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Sync-MS: Synchronized Messaging Service for Real-Time Multi-Player Distributed Games
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NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
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The Game Maker's Apprentice: Game Development for Beginners
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Curball--A Prototype Tangible Game for Inter-Generational Play
WETICE '06 Proceedings of the 15th IEEE International Workshops on Enabling Technologies: Infrastructure for Collaborative Enterprises
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Proceedings of the 5th international conference on Computer graphics and interactive techniques in Australia and Southeast Asia
Playful toothbrush: ubicomp technology for teaching tooth brushing to kindergarten children
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Fitts' throughput and the speed-accuracy tradeoff
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Game design principles in everyday fitness applications
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Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Heart rate control of exercise video games
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ISO 9241-9 evaluation of video game controllers
Proceedings of Graphics Interface 2009
Playful bottle: a mobile social persuasion system to motivate healthy water intake
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UbiComp '07 Proceedings of the 9th international conference on Ubiquitous computing
Designing intergenerational play via enactive interaction, competition and acceleration
Personal and Ubiquitous Computing
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UIST '10 Proceedings of the 23nd annual ACM symposium on User interface software and technology
Gameplay evaluation of the trackball controller
Futureplay '10 Proceedings of the International Academic Conference on the Future of Game Design and Technology
Switchboard: a matchmaking system for multiplayer mobile games
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Fish'n'Steps: encouraging physical activity with an interactive computer game
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IEEE Network: The Magazine of Global Internetworking
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ExerSync: facilitating interpersonal synchrony in social exergames
Proceedings of the 2013 conference on Computer supported cooperative work
ExerSync: interpersonal synchrony in social exergames
Proceedings of the 2013 conference on Computer supported cooperative work companion
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Proceedings of the 2013 ACM conference on Pervasive and ubiquitous computing adjunct publication
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We envision that diverse social exercising games, or exergames, will emerge, featuring much richer interactivity with immersive game play experiences. Further, the recent advances of mobile devices and wireless networking will make such social engagement more pervasive - people carry portable exergame devices (e.g., jump ropes) and interact with remote users anytime, anywhere. Towards this goal, we explore the potential of using heterogeneous exercise devices as game controllers for a multi-player social exergame; e.g., playing a boat paddling game with two remote exercisers (one with a jump rope, and the other with a treadmill). In this paper, we propose a novel platform called ExerLink that converts exercise intensity to game inputs and intelligently balances intensity/delay variations for fair game play experiences. We report the design considerations and guidelines obtained from the design and development processes of game controllers. We validate the efficacy of game controllers and demonstrate the feasibility of social exergames with heterogeneous exercise devices via extensive human subject studies.