Exertion interfaces: sports over a distance for social bonding and fun
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Shadow boxer: a physically interactive fitness game
Proceedings of the third Nordic conference on Human-computer interaction
Martial arts in artificial reality
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
A fitness game reflecting heart rate
Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology
Recommender algorithms in activity motivating games
Proceedings of the fourth ACM conference on Recommender systems
HCII'11 Proceedings of the 14th international conference on Human-computer interaction: users and applications - Volume Part IV
Exploring haptic feedback in exergames
INTERACT'11 Proceedings of the 13th IFIP TC 13 international conference on Human-computer interaction - Volume Part II
Gemini: a pervasive accumulated context exergame
ICEC'11 Proceedings of the 10th international conference on Entertainment Computing
Physical Activity Motivating Games: Be Active and Get Your Own Reward
ACM Transactions on Computer-Human Interaction (TOCHI)
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Obesity and lack of physical fitness are increasingly common in adults as well as children and can negatively affect health. Regular physical activity, such as jogging or training in a fitness center, is recommended by physiologists to fight obesity and improve one's fitness, but usually requires considerable motivation. Recently, researchers as well as companies have proposed a few fitness games, i.e. videogames where users play by performing physical exercises, in which game elements (such as graphics and gameplay) are used to encourage people to exercise regularly. This paper proposes a fitness game system which aims at combining arcade-style game graphics, physiological sensors (e.g. heart rate monitor, 3D accelerometer), and an adaptation engine. The adaptation engine considers personal information provided by the user (e.g., age and gender), her current heart rate and movements, and information collected during previous game sessions to adjust the required intensity of physical exercises through context-aware and user-adaptive dynamic adaptations of graphics and gameplay. Besides describing the general system, the paper presents two implemented games and a preliminary user evaluation, which also led us to introduce in the system a 3D virtual human.