Monocular-Camera-Based Mobile Exergame for Type 2 Diabetes Prevention
NCT ID: NCT06950528
Last Updated: 2025-04-30
Study Results
The study team has not published outcome measurements, participant flow, or safety data for this trial yet. Check back later for updates.
Basic Information
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COMPLETED
NA
45 participants
INTERVENTIONAL
2024-01-01
2024-08-01
Brief Summary
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A total of 45 community-dwelling older adults aged 60-74 years, identified as high risk for T2D were recruited through local community health centers. Participants were randomly assigned to one of three groups (n = 15 per group): (1) Control group (traditional offline exercise with printed instructions), (2) Kinect group (Kinect-based exergames targeting aerobic capacity, balance, and strength), and (3) Monocular group (monocular-camera-based exergames using real-time 2D pose estimation). The intervention lasted six weeks, with participants completing three 30-minute sessions per week at home. Primary outcomes included exercise performance (completion rate and movement accuracy) and intrinsic motivation. Secondary outcomes included perceived enjoyment, challenge, and usability. Data were analyzed using one-way ANOVA.
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Detailed Description
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Conditions
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Study Design
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RANDOMIZED
PARALLEL
PREVENTION
DOUBLE
Study Groups
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Control group
Receive traditional offline exercise with printed instructions
Control group
Control Group consists of six motion videos, including: crossover steps, high knees, lateral raises, punching movements, downward leg punches from a standing position, and elbow-to-chest expansions
Kinect group
Use Kinect based mobile exergame
Kinect group
Kinect Group features the same software functionality and design as the application based on bullet-screen cameras, but the hardware is built using a Kinect sensor. The gamified platform is primarily developed and presented using Unity software. The Kinect 3D motion-sensing camera incorporates real-time dynamic capture and image recognition capabilities, offering new possibilities for interactive approaches to motion therapy
Monocular group
Used monocular-camera-based exergame
Monocular group
The game employs a virtual avatar to replicate users' movements, thereby fostering an immersive and engaging experience. A monocular camera captures users' movements in real time, which are analyzed through pose estimation algorithms and subsequently mapped onto the virtual avatar. Users interact with the game by following on-screen visual demonstrations, presented as either static images or animations, to perform the prescribed exercises. Movement accuracy is evaluated by the system, with scores awarded based on performance. To enhance user motivation and adherence, the game incorporates a reward system, where points earned through accurate execution can be redeemed for in-game rewards, such as unlocking background music, avatar customization options, and new virtual environments.
Interventions
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Control group
Control Group consists of six motion videos, including: crossover steps, high knees, lateral raises, punching movements, downward leg punches from a standing position, and elbow-to-chest expansions
Kinect group
Kinect Group features the same software functionality and design as the application based on bullet-screen cameras, but the hardware is built using a Kinect sensor. The gamified platform is primarily developed and presented using Unity software. The Kinect 3D motion-sensing camera incorporates real-time dynamic capture and image recognition capabilities, offering new possibilities for interactive approaches to motion therapy
Monocular group
The game employs a virtual avatar to replicate users' movements, thereby fostering an immersive and engaging experience. A monocular camera captures users' movements in real time, which are analyzed through pose estimation algorithms and subsequently mapped onto the virtual avatar. Users interact with the game by following on-screen visual demonstrations, presented as either static images or animations, to perform the prescribed exercises. Movement accuracy is evaluated by the system, with scores awarded based on performance. To enhance user motivation and adherence, the game incorporates a reward system, where points earned through accurate execution can be redeemed for in-game rewards, such as unlocking background music, avatar customization options, and new virtual environments.
Eligibility Criteria
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Inclusion Criteria
2. a score of 25 or higher on the Chinese Diabetes Risk Score;
3. community-dwelling individuals, not reside in assisted living or long-term care facilities;
4. physically capable of engaging in light to moderate exercise, as determined by self-report and/or physician clearance;
5. normal cognitive function that enable the participant to complete the experiment independently or with minimal assistance;
6. Written informed consent provided by participants or their families.
Exclusion Criteria
2. current participation in another exercise intervention study;
3. severe cognitive impairment with MMSE \< 24;
4. major mobility limitations such as severe osteoarthritis and recent orthopedic surgery.
60 Years
74 Years
ALL
Yes
Sponsors
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Shanghai Jiao Tong University School of Medicine
OTHER
Responsible Party
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Jianan Zhao
Principal Investigator
Locations
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Hongqiao Community
Shanghai, Shanghai Municipality, China
Countries
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Other Identifiers
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SRSY202504100034
Identifier Type: -
Identifier Source: org_study_id
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