Maamar Haifa Raja, Boukerche Azzedine, Petriu Emil M
IEEE Trans Inf Technol Biomed. 2012 Nov;16(6):1079-95. doi: 10.1109/TITB.2012.2206116. Epub 2012 Jun 26.
Childhood obesity is nowadays considered as one of the major health problems that many societies suffer from. The obesity epidemic leads to several life threatening conditions such as diabetes, heart disease, high blood pressure, and mental health problems like depression, anxiety and loneliness just to mention a few. Several approaches, including physical exercises, strict dietary, and exergames among others, have been adopted to address the obesity epidemic. Exergames are considered the innovative approach for fighting several health problem such as the obesity, where a combination of exercise and 3D gaming are proposed to incite kids to exercise as a team. Collaborative exergaming became even more popular given that it addresses the social side of the obesity epidemic, and it motivates kids to socialize with other kids. Traditional exergames are based on the client server approach where the server is responsible for streaming the 3D environment. However, this can lead to latency and server bottleneck if many clients participate in the exergame, which leads to the kids stopping exercising. Having an exergame application that does not suffer from networking problem such as delay, is very important given that it increases the exercise hours. In this work, we propose a new trend of mobile collaborative exergming applications that is based on the peer-to-peer (P2P) architecture, as well as two supplying partner selection protocols that aim at selecting the suitable source responsible for streaming the relevant 3D data. Our system, that we refer to as MOSAIC, is intended for mobile collaborative exergames that incite kids to move inside a large area, using thin mobile devices such as head mounted devices (HMD), have physical exercises, and collaborate with other kids which in consequence address several health problems such as the obesity epidemic on the physical and social plans. Our proposed mobile collaborative exergame aims at inciting the kids to exercise as a team for a longer time by improving the quality of the streaming and reducing the delay. This is accomplished by our proposed supplying partner selection protocols that provide a quick discovery of multiple supplying partners, by minimizing the time required the to acquire data. The performance evaluation we have obtained to evaluate our suite of protocols using a realistic set of exergame scenarios for obese kids is then presented and discussed.
儿童肥胖如今被视为许多社会所面临的主要健康问题之一。肥胖流行导致了多种危及生命的状况,如糖尿病、心脏病、高血压,以及诸如抑郁、焦虑和孤独等心理健康问题,这里仅列举了一部分。人们已采用多种方法来应对肥胖流行问题,包括体育锻炼、严格饮食以及健身游戏等。健身游戏被视为解决肥胖等多种健康问题的创新方法,它将运动与3D游戏相结合,旨在激励孩子们团队协作进行锻炼。鉴于协作式健身游戏解决了肥胖流行问题中的社交层面,且能促使孩子们与其他孩子社交,它变得愈发流行。传统健身游戏基于客户端 - 服务器模式,服务器负责传输3D环境。然而,如果许多客户端参与健身游戏,这可能会导致延迟和服务器瓶颈,进而使孩子们停止锻炼。拥有一款不存在诸如延迟等网络问题的健身游戏应用非常重要,因为这能增加锻炼时长。在这项工作中,我们提出了一种基于对等(P2P)架构的移动协作健身游戏应用新趋势,以及两种供应伙伴选择协议,旨在选择合适的源来传输相关3D数据。我们的系统名为MOSAIC,适用于移动协作健身游戏,这类游戏激励孩子们使用头戴式设备(HMD)等轻薄移动设备在大面积区域内活动、进行体育锻炼,并与其他孩子协作,从而在身体和社交层面解决诸如肥胖流行等多种健康问题。我们提出的移动协作健身游戏旨在通过提高流传输质量和减少延迟,激励孩子们更长时间地团队协作锻炼。这是通过我们提出的供应伙伴选择协议实现的,这些协议通过最小化获取数据所需的时间,快速发现多个供应伙伴。然后展示并讨论了我们使用针对肥胖儿童的一组现实健身游戏场景来评估协议套件所获得的性能评估结果。