Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Personal and Ubiquitous Computing
Distributed collective practices in collaborative music performance
Proceedings of the 3rd international conference on Digital Interactive Media in Entertainment and Arts
Temporal interaction between an artificial orchestra conductor and human musicians
Computers in Entertainment (CIE) - SPECIAL ISSUE: Media Arts (Part II)
Heart rate control of exercise video games
Proceedings of Graphics Interface 2009
Proceedings of the International Conference on Advances in Computer Enterntainment Technology
Exploring new perspectives in network music performance: The diamouses framework
Computer Music Journal
Jogging over a distance between Europe and Australia
UIST '10 Proceedings of the 23nd annual ACM symposium on User interface software and technology
Exploring haptic feedback in exergames
INTERACT'11 Proceedings of the 13th IFIP TC 13 international conference on Human-computer interaction - Volume Part II
Bodies in critique: a technological intervention in the dance production process
Proceedings of the ACM 2012 conference on Computer Supported Cooperative Work
Transforming solitary exercises into social exergames
Proceedings of the ACM 2012 conference on Computer Supported Cooperative Work
Balancing exertion experiences
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
ExerLink: enabling pervasive social exergames with heterogeneous exercise devices
Proceedings of the 10th international conference on Mobile systems, applications, and services
Combining moving bodies with digital elements: design space between players and screens
Proceedings of The 9th Australasian Conference on Interactive Entertainment: Matters of Life and Death
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Social exergames provide immersive experiences of social interaction via online multiplayer games, ranging from simple group exercises (e.g., virtual cycling/rowing) to more structured multiplayer games (e.g., cooperative boat racing). In exergame design, interpersonal synchrony plays an important role as it enhances social rapport and pro-social behavior. In this paper, we build ExerSync platform that supports various assistive mechanisms for facilitating interpersonal synchrony even with heterogeneous exercise modalities. We consider a rhythm of body movements in repetitive aerobic exercises and explore the design space of incorporating rhythm into exergames. We build a prototype system and comparatively evaluate the effectiveness of various assistive mechanisms. The experiment results show that rhythm significantly lowers the perceived workloads and provides better competence and engagement, but the accuracy of interpersonal synchrony is not dependent on the use of rhythm.