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
Where the action is: the foundations of embodied interaction
Where the action is: the foundations of embodied interaction
Exertion interfaces: sports over a distance for social bonding and fun
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Fitness computer game with a bodily user interface
ICEC '03 Proceedings of the second international conference on Entertainment computing
Social Capital and Information Technology
Social Capital and Information Technology
CamBall: augmented networked table tennis played with real rackets
Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology
Airhockey over a distance: a networked physical game to support social interactions
Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Visuo-haptic collaborative augmented reality ping-pong
Proceedings of the international conference on Advances in computer entertainment technology
Personal and Ubiquitous Computing
Design influence on social play in distributed exertion games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Proceedings of the 4th International Conference on Foundations of Digital Games
Towards understanding how to design for social play in exertion games
Personal and Ubiquitous Computing
Reflections on designing networked exertion games
Proceedings of The 9th Australasian Conference on Interactive Entertainment: Matters of Life and Death
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Physical leisure activities such as table tennis provide healthy exercise and can offer a means to connect with others socially; however, players have to be in the same physical location to play. We have developed a networked table tennis-like game that is played with a real paddle and ball, augmented with a large-scale videoconference. Similar to networked computer games, this concept can support more than two locations: our "Table Tennis for Three" is a physical interactive game, based on traditional table tennis; however, it is playable by three players in three geographically distant locations. We hope that Table Tennis for Three has potential to achieve similar benefits known from traditional collocated physical leisure activity such as exercise, enjoyment and bringing people together to socialize.