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Rehabit — a workout with an animated trainer

Rehabit — a workout with an animated trainer

Rehabit looks like a traditional digital workout device with a strap like a wristwatch complete with an application to record exercise data, but Rehabit’s creator, Chanidapa Savangvaroros said her work stands out from the crowd and can motivate seniors to enjoy their workout. university thailand

“Rehabit is more than just a fitness data storage device that we are familiar with because it is equipped with animation that acts like a personal trainer to guide users to follow correct and safe exercises for the elderly. These exercise data are the advice of physicians and physiotherapists from the Geriatric Excellence Center,” Chanidapa explained the strengths of Rehabit.

The easy-to-use innovation has two components: a wearable sensor to collect data during exercise and an application to accurately recommend exercise for the elderly with animation.

“This device not only recommends the correct and appropriate exercises but also processes the user’s exercise and stores exercise data so that doctors and physiotherapists can track the patient’s progress.”


Gamification, a motivational exercise game for the elderly

Both innovations apply Gamification principles to exercise to create a sense of fun and challenge like playing a game to collect points. When the set goal is reached, there is a stimulus for the elderly to always feel the novelty of the game. Afterward, the players can share their accomplishments with friends and family. This will motivate them to continue working out.

“Our intention is to design devices to stimulate physical activity through various applications and games so that seniors can become more attentive to their health through exercise. We hope that these innovations will meet the needs of Thai seniors,” said both innovators.

Squeezium and Rehabit innovations are now in the prototype phase in which more senior users can try them out and adjustments can be made before production and marketing to interested parties in the next phase. In the future, the innovators plan to increase the variety of games and devices that reach wider and more diverse groups of audiences, including the vulnerable, the disadvantaged, rural residents, and the general public of all ages.




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