PingPongPlus: design of an athletic-tangible interface for computer-supported cooperative play
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
Making sense of sensing systems: five questions for designers and researchers
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Video Kids: Making Sense of Nintendo
Video Kids: Making Sense of Nintendo
Human-Computer Interaction
Exertion interfaces: sports over a distance for social bonding and fun
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Communication and Trust in Global Virtual Teams
Organization Science
Fitness computer game with a bodily user interface
ICEC '03 Proceedings of the second international conference on Entertainment computing
Out of Sight, Out of Sync: Understanding Conflict in Distributed Teams
Organization Science
Social Capital and Information Technology
Social Capital and Information Technology
Real time tracking of high speed movements in the context of a table tennis application
Proceedings of the ACM symposium on Virtual reality software and technology
A table tennis game for three players
OZCHI '06 Proceedings of the 18th Australia conference on Computer-Human Interaction: Design: Activities, Artefacts and Environments
Building a table tennis game for three players
Proceedings of the international conference on Advances in computer entertainment technology
Evaluating a distributed physical leisure game for three players
OZCHI '07 Proceedings of the 19th Australasian conference on Computer-Human Interaction: Entertaining User Interfaces
Brute force as input for networked gaming
OZCHI '07 Proceedings of the 19th Australasian conference on Computer-Human Interaction: Entertaining User Interfaces
Using games to increase exercise motivation
Future Play '07 Proceedings of the 2007 conference on Future Play
Remote impact: shadowboxing over a distance
CHI '08 Extended Abstracts on Human Factors in Computing Systems
Designing for children's physical play
CHI '08 Extended Abstracts on Human Factors in Computing Systems
CHI '08 Extended Abstracts on Human Factors in Computing Systems
A physical three-way interactive game based on table tennis
IE '07 Proceedings of the 4th Australasian conference on Interactive entertainment
Computers in Entertainment (CIE) - SPECIAL ISSUE: Media Arts
Proceedings of the 2008 ACM conference on Computer supported cooperative work
CHI '09 Extended Abstracts on Human Factors in Computing Systems
Proceedings of the 4th International Conference on Foundations of Digital Games
Designing for spatial competence
Proceedings of the 8th International Conference on Interaction Design and Children
Heart rate control of exercise video games
Proceedings of Graphics Interface 2009
A framework for exertion interactions over a distance
Proceedings of the 2009 ACM SIGGRAPH Symposium on Video Games
I seek the nerves under your skin
Proceedings of the seventh ACM conference on Creativity and cognition
Proceedings of the International Conference on Advances in Computer Enterntainment Technology
Classifying input for active games
Proceedings of the International Conference on Advances in Computer Enterntainment Technology
Interactive fitness game for public places
Proceedings of the International Conference on Advances in Computer Enterntainment Technology
Brute force interactions: leveraging intense physical actions in gaming
OZCHI '09 Proceedings of the 21st Annual Conference of the Australian Computer-Human Interaction Special Interest Group: Design: Open 24/7
Jogging over a distance: the influence of design in parallel exertion games
Proceedings of the 5th ACM SIGGRAPH Symposium on Video Games
Designing playful interactions for social interaction and physical play
Personal and Ubiquitous Computing
Head Up Games: combining the best of both worlds by merging traditional and digital play
Personal and Ubiquitous Computing
Let's play!: mobile health games for adults
Proceedings of the 12th ACM international conference on Ubiquitous computing
Using fast interaction to create intense experiences
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Astrojumper: Motivating exercise with an immersive virtual reality exergame
Presence: Teleoperators and Virtual Environments
Fitness Tour: a mobile application for combating obesity
MobileHealth '11 Proceedings of the First ACM MobiHoc Workshop on Pervasive Wireless Healthcare
Motivating reflection about health within the family: the use of goal setting and tailored feedback
User Modeling and User-Adapted Interaction
Exploring haptic feedback in exergames
INTERACT'11 Proceedings of the 13th IFIP TC 13 international conference on Human-computer interaction - Volume Part II
GrabApple: the design of a casual exergame
ICEC'11 Proceedings of the 10th international conference on Entertainment Computing
Gemini: a pervasive accumulated context exergame
ICEC'11 Proceedings of the 10th international conference on Entertainment Computing
Pervasive Computing for Hospital, Chronic, and Preventive Care
Foundations and Trends in Human-Computer Interaction
PERSUASIVE'12 Proceedings of the 7th international conference on Persuasive Technology: design for health and safety
WiFiTreasureHunt: a mobile social application for staying active physically
Proceedings of the 2012 ACM Conference on Ubiquitous Computing
ICEC'12 Proceedings of the 11th international conference on Entertainment Computing
ExerSync: facilitating interpersonal synchrony in social exergames
Proceedings of the 2013 conference on Computer supported cooperative work
Reflections on designing networked exertion games
Proceedings of The 9th Australasian Conference on Interactive Entertainment: Matters of Life and Death
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Sport is a domain full of movement-based interactions. These interactions typically have positive health effects as well as an impact on social bonding. We have investigated ways in which computer augmented devices can lead to new sport experiences and explored opportunities to combine physical activities with remote social bonding. Three prototypes have been implemented which showcase movement-based interaction in sports. "Breakout for Two" allows geographically distant users to play a physically exhausting ball game together. "FlyGuy" gives users a hang-glide experience controllable through body movement. "Push'N'Pull" uses isometric exercise equipment over a network to encourage users to complete a cooperative game whilst performing intense muscular actions. A comparison of these applications shows that such movement-based interaction in a networked environment allows players in different locations to achieve a work out and also to socialize. Based on these projects, we conclude with practical design implications for future Exertion Interfaces.