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Shadow Boxing: A Physically Interactive Fitness Game

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Effectiveness for physical exercise through heart rate monitoring ... Fujitsu Siemens laptop (speakers and monitor) Polar VantageTM heart rate monitor ... – PowerPoint PPT presentation

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Title: Shadow Boxing: A Physically Interactive Fitness Game


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
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