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Designing Interactive Multiswimmer Exergames: A Case Study

Published: 26 July 2016 Publication History

Abstract

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.

Supplementary Material

a17-choi-apndx.pdf (choi.zip)
Supplemental movie, appendix, image and software files for, Designing Interactive Multiswimmer Exergames: A Case Study

References

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cover image ACM Transactions on Sensor Networks
ACM Transactions on Sensor Networks  Volume 12, Issue 3
August 2016
304 pages
ISSN:1550-4859
EISSN:1550-4867
DOI:10.1145/2976745
  • Editor:
  • Chenyang Lu
Issue’s Table of Contents
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Publication History

Published: 26 July 2016
Accepted: 01 January 2016
Revised: 01 September 2015
Received: 01 March 2015
Published in TOSN Volume 12, Issue 3

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Author Tags

  1. Activity recognition
  2. exertion games
  3. swimming
  4. underwater wireless networking performance

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  • Development of Device Collaborative Giga-Level Smart Cloudlet Technology
  • National Research Foundation of Korea (NRF)
  • Institute for Information & Communications Technology Promotion (IITP)
  • Korea government (MSIP)
  • Designing Interactive Technologies for Active Workstations
  • Next Generation Smartphone Platform Supporting User-centered Smart Spaces and Services

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