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Activity Sensing in the Wild: A Field Trial of UbiFit Garden
- PROC. OF CHI’08
, 2008
"... Recent advances in small inexpensive sensors, low-power processing, and activity modeling have enabled applications that use on-body sensing and machine learning to infer people’s activities throughout everyday life. To address the growing rate of sedentary lifestyles, we have developed a system, Ub ..."
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Cited by 160 (9 self)
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Recent advances in small inexpensive sensors, low-power processing, and activity modeling have enabled applications that use on-body sensing and machine learning to infer people’s activities throughout everyday life. To address the growing rate of sedentary lifestyles, we have developed a system, UbiFit Garden, which uses these technologies and a personal, mobile display to encourage physical activity. We conducted a 3-week field trial in which 12 participants used the system and report findings focusing on their experiences with the sensing and activity inference. We discuss key implications for systems that use on-body sensing and activity inference to encourage physical activity.
Triplebeat: enhancing exercise performance with persuasion
- In Mobile HCI
, 2008
"... We present TripleBeat, a mobile phone based system that assists runners in achieving predefined exercise goals via musical feedback and two persuasive techniques: a glanceable interface for increased personal awareness and a virtual competition. TripleBeat is based on a previous system named MPTrain ..."
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Cited by 31 (2 self)
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We present TripleBeat, a mobile phone based system that assists runners in achieving predefined exercise goals via musical feedback and two persuasive techniques: a glanceable interface for increased personal awareness and a virtual competition. TripleBeat is based on a previous system named MPTrain. First, we describe TripleBeat’s hardware and software, emphasizing how it differs from its predecessor MPTrain. Then, we present the results of a runner study with 10 runners. The study compared the runners efficacy and enjoyment in achieving predefined workout goals when running with MPTrain and TripleBeat. The conclusions from the study include: (1) significantly higher efficacy and enjoyment with TripleBeat, and (2) a unanimous preference for TripleBeat over MPTrain. The glanceable interface and the virtual competition are the two main reasons for the improvements in the running experience. We believe that systems like TripleBeat will play an important role in enhancing the exercise experience and in assisting users towards more active lifestyles.
Communicating Emotion through a Haptic Link: Design Space and Methodology
- International Journal of Human Computer Studies (IJHCS), Special issue on Affective Evaluation--Innovative Approaches
, 2007
"... Communication of affect across a distance is not well supported by current technology, despite its importance to interpersonal interaction in modern lifestyles. Touch is a powerful conduit for emotional connectedness, and thus mediating haptic (touch) displays have been proposed to address this defi ..."
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Cited by 23 (6 self)
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Communication of affect across a distance is not well supported by current technology, despite its importance to interpersonal interaction in modern lifestyles. Touch is a powerful conduit for emotional connectedness, and thus mediating haptic (touch) displays have been proposed to address this deficiency; but suitable evaluative methodology has been elusive. In this paper, we offer a first, structured examination of a design space for haptic support of remote affective communication, by analyzing the space and then comparing haptic models designed to manipulate its key dimensions. In our study, dyads (intimate pairs or strangers) are asked to communicate specified emotions using a purely haptic link that consists of virtual models rendered on simple knobs. These models instantiate both interaction metaphors of varying intimacy, and representations of virtual interpersonal distance. Our integrated objective and subjective observations imply that emotion can indeed be communicated through this medium, and confirm that the factors examined influence emotion communication performance as well as preference, comfort and connectedness. The proposed design space and the study results have implications for future efforts to support affective communication using the haptic modality, and the study approach comprises a first model for systematic evaluation of haptically expressed affect.
Heart rate control of exercise video games
"... Exercise video games combine entertainment and physical movement in an effort to encourage people to be more physically active. Multiplayer exercise games take advantage of the motivating aspects of group activity by allowing people to exercise together. However, people of significantly different fi ..."
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Cited by 23 (4 self)
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Exercise video games combine entertainment and physical movement in an effort to encourage people to be more physically active. Multiplayer exercise games take advantage of the motivating aspects of group activity by allowing people to exercise together. However, people of significantly different fitness levels can have a hard time playing together, as large differences in performance can be demotivating. To address this problem, we present heart rate scaling, a mechanism where players ’ in-game performance is based on their effort relative to their fitness level. Specifically, heart rate monitoring is used to scale performance relative to how closely a person adheres to his/her target heart rate zone. We demonstrate that heart rate scaling reduces the performance gap between people of different fitness levels, and that the scaling mechanism does not significantly affect engagement during gameplay.
Apartgame: a multi-user tabletop game platform for intensive public use
- In IUI ’07: Proceedings of the 12th international conference on Intelligent user interfaces
, 2007
"... ApartGame is a tabletop platform that supports multiple games for social environments and intensive public use. This paper summarizes the design of ApartGame and the results from preliminary user evaluation. The integration of physical control and digital objects was a crucial design decision and it ..."
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Cited by 18 (4 self)
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ApartGame is a tabletop platform that supports multiple games for social environments and intensive public use. This paper summarizes the design of ApartGame and the results from preliminary user evaluation. The integration of physical control and digital objects was a crucial design decision and it made the games on the platform tangible.
