Sports over a Distance

  • Authors:
  • Florian `Floyd' Mueller;Gunnar Stevens;Alex Thorogood;Shannon O'Brien;Volker Wulf

  • Affiliations:
  • Commonwealth Scientific and Industrial Research Organisation (CSIRO) ICT Centre, Acton, Australia 2601;Institute for Information Systems, University of Siegen, Siegen, Germany 57068;Commonwealth Scientific and Industrial Research Organisation (CSIRO) ICT Centre, Acton, Australia 2601;Commonwealth Scientific and Industrial Research Organisation (CSIRO) ICT Centre, Acton, Australia 2601;Institute for Information Systems, University of Siegen, Siegen, Germany 57068 and Fraunhofer Institute for Applied Information Technology (FhG-FIT), Sankt Augustin, Germany 53754

  • Venue:
  • Personal and Ubiquitous Computing
  • Year:
  • 2007

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Abstract

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.