Location via proxy:   [ UP ]  
[Report a bug]   [Manage cookies]                
skip to main content
10.1145/1971630.1971642acmotherconferencesArticle/Chapter ViewAbstractPublication PagesesemConference Proceedingsconference-collections
research-article

A method for outdoor skateboarding video games

Published: 17 November 2010 Publication History

Abstract

Video games aimed at motivating players to exercises have gained popularity over the last few years, but most games are still designed for indoor scenarios. In this paper, we present a platform for a novel game concept: a mobile video game that is controlled by performing tricks on a real skateboard. The platform consists of two parts. A well-protected small wireless sensor module integrated unobtrusively into a skateboard and trick detection software that employs data mining techniques to classify skateboarding tricks from the raw data. We show the feasibility of the approach by presenting Tilt'n'Roll, a prototype skateboarding game application built on this platform.

References

[1]
I. Daubechies. Ten lectures on wavelets, volume 61. Society for Industrial Mathematics, 1992.
[2]
R. Fisher. The use of multiple measurements in taxonomic problems. Annals Eugen, 7: 179--188, 1936.
[3]
R. Koehly, D. Curtil, and M. Wanderley. Paper FSRs and latex/fabric traction sensors: methods for the development of home-made touch sensors. In NIME '06 Proceedings, pages 230--233, Paris, France, France, 2006. IRCAM.
[4]
O. Ledoit and M. Wolf. A well-conditioned estimator for large-dimensional covariance matrices. Journal of multivariate analysis, 88(2): 365--411, 2004.
[5]
S. Lundgren and S. Björk. Game mechanics: Describing computer-augmented games in terms of interaction. In Proceedings of TIDSE, 2003.
[6]
F. Müller, M. Gibbs, and F. Vetere. Taxonomy of exertion games. In Proceedings of the 20th Australasian Conference on Computer-Human Interaction: Designing for Habitus and Habitat, pages 263--266. ACM, 2008.
[7]
M. Pasch, N. Bianchi-Berthouze, B. van Dijk, and A. Nijholt. Movement-based sports video games: Investigating motivation and gaming experience. Entertainment Computing, 1(2): 49--61, 2009.
[8]
S. Reilly, P. Barron, V. Cahill, K. Moran, and M. Haahr. A general-purpose taxonomy of computer-augmented sports systems. Digital Sport for Performance Enhancement and Competitive Evolution: Intelligent Gaming Technologies, page 19, 2009.
[9]
D. Spelmezan, A. Schanowski, and J. Borchers. Wearable automatic feedback devices for physical activities. In BodyNets '09 Proceedings, pages 1--8, ICST, Brussels, Belgium, 2009. ICST.
[10]
J. Yim and T. C. N. Graham. Using games to increase exercise motivation. In Future Play '07 Proceedings, pages 166--173, New York, NY, USA, 2007. ACM.

Cited By

View all
  • (2024)Trends in real-time artificial intelligence methods in sports: a systematic reviewJournal of Big Data10.1186/s40537-024-01026-011:1Online publication date: 26-Oct-2024
  • (2023)An Evaluation of Different Input Transformation for the Classification of Skateboarding Tricks by Means of Transfer LearningInnovation and Technology in Sports10.1007/978-981-99-0297-2_22(269-275)Online publication date: 18-Apr-2023
  • (2021)The Classification of Skateboarding Tricks: A Support Vector Machine Hyperparameter Evaluation OptimisationRecent Trends in Mechatronics Towards Industry 4.010.1007/978-981-33-4597-3_93(1013-1022)Online publication date: 16-Jul-2021
  • Show More Cited By

Recommendations

Comments

Information & Contributors

Information

Published In

cover image ACM Other conferences
ACE '10: Proceedings of the 7th International Conference on Advances in Computer Entertainment Technology
November 2010
136 pages
ISBN:9781605588636
DOI:10.1145/1971630
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

Sponsors

  • NTPU: National Taipei University
  • Ministry of Education, Taiwan
  • National Science Council, Taiwan
  • CUTE: Keio-NUS CUTE Center

In-Cooperation

Publisher

Association for Computing Machinery

New York, NY, United States

Publication History

Published: 17 November 2010

Permissions

Request permissions for this article.

Check for updates

Author Tags

  1. HCI
  2. digital entertainment and sports
  3. gaming
  4. mobile
  5. new gaming audiences
  6. real-time classification
  7. sports

Qualifiers

  • Research-article

Conference

ACE '10
Sponsor:
  • NTPU
  • CUTE

Acceptance Rates

Overall Acceptance Rate 36 of 90 submissions, 40%

Contributors

Other Metrics

Bibliometrics & Citations

Bibliometrics

Article Metrics

  • Downloads (Last 12 months)8
  • Downloads (Last 6 weeks)1
Reflects downloads up to 29 Jan 2025

Other Metrics

Citations

Cited By

View all
  • (2024)Trends in real-time artificial intelligence methods in sports: a systematic reviewJournal of Big Data10.1186/s40537-024-01026-011:1Online publication date: 26-Oct-2024
  • (2023)An Evaluation of Different Input Transformation for the Classification of Skateboarding Tricks by Means of Transfer LearningInnovation and Technology in Sports10.1007/978-981-99-0297-2_22(269-275)Online publication date: 18-Apr-2023
  • (2021)The Classification of Skateboarding Tricks: A Support Vector Machine Hyperparameter Evaluation OptimisationRecent Trends in Mechatronics Towards Industry 4.010.1007/978-981-33-4597-3_93(1013-1022)Online publication date: 16-Jul-2021
  • (2021)The Effect of Image Input Transformation from Inertial Measurement Unit Data on the Classification of Skateboarding TricksRiTA 202010.1007/978-981-16-4803-8_42(424-432)Online publication date: 5-Aug-2021
  • (2020)The Classification of Skateboarding Tricks by Means of Support Vector Machine: An Evaluation of Significant Time-Domain FeaturesEmbracing Industry 4.010.1007/978-981-15-6025-5_12(125-132)Online publication date: 9-Jul-2020
  • (2017)Classification and visualization of skateboard tricks using wearable sensorsPervasive and Mobile Computing10.1016/j.pmcj.2017.05.00740:C(42-55)Online publication date: 1-Sep-2017
  • (2016)Exertion GamesFoundations and Trends in Human-Computer Interaction10.1561/110000004110:1(1-86)Online publication date: 29-Dec-2016
  • (2016)GiggleBatProceedings of the 30th International BCS Human Computer Interaction Conference: Fusion!10.14236/ewic/HCI2016.33(1-10)Online publication date: 11-Jul-2016
  • (2016)MusiSkateProceedings of the 18th International Conference on Human-Computer Interaction with Mobile Devices and Services Adjunct10.1145/2957265.2961854(753-759)Online publication date: 6-Sep-2016
  • (2016)Wearable trick classification in freestyle snowboarding2016 IEEE 13th International Conference on Wearable and Implantable Body Sensor Networks (BSN)10.1109/BSN.2016.7516238(89-93)Online publication date: Jun-2016
  • Show More Cited By

View Options

Login options

View options

PDF

View or Download as a PDF file.

PDF

eReader

View online with eReader.

eReader

Figures

Tables

Media

Share

Share

Share this Publication link

Share on social media