{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,7,12]],"date-time":"2026-07-12T14:59:24Z","timestamp":1783868364092,"version":"3.55.0"},"reference-count":55,"publisher":"MDPI AG","issue":"9","license":[{"start":{"date-parts":[[2022,4,21]],"date-time":"2022-04-21T00:00:00Z","timestamp":1650499200000},"content-version":"vor","delay-in-days":0,"URL":"https:\/\/creativecommons.org\/licenses\/by\/4.0\/"}],"content-domain":{"domain":[],"crossmark-restriction":false},"short-container-title":["Sensors"],"abstract":"<jats:p>Augmented reality (AR) and Internet of Things (IoT) are among the core technological elements of modern information systems and applications in which advanced features for user interactivity and monitoring are required. These technologies are continuously improving and are available nowadays in all popular programming environments and platforms, allowing for their wide adoption in many different business and research applications. In the fields of healthcare and assisted living, AR is extensively applied in the development of exergames, facilitating the implementation of innovative gamification techniques, while IoT can effectively support the users\u2019 health monitoring aspects. In this work, we present a prototype platform for exergames that combines AR and IoT on commodity mobile devices for the development of serious games in the healthcare domain. The main objective of the solution was to promote the utilization of gamification techniques to boost the users\u2019 physical activities and to assist the regular assessment of their health and cognitive statuses through challenges and quests in the virtual and real world. With the integration of sensors and wearable devices by design, the platform has the capability of real-time monitoring the users\u2019 biosignals and activities during the game, collecting data for each session, which can be analyzed afterwards by healthcare professionals. The solution was validated in real world scenarios and the results were analyzed in order to further improve the performance and usability of the prototype.<\/jats:p>","DOI":"10.3390\/s22093181","type":"journal-article","created":{"date-parts":[[2022,4,24]],"date-time":"2022-04-24T00:45:21Z","timestamp":1650761121000},"page":"3181","update-policy":"https:\/\/doi.org\/10.3390\/mdpi_crossmark_policy","source":"Crossref","is-referenced-by-count":28,"title":["An IoT-Enabled Platform for the Assessment of Physical and Mental Activities Utilizing Augmented Reality Exergaming"],"prefix":"10.3390","volume":"22","author":[{"ORCID":"https:\/\/orcid.org\/0000-0001-5325-6286","authenticated-orcid":false,"given":"Dionysios","family":"Koulouris","sequence":"first","affiliation":[{"name":"BioAssist SA, 11524 Athens, Greece"}],"role":[{"vocabulary":"crossref","role":"author"}]},{"ORCID":"https:\/\/orcid.org\/0000-0002-4510-5522","authenticated-orcid":false,"given":"Andreas","family":"Menychtas","sequence":"additional","affiliation":[{"name":"BioAssist SA, 11524 Athens, Greece"}],"role":[{"vocabulary":"crossref","role":"author"}]},{"ORCID":"https:\/\/orcid.org\/0000-0003-2860-399X","authenticated-orcid":false,"given":"Ilias","family":"Maglogiannis","sequence":"additional","affiliation":[{"name":"Department of Digital Systems, University of Piraeus, 80, M. Karaoli & A. Dimitriou St., 18534 Piraeus, Greece"}],"role":[{"vocabulary":"crossref","role":"author"}]}],"member":"1968","published-online":{"date-parts":[[2022,4,21]]},"reference":[{"key":"ref_1","doi-asserted-by":"crossref","unstructured":"Carmigniani, J., and Furht, B. (2011). Augmented reality: An overview. Handbook of Augmented Reality, Springer.","DOI":"10.1007\/978-1-4614-0064-6_1"},{"key":"ref_2","doi-asserted-by":"crossref","unstructured":"Das, P., Zhu, M., McLaughlin, L., Bilgrami, Z., and Milanaik, R.L. (2017). Augmented reality video games: New possibilities and implications for children and adolescents. Multimodal Technol. Interact., 1.","DOI":"10.3390\/mti1020008"},{"key":"ref_3","doi-asserted-by":"crossref","unstructured":"Sinclair, J., Hingston, P., and Masek, M. (2007, January 1\u20134). Considerations for the design of exergames. 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