scholarly journals User Experiences While Playing Dance-Based Exergames and the Influence of Different Body Motion Sensing Technologies

2013 ◽  
Vol 2013 ◽  
pp. 1-7 ◽  
Author(s):  
Alasdair G. Thin ◽  
Craig Brown ◽  
Paul Meenan

Dance Dance Revolution is a pioneering exergame which has attracted considerable interest for its potential to promote regular exercise and its associated health benefits. The advent of a range of different consumer body motion tracking video game console peripherals raises the question whether their different technological affordances (i.e., variations in the type and number of body limbs that they can track) influence the user experience while playing dance-based exergames both in terms of the level of physical exertion and the nature of the play experience. To investigate these issues a group of subjects performed a total of six comparable dance routines selected from commercial dance-based exergames (two routines from each game) on three different consoles. The subjects’ level of physical exertion was assessed by measuring oxygen consumption and heart rate. They also reported their perceived level of exertion, difficulty, and enjoyment ratings after completing each dance routine. No differences were found in the physiological measures of exertion between the peripherals/consoles. However, there were significant variations in the difficulty and enjoyment ratings between peripherals. The design implications of these results are discussed including the tension between helping to guide and coordinate player movement versus offering greater movement flexibility.

2019 ◽  
Vol 24 (1) ◽  
pp. 56-66 ◽  
Author(s):  
Dooyoung Kim ◽  
Junghan Kwon ◽  
Seunghyun Han ◽  
Yong-Lae Park ◽  
Sungho Jo
Keyword(s):  

Author(s):  
Simon Biggs

This paper discusses the immersive full body motion tracking installation Dark Matter, developed by the author and completed in early 2016. The paper outlines the conceptual focus of the project, including the use of the metaphor of dark matter to explore questions around interactive systems and assemblage. The primary technical considerations involved in the project are also outlined. ‘Co-reading' is proposed as a framework for a generative ontology, within the context of assemblage theory, deployed within a multimodal multi-agent interactive system.


2013 ◽  
Author(s):  
Louis-Benoit Desroches ◽  
Jeffery Greenblatt ◽  
Stacy Pratt ◽  
Henry Willem ◽  
Erin Claybaugh ◽  
...  

Author(s):  
D. Pagliari ◽  
F. Menna ◽  
R. Roncella ◽  
F. Remondino ◽  
L. Pinto

Scene's 3D modelling, gesture recognition and motion tracking are fields in rapid and continuous development which have caused growing demand on interactivity in video-game and e-entertainment market. Starting from the idea of creating a sensor that allows users to play without having to hold any remote controller, the Microsoft Kinect device was created. The Kinect has always attract researchers in different fields, from robotics to Computer Vision (CV) and biomedical engineering as well as third-party communities that have released several Software Development Kit (SDK) versions for Kinect in order to use it not only as a game device but as measurement system. Microsoft Kinect Fusion control libraries (firstly released in March 2013) allow using the device as a 3D scanning and produce meshed polygonal of a static scene just moving the Kinect around. A drawback of this sensor is the geometric quality of the delivered data and the low repeatability. For this reason the authors carried out some investigation in order to evaluate the accuracy and repeatability of the depth measured delivered by the Kinect. The paper will present a throughout calibration analysis of the Kinect imaging sensor, with the aim of establishing the accuracy and precision of the delivered information: a straightforward calibration of the depth sensor in presented and then the 3D data are correct accordingly. Integrating the depth correction algorithm and correcting the IR camera interior and exterior orientation parameters, the Fusion Libraries are corrected and a new reconstruction software is created to produce more accurate models.


Small ◽  
2016 ◽  
Vol 12 (28) ◽  
pp. 3827-3836 ◽  
Author(s):  
Zongrong Wang ◽  
Shan Wang ◽  
Jifang Zeng ◽  
Xiaochen Ren ◽  
Adrian J. Y. Chee ◽  
...  

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