CHI '92 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Some computer science issues in ubiquitous computing
Communications of the ACM - Special issue on computer augmented environments: back to the real world
An empirical study of collaborative wearable computer systems
CHI '95 Conference Companion on Human Factors in Computing Systems
The Challenges of Mobile Computing
Computer
Living laboratories: the future computing environments group at the Georgia Institute of Technology
CHI '00 Extended Abstracts on Human Factors in Computing Systems
Wearable Computing Meets Ubiquitous Computing: Reaping the Best of Both Worlds
ISWC '99 Proceedings of the 3rd IEEE International Symposium on Wearable Computers
Martial arts in artificial reality
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Introducing Wearable Force Sensors in Martial Arts
IEEE Pervasive Computing
International survey on the Dance Dance Revolution game
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Children's and parents' perception of full-body interaction and violence in a martial arts game
DUX '05 Proceedings of the 2005 conference on Designing for User eXperience
Real-time snowboard training system
CHI '08 Extended Abstracts on Human Factors in Computing Systems
Proceedings of the 22nd annual ACM symposium on User interface software and technology
Wearable automatic feedback devices for physical activities
BodyNets '09 Proceedings of the Fourth International Conference on Body Area Networks
Brute force interactions: leveraging intense physical actions in gaming
OZCHI '09 Proceedings of the 21st Annual Conference of the Australian Computer-Human Interaction Special Interest Group: Design: Open 24/7
PingPong++: community customization in games and entertainment
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology
A benchmark dataset to evaluate sensor displacement in activity recognition
Proceedings of the 2012 ACM Conference on Ubiquitous Computing
Designing mediated combat play
Proceedings of the 8th International Conference on Tangible, Embedded and Embodied Interaction
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Ubiquitous and Wearable Computing both have the goal of pushing the computer into the background, supporting all kinds of human activities. Application areas include areas such as everyday environments (e.g. clothing, home, office), promoting new forms of creative learning via physical/virtual objects, and new tools for interactive design. In this paper, we thrust ubiquitous computing into the extremely hostile environment of the sparring ring of a martial art competition. Our system uses piezoelectric force sensors that transmit signals wirelessly to enable the detection of when a significant impact has been delivered to a competitor's body. The objective is to support the judges in scoring the sparring matches accurately, while preserving the goal of merging and blending into the background of the activity. The system therefore must take into account of the rules of the game, be responsive in real-time asynchronously, and often cope with untrained operators of the system. We present a pilot study of the finished prototype and detail our experience.