PingPongPlus: design of an athletic-tangible interface for computer-supported cooperative play
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
Exertion interfaces: sports over a distance for social bonding and fun
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
IKE: interactive kiting experience
Proceedings of the 2nd European Union symposium on Ambient intelligence
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
A table tennis game for three players
OZCHI '06 Proceedings of the 18th Australia conference on Computer-Human Interaction: Design: Activities, Artefacts and Environments
Remote impact: shadowboxing over a distance
CHI '09 Extended Abstracts on Human Factors in Computing Systems
First steps in distributed tangible technologies: a virtual tug of war
Proceedings of the 8th International Conference on Interaction Design and Children
Towards understanding how to design for social play in exertion games
Personal and Ubiquitous Computing
Rope Revolution: tangible and gestural rope interface for collaborative play
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology
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Jump roping, a game in which one or more people twirl a rope while others jump over the rope, promotes social interaction among children while developing their coordination skills and physical fitness. However, the traditional game requires that players be in the same physical location. Our 'Multi-Jump' jump-roping game platform builds on the traditional game by allowing players to participate remotely by employing an augmented rope system. The game involves full-body motion in a shared game space and is enhanced with live video feeds, player rewards and music. Our work aims to expand exertion interface gaming, or games that deliberately require intense physical effort, with genuine tangible interfaces connected to real-time shared social gaming environments.