Toward Machine Emotional Intelligence: Analysis of Affective Physiological State
IEEE Transactions on Pattern Analysis and Machine Intelligence - Graph Algorithms and Computer Vision
NiceMeetVR: facing professional baseball pitchers in the virtual batting cage
Proceedings of the 2002 ACM symposium on Applied computing
Hamlet on the Holodeck: The Future of Narrative in Cyberspace
Hamlet on the Holodeck: The Future of Narrative in Cyberspace
Exertion interfaces: sports over a distance for social bonding and fun
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
A group game played in interactive virtual space: design and evaluation
DIS '02 Proceedings of the 4th conference on Designing interactive systems: processes, practices, methods, and techniques
Training for Physical Tasks in Virtual Environments: Tai Chi
VR '03 Proceedings of the IEEE Virtual Reality 2003
Fitness computer game with a bodily user interface
ICEC '03 Proceedings of the second international conference on Entertainment computing
Shadow boxer: a physically interactive fitness game
Proceedings of the third Nordic conference on Human-computer interaction
GameFlow: a model for evaluating player enjoyment in games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Design requirements for technologies that encourage physical activity
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
A dancing robot for rhythmic social interaction
Proceedings of the ACM/IEEE international conference on Human-robot interaction
MiXer: the communication entertainment content by using "entrainment phenomenon" and "bio-feedback"
Proceedings of the international conference on Advances in computer entertainment technology
Playing with your brain: brain-computer interfaces and games
Proceedings of the international conference on Advances in computer entertainment technology
Introduction to the special issue on movement-based interaction
Personal and Ubiquitous Computing
Considerations for the design of exergames
Proceedings of the 5th international conference on Computer graphics and interactive techniques in Australia and Southeast Asia
Remote impact: shadowboxing over a distance
CHI '08 Extended Abstracts on Human Factors in Computing Systems
Beyond the beat: modelling intentions in a virtual conductor
Proceedings of the 2nd international conference on INtelligent TEchnologies for interactive enterTAINment
Towards bi-directional dancing interaction
ICEC'06 Proceedings of the 5th international conference on Entertainment Computing
Playing and cheating in ambient entertainment
ICEC'07 Proceedings of the 6th international conference on Entertainment Computing
Integrated Analytic and Linearized Inverse Kinematics for Precise Full Body Interactions
MIG '09 Proceedings of the 2nd International Workshop on Motion in Games
Spatial awareness in full-body immersive interactions: where do we stand?
MIG'10 Proceedings of the Third international conference on Motion in games
Is more movement better?: a controlled comparison of movement-based games
Proceedings of the 6th International Conference on Foundations of Digital Games
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Movement-based and exertion interfaces assume that their users move. Users have to perform exercises, they have to dance, they have to golf or football, or they want to train particular bodily skills. Many examples of those interfaces exist, sometimes asking for subtle interaction between user and interface and sometimes asking for `brute force' exertion interaction between user and interface. In these interfaces it is often the case that the interface mediates between players of a game. Obviously, one of the players may be a virtual human. We provide a `state of the art survey' of such interfaces and in particular look at intelligent exertion interfaces, interfaces that know about their users and even try to anticipate what their users prepare to do. That is, we embed this interface research in ambient intelligence and entertainment computing research, and the interfaces we consider are not only mediating, but they also `add' intelligence to the game. Other issues that will be discussed are `flow' and `engagement' for exertion interfaces. Intelligent exertion interfaces, being able to know and learn about their users, should also be able to provide means to keep their users engaged and in the flow of the game and entertainment experience. Unlike the situation with traditional desktop game research where we can observe lots of research activity trying to define, interpret and evaluate issues such as `flow' and `immersion', in movement-based interfaces these concepts need to be reconsidered and new ways of evaluation have to be defined.