The peloton bicycling simulator
Proceedings of the third symposium on Virtual reality modeling language
Using exercise cycle as a haptic input device in a virtual environment
EGVE'01 Proceedings of the 7th Eurographics conference on Virtual Environments & 5th Immersive Projection Technology
Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Real time tracking of high speed movements in the context of a table tennis application
Proceedings of the ACM symposium on Virtual reality software and technology
Design requirements for technologies that encourage physical activity
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Dance your work away: exploring step user interfaces
CHI '06 Extended Abstracts on Human Factors in Computing Systems
Energy browser: to make exercise enjoyable and interesting
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
A fitness game reflecting heart rate
Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology
Real-Time Interaction with a Humanoid Avatar in an Immersive Table Tennis Simulation
IEEE Transactions on Visualization and Computer Graphics
A table tennis game for three players
OZCHI '06 Proceedings of the 18th Australia conference on Computer-Human Interaction: Design: Activities, Artefacts and Environments
Using heart rate to control an interactive game
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
NEAT-o-games: ubiquitous activity-based gaming
CHI '07 Extended Abstracts on Human Factors in Computing Systems
CHI '07 Extended Abstracts on Human Factors in Computing Systems
Building a table tennis game for three players
Proceedings of the international conference on Advances in computer entertainment technology
Personal and Ubiquitous Computing
Evaluating a distributed physical leisure game for three players
OZCHI '07 Proceedings of the 19th Australasian conference on Computer-Human Interaction: Entertaining User Interfaces
Brute force as input for networked gaming
OZCHI '07 Proceedings of the 19th Australasian conference on Computer-Human Interaction: Entertaining User Interfaces
Using games to increase exercise motivation
Future Play '07 Proceedings of the 2007 conference on Future Play
Activity sensing in the wild: a field trial of ubifit garden
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Remote impact: shadowboxing over a distance
CHI '08 Extended Abstracts on Human Factors in Computing Systems
CHI '08 Extended Abstracts on Human Factors in Computing Systems
A physical three-way interactive game based on table tennis
IE '07 Proceedings of the 4th Australasian conference on Interactive entertainment
NEAT-o-Games: blending physical activity and fun in the daily routine
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Designing games with a purpose
Communications of the ACM - Designing games with a purpose
Computers in Entertainment (CIE) - SPECIAL ISSUE: Media Arts
TripleBeat: enhancing exercise performance with persuasion
Proceedings of the 10th international conference on Human computer interaction with mobile devices and services
Design of Experience and Flow in Movement-Based Interaction
Motion in Games
Tracking Outdoor Sports --- User Experience Perspective
AmI '08 Proceedings of the European Conference on Ambient Intelligence
Virtual Sport System for Optimum Exercising Based on a User Model
Edutainment '09 Proceedings of the 4th International Conference on E-Learning and Games: Learning by Playing. Game-based Education System Design and Development
The trampoline entertainment system for aiding exercise
Proceedings of the 8th International Conference on Virtual Reality Continuum and its Applications in Industry
Proceedings of the International Conference on Advances in Computer Enterntainment Technology
Virtual blowgun system for breathing movement exercise
ICEC'10 Proceedings of the 9th international conference on Entertainment computing
Trust-centered design for multi-display applications
Proceedings of the 8th International Conference on Advances in Mobile Computing and Multimedia
Designing sports: a framework for exertion games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Maintaining and modifying pace through tactile and multimodal feedback
Interacting with Computers
Astrojumper: Motivating exercise with an immersive virtual reality exergame
Presence: Teleoperators and Virtual Environments
Motivating reflection about health within the family: the use of goal setting and tailored feedback
User Modeling and User-Adapted Interaction
Exploring haptic feedback in exergames
INTERACT'11 Proceedings of the 13th IFIP TC 13 international conference on Human-computer interaction - Volume Part II
Virtual network marathon: fitness-oriented e-sports in distributed virtual environment
VSMM'06 Proceedings of the 12th international conference on Interactive Technologies and Sociotechnical Systems
Proceedings of the 5th International Conference on Communities and Technologies
ICWL'06 Proceedings of the 5th international conference on Advances in Web Based Learning
RunWithUs: a social sports application in the ubiquitous Oulu environment
Proceedings of the 10th International Conference on Mobile and Ubiquitous Multimedia
Fish'n'Steps: encouraging physical activity with an interactive computer game
UbiComp'06 Proceedings of the 8th international conference on Ubiquitous Computing
Gemini: a pervasive accumulated context exergame
ICEC'11 Proceedings of the 10th international conference on Entertainment Computing
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The experience players get from playing a computer game depends on how well the story and the action can capture players attention. Sometimes people immerse to the game environment so strongly that they forget their actual physical surroundings and feel as they are part of the game environment. In the Virku (Virtual Fitness Centre) research project we developed a fitness computer game which aims at making the exercise session more motivating and rich in experiences. The user is exercising while he is exploring new surroundings or playing a fitness game in VE. In Virku the VE is generated from map information. The bodily user interface was selected because it seems that it can add to users sense of presence and it is suitable for exercising purposes. The Virku interface is a combination of an exercise bicycle, a computer and a screen. Nine users pilot-tested the fitness game.