Shadow Boxing: A Physically Interactive Fitness Game
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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
Shadow Boxing: A Physically Interactive Fitness Game
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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 • To motivate those who are less likely to perform exercise/sporting activity
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
Shadow Boxing - Why? • Boxing is tough • Neck and Shoulder Pain • Optimal heart rate for exercise • No exercise specific game
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
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
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
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
Point Gloves • Sinusoidal movement • Punches counts when point glove is in front of game character • Punch for a given number of times
Results • Heart rate taken before exercise and after playing • Approximate optimal exercise levels
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
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
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
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