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Shadow Boxing: A Physically Interactive Fitness Game

Shadow Boxing: A Physically Interactive Fitness Game. Damilola Elegbede. What is Exercise Informatics?. The use of technology to promote exercise or sporting activity For those who are unable to carry out original activity

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Shadow Boxing: A Physically Interactive Fitness Game

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  1. Shadow Boxing: A Physically Interactive Fitness Game Damilola Elegbede

  2. What is Exercise Informatics? • The use of technology to promote exercise or sporting activity • For those who are unable to carry out original activity • To motivate those who are less likely to perform exercise/sporting activity

  3. Authors • Johanna Höysniemi, PhD at University of Tampere, Finland • Anne Aula, PhD from University of Tampere, Finland. User Experience Researcher at Google • Petra Auvinen, PhD from University of Tampere • Jaana Hännikäinen, PhD Tampere University of Technology • Perttu Hämäläinen, PhD Helsinki University of Technology

  4. Shadow Boxing - Why? • Boxing is tough • Neck and Shoulder Pain • Optimal heart rate for exercise • No exercise specific game

  5. Shadow Boxing - Objectives • Create an interactive game that mimic boxing techniques • Playability and usability • Effectiveness for physical exercise through heart rate monitoring • Interviews and result analysis

  6. Prototype • Equipment • Creative Webcam Pro • Fujitsu Siemens laptop (speakers and monitor) • Polar VantageTM heart rate monitor • Game written using Macromedia Flash/ActionScript • Wizard of Oz approach • Experimental evaluation • Allows for observation (wizard) • Save costs

  7. Study • Five males, four females and 2 research members • Exercise regularly • Average age of 29 (26-44) • Two Rooms • Control Room • Wizard and Observer • Test Room • Participant, test coordinator and interviewer

  8. Playing the game • Three parts • Warm up with video trainer • Written and video instructions of punching techniques • Game window • Player lateral movement • Task – punch point gloves • For given number of times

  9. Point Gloves • Sinusoidal movement • Punches counts when point glove is in front of game character • Punch for a given number of times

  10. Interface

  11. Results • Heart rate taken before exercise and after playing • Approximate optimal exercise levels

  12. Interviews • Game character did not move as expected (7/9) • Visual experience simple and clear (5/9) • Would play again (7/9) • Negative ‘feelings’ as a result of frustration • Diversity of movement for game character

  13. Some Problems • Instructions • One hand punches • Timing/Positioning (instructions) • Punch delivery • Character response • Movement along with point gloves • Frustration as a result of the above

  14. Room for Improvements • More accurate heart monitoring • Sensors to record punches • Dynamic exercise • User profiles • More interactive interface • A digital opponent • Engage participant for longer period of time

  15. Other Studies • Masuko, S. and Hoshino, J. 2006. A fitness game reflecting heart rate • Mueller, F., Agamanolis, S., Gibbs, M. R., and Vetere, F. 2008. Remote impact: shadowboxing over a distance • Nakamura, S., Minakuchi, M., and Tanaka, K. 2005. Energy browser: to make exercise enjoyable and interesting • Kravitz, L., Greene, L., Burkett, Z., and Wongsathikun, J. 2003. Cardiovascular Response to Punching Tempo

  16. Questions

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