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Designing Interactive Multiswimmer Exergames: A Case Study

delete2016-07-26
delete7
PRE
AI
W
Woohyeok Choi
J
Jeungmin Oh
T
Taiwoo Park
S
Seongjun Kang
M
Miri Moon
U
Uichin Lee *
I
Inseok Hwang
D
Darren Edge
J
Junehwa Song
DOI:10.1145/2888399delete
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Abstract

Abstract

En 中文
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.
Keywords:
Measurement
Human Factors
Experimentation
Activity recognition
exertion games
swimming
underwater wireless networking performance
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Journal

ACM Transactions on Sensor Networks cover
ACM Transactions on Sensor Networks
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