Jogging over a Distance – Supporting a “Jogging Together ” Experience Although Being Apart
"... Jogging is a healthy activity and many people enjoy jogging with others for social and motivational reasons. However, jogging partners might not always live in the same location, and it may be difficult to find a local jogger who runs at the same pace, we found through a survey. “Jogging over a Dist ..."
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Cited by 18 (7 self)
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Jogging is a healthy activity and many people enjoy jogging with others for social and motivational reasons. However, jogging partners might not always live in the same location, and it may be difficult to find a local jogger who runs at the same pace, we found through a survey. “Jogging over a Distance ” allows geographically distant joggers to socialize and motivate one another by using spatialized audio to convey presence and pace cues, similar to the experience of running side by side. We hope our approach encourages active and prospective joggers to jog longer and more often, while simultaneously supporting friendships.
Hapticat: Exploration of Affective Touch
- in Proc. of 7th International Conference on Multimodal Interfaces (ICMI '05
, 2005
"... This paper describes the Hapticat, a device we developed to study affect through touch. Though intentionally not highly zoomorphic, the device borrows behaviors from pets and the rich manner in which they haptically communicate with humans. The Hapticat has four degrees of freedom to express itself: ..."
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Cited by 14 (5 self)
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This paper describes the Hapticat, a device we developed to study affect through touch. Though intentionally not highly zoomorphic, the device borrows behaviors from pets and the rich manner in which they haptically communicate with humans. The Hapticat has four degrees of freedom to express itself: a pair of ear-like appendages, a breathing mechanism, a purring mechanism, and a warming element. Combinations of levels for these controls are used to define the five active haptic responses: playing dead, asleep, content, happy, and upset. In the paper we present the design considerations and implementation details of the device. We also detail a preliminary observational study where participants interacted with the Hapticat through touch. To compare the effects of haptic feedback, the device presented either active haptic renderings or none at all. Participants reported which of the five responses they believed the Hapticat rendered, as well as their degree of affect to the device. We observed that participants ’ expectations of the device’s response to various haptic stimuli correlated with our mappings. We also observed that participants were able to reasonably recognize three of the five response renderings, while having difficulty discriminating between happy and content states. Finally, we found that participants registered a broader range of affect when active haptic renderings were applied as compared to when none were presented.
Airhockey Over a Distance – A Networked Physical Game to Support Social Interactions
- In Proc. Adv. in Comp. Entert. Tech. ACE 2006, ACM Press
, 2006
"... ABSTRACT In modern society, people increasingly lack social interaction, even though it is beneficial to professional and personal life. Airhockey Over a Distance aims to work against this trend by recreating the social experience and rapport facilitated by physical, casual game play in a distribut ..."
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Cited by 13 (7 self)
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ABSTRACT In modern society, people increasingly lack social interaction, even though it is beneficial to professional and personal life. Airhockey Over a Distance aims to work against this trend by recreating the social experience and rapport facilitated by physical, casual game play in a distributed environment. We networked two airhockey tables and augmented them with a videoconference. Concealed mechanics on each table allow for a physical puck to be shot back and forth between the two locations, creating a perceived physical shared space between the participants. The hitting of a fast-moving, tangible puck between the two players creates a compelling social game experience which can support social interactions and contribute to an increased connectedness between people who are physically apart.
A Table Tennis Game for Three Players
- In OzCHI 2006
, 2006
"... Table tennis is a game that can provide healthy exercise and is also a social pastime for players of all ages across the world. However, players have to be collocated to play, and three players cannot usually play at the same time in fair or equitable manner. We have developed a networked table tenn ..."
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Cited by 13 (6 self)
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Table tennis is a game that can provide healthy exercise and is also a social pastime for players of all ages across the world. However, players have to be collocated to play, and three players cannot usually play at the same time in fair or equitable manner. We have developed a networked table tennis like game called Table Tennis for Three (TTT). TTT is a game played with bat and ball by three people on three physically separated table tennis tables. The players of TTT can interact with one another through the use of augmented virtuality – the augmentation of virtual systems with elements of physical game play. TTT uses the physicality of table tennis combined with the communicative media typically associated with videoconferencing. TTT has been developed with the aim of achieving similar benefits to those of co-located table tennis such as exercise, enjoyment and bringing people together to socialize. Author Keywords Exertion interface, table tennis, ping-pong, sports,
Let’s Play! Mobile Health Games for Adults
"... Researchers have designed a variety of systems that promote wellness. However, little work has been done to examine how casual mobile games can help adults learn how to live healthfully. To explore this design space, we created OrderUP!, a game in which players learn how to make healthier meal choic ..."
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Cited by 11 (0 self)
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Researchers have designed a variety of systems that promote wellness. However, little work has been done to examine how casual mobile games can help adults learn how to live healthfully. To explore this design space, we created OrderUP!, a game in which players learn how to make healthier meal choices. Through our field study, we found that playing OrderUP! helped participants engage in four processes of change identified by a well-established health behavior theory, the Transtheoretical Model: they improved their understanding of how to eat healthfully and engaged in nutrition-related analytical thinking, reevaluated the healthiness of their real life habits, formed helping relationships by discussing nutrition with others and started replacing unhealthy meals with more nutritious foods. Our research shows the promise of using casual mobile games to encourage adults to live healthier lifestyles.