination, gait speed & overall well-being of the elderly whilst in a socially isolated environment. Therefore, a fun, interactive, user friendly solution is required, which would cater for a virtual fitness/exercise class for older adults. Such would not only allow for various exercise/fitness routines, however would further take into account the abilities and preferences of the target age group.

Solution Description

Our solution aims to address the need for a fun, interactive, easy-to-use balance training & exercise virtual environment, for older adults. The current solution includes an AR-based game, which aims to allow for the carrying out of a number of exercises, whilst allowing for the transparency of the environment – therefore, our AR solution aims to allow for maximum user experience, whilst within a familiar environment.

Furthermore, our solution includes two user menus – one intended for the user (with options such as ‘next exercises’, ‘previous exercise’, ‘pause’, ‘slow time’, as well as ‘speed up’), where one may be intended for the admin (with options such as ‘modify program’, ‘generate room’, ‘play ball game’, as well as ‘start exercises’). Such allows for the modification of a variety of features –  the user is able to navigate between preferred selections; whilst the admin is able to effectively set up the required environment for the user.

All features (including the ball game and exercises simulation), include a variety of voice commands, intended for simpler use by the user. In addition, in regards to the ball game, a number of targets are able to be set up (using the ‘add target’ selection). Following this, the user is able to effectively select ‘start ball game’, in order for a randomly selected target to modify its colour, as it would be an intended target. Therefore, overall, our AR solution allows an enhanced user experience, as well as the ability to meet all intended project outcomes.

Finally, the VR solution features similar functionality, in which the granny is further able to perform all exercises, upon the selection of the ‘start exercises’ option. Similarly, the VR solution further features a ball game – a simple throw and catch ball game, within the virtual environment. Furthermore, the VR solution features a game of reach, in which the user attempts to reach randomly generated items within close proximity – this allows for the exercise component.

Technologies Used

For the creation of our solution, the primary technology in use would include Unity as a game development platform. Such was in use, alongside the use of C#, as it was found to be the most effective, in terms of AR creations. Furthermore, the Microsoft Hololens was in use as a device for testing purposes, as such was available upon instruction from our Supervisor – it was found to be the simplest, in terms of use. Additionally, it would be an effective technology for older adults, as its weight & functions would be relatively simple to use.

Similarly, the use of Unity (in conjunction with the use of C#), were further in use for the development of the VR solution. However, the Oculus Rift was in use for the testing of the VR solution, as such would be the most well known form of technology, for the testing of VR solutions. The Ball Game will not be included in the VR solution (as with the AR solution) as the decision was made to include a Game of Reach instead.

Developed By:
Ayman Gouda
Cvetanka Markovska
Edward Turner
Ibban Singh Dhillon
Roy Simohartono