VSMM '01 Proceedings of the Seventh International Conference on Virtual Systems and Multimedia (VSMM'01)
Adaptive game AI with dynamic scripting
Machine Learning
Cognitive science implications for enhancing training effectiveness in a serious gaming context
Journal on Educational Resources in Computing (JERIC)
IEEE Software
Using a Virtual Body to Aid in Exergaming System Development
IEEE Computer Graphics and Applications
Serious Games for Immersive Cultural Training: Creating a Living World
IEEE Computer Graphics and Applications
A survey of robot learning from demonstration
Robotics and Autonomous Systems
A theory-based framework for evaluating exergames as persuasive technology
Proceedings of the 4th International Conference on Persuasive Technology
The Virtual Marathon: Parallel Computing Supports Crowd Simulations
IEEE Computer Graphics and Applications
Games, Virtual Reality, and the Pursuit of Happiness
IEEE Computer Graphics and Applications
Virtual Reality in the Digital Olympic Museum
IEEE Computer Graphics and Applications
An integrated agent for playing real-time strategy games
AAAI'08 Proceedings of the 23rd national conference on Artificial intelligence - Volume 3
Learning policies for embodied virtual agents through demonstration
IJCAI'07 Proceedings of the 20th international joint conference on Artifical intelligence
Learning by gaming: facts and myths
International Journal of Technology Enhanced Learning
Animations, Games, and Virtual Reality for the Jing-Hang Grand Canal
IEEE Computer Graphics and Applications
An Immersive Virtual Peer for Studying Social Influences on Child Cyclists' Road-Crossing Behavior
IEEE Transactions on Visualization and Computer Graphics
VRACK -- virtual reality augmented cycling kit: Design and validation
VR '10 Proceedings of the 2010 IEEE Virtual Reality Conference
Computers and Graphics
Smooth and efficient crowd transformation
Proceedings of the 20th ACM international conference on Multimedia
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In this paper, we present an exergame called VNM (Virtual Network Marathon). The VNM employs specially devised treadmills for running in an immersive virtual environment on a local area network or the Internet. The treadmills have various sensors embedded within them for collecting body performance data. These treadmills are then connected with computers or Set-Top-Boxes (STBs) to synchronously control the player's avatar in a virtual game environment. VNM is implemented on a novel ISCAL (Immersion, Scientificalness, Competitiveness, Adaptability and Learning) model for exergame design. The exercise time and intensity strictly conform to the physical exercise guidelines of the ACSM (American College of Sports Medicine), and a novel demonstration-based non-player modeling technique is employed to simulate a marathon race. The VNM also allows players to learn Chinese culture and obtain knowledge of the Olympics while in tour mode during or after the running exercise. We conducted a pilot study to evaluate the usability of the features of the VNM that we have developed, and with promising results.