Monocular-Camera-Based Mobile Exergame for Type 2 Diabetes Prevention
Development and Evaluation of a Monocular-Camera-Based Mobile Exergame for At-Home Intervention in Individuals at High Risk of Type 2 Diabetes
1 other identifier
interventional
45
1 country
1
Brief Summary
Exergames have demonstrated potential as effective interventions for promoting physical activity and preventing type 2 diabetes (T2D), particularly among older adults. Kinect-based exergames, in particular, have been associated with improved adherence to exercise regimens and positive health outcomes. However, widespread implementation is limited by the high cost and reduced accessibility of the required hardware, restricting their use in home-based settings. Recent advances in computer vision have enabled the development of exergames using monocular camera systems, which may represent a cost-effective and scalable alternative. This study investigates the feasibility of monocular-camera-based exergames as a cost-effective and convenient alternative for home-dwelling individuals. 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.
Trial Health
Trial Health Score
Automated assessment based on enrollment pace, timeline, and geographic reach
participants targeted
Target at P25-P50 for not_applicable
Started Jan 2024
Shorter than P25 for not_applicable
1 active site
Health score is calculated from publicly available data and should be used for screening purposes only.
Trial Relationships
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Study Timeline
Key milestones and dates
Study Start
First participant enrolled
January 1, 2024
CompletedPrimary Completion
Last participant's last visit for primary outcome
June 30, 2024
CompletedStudy Completion
Last participant's last visit for all outcomes
August 1, 2024
CompletedFirst Submitted
Initial submission to the registry
April 10, 2025
CompletedFirst Posted
Study publicly available on registry
April 30, 2025
CompletedApril 30, 2025
April 1, 2025
6 months
April 10, 2025
April 25, 2025
Conditions
Keywords
Outcome Measures
Primary Outcomes (2)
Heart rate
The post-intervention heart rate was collected during the first 10 seconds post-exercise to estimate physiological responses. Considering the general physical condition of individuals at high risk of diabetes, the study used 50%-80% of the maximum heart rate as the target exercise intensity. The maximum heart rate was calculated using the formula: 208 - (age × 0.7).
Baseline, Immediately after the intervention
Perceived fatigue
perceived fatigue, a widely accepted parameter in exercise assessments for diabetes-related fields, was employed to supplement the evaluation of physical activity. The Borg RPE (Rating of Perceived Exertion) scale\[18\], ranging from 6 to 20, was utilized to assess subjective fatigue and compare perceived exercise intensity across groups.
Baseline, Immediately after the intervention
Secondary Outcomes (3)
Game experience
Immediately after the intervention
Intrinsic motivation
Immediately after the intervention
User engagement
Follow-up (one week after the intervention)
Study Arms (3)
Control group
ACTIVE COMPARATORReceive traditional offline exercise with printed instructions
Kinect group
ACTIVE COMPARATORUse Kinect based mobile exergame
Monocular group
EXPERIMENTALUsed monocular-camera-based exergame
Interventions
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 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
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
You may qualify if:
- age between 60-74;
- a score of 25 or higher on the Chinese Diabetes Risk Score;
- community-dwelling individuals, not reside in assisted living or long-term care facilities;
- physically capable of engaging in light to moderate exercise, as determined by self-report and/or physician clearance;
- normal cognitive function that enable the participant to complete the experiment independently or with minimal assistance;
- Written informed consent provided by participants or their families.
You may not qualify if:
- diagnosis of type 1 or type 2 diabetes;
- current participation in another exercise intervention study;
- severe cognitive impairment with MMSE \< 24;
- major mobility limitations such as severe osteoarthritis and recent orthopedic surgery.
Contact the study team to confirm eligibility.
Sponsors & Collaborators
Study Sites (1)
Hongqiao Community
Shanghai, Shanghai Municipality, 200240, China
MeSH Terms
Interventions
Intervention Hierarchy (Ancestors)
Study Design
- Study Type
- interventional
- Phase
- not applicable
- Allocation
- RANDOMIZED
- Masking
- DOUBLE
- Who Masked
- INVESTIGATOR, OUTCOMES ASSESSOR
- Purpose
- PREVENTION
- Intervention Model
- PARALLEL
- Sponsor Type
- OTHER
- Responsible Party
- PRINCIPAL INVESTIGATOR
- PI Title
- Principal Investigator
Study Record Dates
First Submitted
April 10, 2025
First Posted
April 30, 2025
Study Start
January 1, 2024
Primary Completion
June 30, 2024
Study Completion
August 1, 2024
Last Updated
April 30, 2025
Record last verified: 2025-04