Designing Interactive Multiswimmer Exergames: A Case Study

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The unique aquatic nature of swimming makes it difficult to use social or technical strategies to mitigate the tediousness of monotonous exercises. In this study, we propose the use of a smartphone-based multiplayer exergame named MobyDick. MobyDick is designed to be played while swimming, where a team of swimmers collaborate to hunt down a virtual monster. To this end, we take into account both human factors and technical challenges under swimming contexts. First, we perform a comparative analysis of a variety of wireless networking technologies in the aquatic environment and identify various technical constraints on wireless networking. Second, we develop a swimming activity recognition system to enable precise and real-time game inputs. Third, we devise a multiplayer game design by employing the unique interaction mode viable in an underwater environment, where the abilities of human communication are highly limited. Finally, we prototype MobyDick on waterproof off-the-shelf Android phones, and we deploy it in real swimming pool environments (n = 8). Our qualitative analysis of user interview data reveals certain unique aspects of multiplayer swimming games
Publisher
ASSOC COMPUTING MACHINERY
Issue Date
2016-08
Language
English
Article Type
Article
Citation

ACM TRANSACTIONS ON SENSOR NETWORKS, v.12, no.3, pp.17 - 17

ISSN
1550-4859
DOI
10.1145/2888399
URI
http://hdl.handle.net/10203/214006
Appears in Collection
IE-Journal Papers(저널논문)CS-Journal Papers(저널논문)
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