DC Field | Value | Language |
---|---|---|
dc.contributor.author | Choi, Woohyeok | ko |
dc.contributor.author | Oh, Jeungmin | ko |
dc.contributor.author | Park, Taiwoo | ko |
dc.contributor.author | Kang, Seongjun | ko |
dc.contributor.author | Moon, Miri | ko |
dc.contributor.author | Lee, Uichin | ko |
dc.contributor.author | Hwang, Inseok | ko |
dc.contributor.author | Edge, Darren | ko |
dc.contributor.author | Song, Junehwa | ko |
dc.date.accessioned | 2016-11-09T08:27:48Z | - |
dc.date.available | 2016-11-09T08:27:48Z | - |
dc.date.created | 2016-10-05 | - |
dc.date.created | 2016-10-05 | - |
dc.date.created | 2016-10-05 | - |
dc.date.created | 2016-10-05 | - |
dc.date.issued | 2016-08 | - |
dc.identifier.citation | ACM TRANSACTIONS ON SENSOR NETWORKS, v.12, no.3, pp.17 - 17 | - |
dc.identifier.issn | 1550-4859 | - |
dc.identifier.uri | http://hdl.handle.net/10203/214006 | - |
dc.description.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 | - |
dc.language | English | - |
dc.publisher | ASSOC COMPUTING MACHINERY | - |
dc.title | Designing Interactive Multiswimmer Exergames: A Case Study | - |
dc.type | Article | - |
dc.identifier.wosid | 000382671500001 | - |
dc.identifier.scopusid | 2-s2.0-84979902228 | - |
dc.type.rims | ART | - |
dc.citation.volume | 12 | - |
dc.citation.issue | 3 | - |
dc.citation.beginningpage | 17 | - |
dc.citation.endingpage | 17 | - |
dc.citation.publicationname | ACM TRANSACTIONS ON SENSOR NETWORKS | - |
dc.identifier.doi | 10.1145/2888399 | - |
dc.contributor.localauthor | Lee, Uichin | - |
dc.contributor.localauthor | Song, Junehwa | - |
dc.contributor.nonIdAuthor | Park, Taiwoo | - |
dc.contributor.nonIdAuthor | Kang, Seongjun | - |
dc.contributor.nonIdAuthor | Moon, Miri | - |
dc.contributor.nonIdAuthor | Hwang, Inseok | - |
dc.contributor.nonIdAuthor | Edge, Darren | - |
dc.description.isOpenAccess | N | - |
dc.type.journalArticle | Article | - |
dc.subject.keywordAuthor | Measurement | - |
dc.subject.keywordAuthor | Human Factors | - |
dc.subject.keywordAuthor | Experimentation | - |
dc.subject.keywordAuthor | Activity recognition | - |
dc.subject.keywordAuthor | exertion games | - |
dc.subject.keywordAuthor | swimming | - |
dc.subject.keywordAuthor | underwater wireless networking performance | - |
dc.subject.keywordPlus | IMAGE CLASSIFICATION | - |
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