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TwinkleBands: Wearable Technology Supporting Movement Imitation and Coordination in Fast-Paced Fitness Training

Published: 08 May 2021 Publication History

Abstract

Fast-paced fitness training (e.g. aerobics, Bodycombat, step workouts) is one of the most popular activities at fitness clubs worldwide because it is beneficial for physical health and it can enhance participants’ motivation and engagement of fitness training. Yet, their fast pace and required coordination make it difficult for some participants, especially for beginners and those with coordination problems, to follow the class. Here we present the design, implementation and qualitative user evaluation of TwinkleBands, a piece of wearable technology that provides real-time support with trainees’ movement and coordination learning by providing discriminative visual cues on the extremities. We show that TwinkleBands helps movement imitation and coordination in several ways. Based on this, we discuss key design takeaways for future technology design to support movement teaching and learning in fast-paced activities.

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Cited By

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  • (2024)Wearable Devices and Brain-Computer Interfaces for User Modelling (WeBIUM)Adjunct Proceedings of the 32nd ACM Conference on User Modeling, Adaptation and Personalization10.1145/3631700.3658529(597-600)Online publication date: 27-Jun-2024
  • (2022)Visualizing Instructions for Physical Training: Exploring Visual Cues to Support Movement Learning from Instructional VideosProceedings of the 2022 CHI Conference on Human Factors in Computing Systems10.1145/3491102.3517735(1-16)Online publication date: 29-Apr-2022
  • (2022)Virtual Club Shadow: A Real-time Projection of Golf Club Trajectory2022 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct)10.1109/ISMAR-Adjunct57072.2022.00177(816-820)Online publication date: Oct-2022

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cover image ACM Conferences
CHI EA '21: Extended Abstracts of the 2021 CHI Conference on Human Factors in Computing Systems
May 2021
2965 pages
ISBN:9781450380959
DOI:10.1145/3411763
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 the author(s) 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].

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Published: 08 May 2021

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  1. Fast-paced training
  2. Movement learning
  3. Wearable devices

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View all
  • (2024)Wearable Devices and Brain-Computer Interfaces for User Modelling (WeBIUM)Adjunct Proceedings of the 32nd ACM Conference on User Modeling, Adaptation and Personalization10.1145/3631700.3658529(597-600)Online publication date: 27-Jun-2024
  • (2022)Visualizing Instructions for Physical Training: Exploring Visual Cues to Support Movement Learning from Instructional VideosProceedings of the 2022 CHI Conference on Human Factors in Computing Systems10.1145/3491102.3517735(1-16)Online publication date: 29-Apr-2022
  • (2022)Virtual Club Shadow: A Real-time Projection of Golf Club Trajectory2022 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct)10.1109/ISMAR-Adjunct57072.2022.00177(816-820)Online publication date: Oct-2022

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