Designing Interactive Multiswimmer Exergames: A Case Study

Cited 4 time in webofscience Cited 0 time in scopus
  • Hit : 912
  • Download : 0
DC FieldValueLanguage
dc.contributor.authorChoi, Woohyeokko
dc.contributor.authorOh, Jeungminko
dc.contributor.authorPark, Taiwooko
dc.contributor.authorKang, Seongjunko
dc.contributor.authorMoon, Miriko
dc.contributor.authorLee, Uichinko
dc.contributor.authorHwang, Inseokko
dc.contributor.authorEdge, Darrenko
dc.contributor.authorSong, Junehwako
dc.date.accessioned2016-11-09T08:27:48Z-
dc.date.available2016-11-09T08:27:48Z-
dc.date.created2016-10-05-
dc.date.created2016-10-05-
dc.date.created2016-10-05-
dc.date.created2016-10-05-
dc.date.issued2016-08-
dc.identifier.citationACM TRANSACTIONS ON SENSOR NETWORKS, v.12, no.3, pp.17 - 17-
dc.identifier.issn1550-4859-
dc.identifier.urihttp://hdl.handle.net/10203/214006-
dc.description.abstractThe 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-
dc.languageEnglish-
dc.publisherASSOC COMPUTING MACHINERY-
dc.titleDesigning Interactive Multiswimmer Exergames: A Case Study-
dc.typeArticle-
dc.identifier.wosid000382671500001-
dc.identifier.scopusid2-s2.0-84979902228-
dc.type.rimsART-
dc.citation.volume12-
dc.citation.issue3-
dc.citation.beginningpage17-
dc.citation.endingpage17-
dc.citation.publicationnameACM TRANSACTIONS ON SENSOR NETWORKS-
dc.identifier.doi10.1145/2888399-
dc.contributor.localauthorLee, Uichin-
dc.contributor.localauthorSong, Junehwa-
dc.contributor.nonIdAuthorPark, Taiwoo-
dc.contributor.nonIdAuthorKang, Seongjun-
dc.contributor.nonIdAuthorMoon, Miri-
dc.contributor.nonIdAuthorHwang, Inseok-
dc.contributor.nonIdAuthorEdge, Darren-
dc.description.isOpenAccessN-
dc.type.journalArticleArticle-
dc.subject.keywordAuthorMeasurement-
dc.subject.keywordAuthorHuman Factors-
dc.subject.keywordAuthorExperimentation-
dc.subject.keywordAuthorActivity recognition-
dc.subject.keywordAuthorexertion games-
dc.subject.keywordAuthorswimming-
dc.subject.keywordAuthorunderwater wireless networking performance-
dc.subject.keywordPlusIMAGE CLASSIFICATION-
Appears in Collection
CS-Journal Papers(저널논문)
Files in This Item
There are no files associated with this item.
This item is cited by other documents in WoS
⊙ Detail Information in WoSⓡ Click to see webofscience_button
⊙ Cited 4 items in WoS Click to see citing articles in records_button

qr_code

  • mendeley

    citeulike


rss_1.0 rss_2.0 atom_1.0