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
Designing sports: a framework for exertion games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
RopePlus: bridging distances with social and kinesthetic rope games
CHI '11 Extended Abstracts on Human Factors in Computing Systems
Multi-jump: jump roping over distances
CHI '11 Extended Abstracts on Human Factors in Computing Systems
Exploring haptic feedback in exergames
INTERACT'11 Proceedings of the 13th IFIP TC 13 international conference on Human-computer interaction - Volume Part II
Rope Revolution: tangible and gestural rope interface for collaborative play
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology
Proceedings of the Sixth International Conference on Tangible, Embedded and Embodied Interaction
Designing mediated combat play
Proceedings of the 8th International Conference on Tangible, Embedded and Embodied Interaction
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Exertion games - games that require physical effort from the user - have been attributed with many social, mental and in particular physical health benefits. However, research has shown that most current implementations support only light or moderate exercise. We are presenting "Remote Impact - Shadowboxing over a Distance", in which players punch and kick a life-size shadow of a remote participant in order to win the game. The game includes a novel multi-touch large-scale interaction surface that is soft (so no-one gets hurt), but can detect the location as well as the intensity of the players' even most extreme impacts. Remote Impact shows that computer-augmented games can support extreme exertion while supporting novel experiences, such as a reduced risk of injury and supporting distant players, offering a new way of thinking in which areas Human-Computer Interaction research can contribute to our lives.