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VR-MMA: A Virtual Reality Motion and Muscle Sensing Action Game for Personal Sport

Published: 09 November 2016 Publication History

Abstract

In this paper, we proposed a serious game that not only for entertainment but also encourage people to do more exercise, in order to let them relax and refresh from the stressful working life and maintain a good health and well-being. Our game applied motion capture, muscle power sensing, action game factors and virtual reality technology (VR). In contrast to traditional VR games, our game provides a novel muscle-power sensitive gaming interface, such that special effects will be shown and a higher bonus scores could be received when the player do exercise harder and exert a greater muscle power. The preliminary experiment result reveals that the muscle sensing capability facilitates the players to pay more attention to their muscle activities when playing the game. The players also agreed that the proposed game could attract them to do exercise again.

References

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Katharina Emmerich, Maic Masuch, and Ralf Schmidt. 2014. Digital Entertaining Health Applications: Researching the Fundamentals of a Cause-Effect Relationship. In Proceedings of the 2014 Workshops on Advances in Computer Entertainment Conference (ACE '14 Workshops). ACM, New York, NY, USA, Article 15, 4 pages.
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Virtual Motion Labs. 2016. VR Gloves. (2016). http://www.virtualmotionlabs.com/vr-gloves/.
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Pedro Lopes, Alexandra Ion, and Patrick Baudisch. 2015. Impacto: Simulating Physical Impact by Combining Tactile Stimulation with Electrical Muscle Stimulation. In Proceedings of the 28th Annual ACM Symposium on User Interface Software & Technology (UIST'15). ACM, New York, NY, USA, 11--19.
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Kimberly J. Miller, Brooke S. Adair, Alan J. Pearce, Catherine M. Said, Elizabeth Ozanne, and Meg M. Morris. 2014. Effectiveness and feasibility of virtual reality and gaming system use at home by older adults for enabling physical activity to improve health-related domains: a systematic review. Age and Ageing 43, 2 (2014), 188--195.
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R. Okugawa, K. Murao, T. Terada, and M. Tsukamoto. 2015. Bicycle Pedaling Training System using Auditory Feedback. In Proceedings of the 2015 Workshops on Advances in Computer Entertainment Conference (ACE '15 Workshops).
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A. L. Rincon, H. Yamasaki, and S. Shimoda. 2016. Design of a video game for rehabilitation using motion capture, EMG analysis and virtual reality. In 2016 International Conference on Electronics, Communications and Computers (CONIELECOMP). 198--204.
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Superhuman Sports Society. 2014. Introduction. (2014). http://superhuman-sports.org/s3/.
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Cited By

View all
  • (2024)Navigating Between Human and Machine-Based Evaluation: Judgment and Objectivity in Economic Games Exemplified in the Analysis of MMA FightsHCI in Games10.1007/978-3-031-60692-2_16(235-246)Online publication date: 1-Jun-2024
  • (2023)A Systematic Review of Immersive Technologies for Physical Training in Fitness and Sports2023 IEEE International Symposium on Mixed and Augmented Reality (ISMAR)10.1109/ISMAR59233.2023.00076(611-621)Online publication date: 16-Oct-2023
  • (2020)Hedonic and Utilitarian Motivations of Home Motion-Sensing Game Play Behavior in China: An Empirical StudyInternational Journal of Environmental Research and Public Health10.3390/ijerph1723879417:23(8794)Online publication date: 26-Nov-2020
  • Show More Cited By

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Information & Contributors

Information

Published In

cover image ACM Other conferences
ACE '16: Proceedings of the 13th International Conference on Advances in Computer Entertainment Technology
November 2016
373 pages
ISBN:9781450347730
DOI:10.1145/3001773
Permission to make digital or hard copies of part or all 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 third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 09 November 2016

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Author Tags

  1. Virtual reality
  2. muscle sensor
  3. serious game

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  • Extended-abstract
  • Research
  • Refereed limited

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ACE2016

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Overall Acceptance Rate 36 of 90 submissions, 40%

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Cited By

View all
  • (2024)Navigating Between Human and Machine-Based Evaluation: Judgment and Objectivity in Economic Games Exemplified in the Analysis of MMA FightsHCI in Games10.1007/978-3-031-60692-2_16(235-246)Online publication date: 1-Jun-2024
  • (2023)A Systematic Review of Immersive Technologies for Physical Training in Fitness and Sports2023 IEEE International Symposium on Mixed and Augmented Reality (ISMAR)10.1109/ISMAR59233.2023.00076(611-621)Online publication date: 16-Oct-2023
  • (2020)Hedonic and Utilitarian Motivations of Home Motion-Sensing Game Play Behavior in China: An Empirical StudyInternational Journal of Environmental Research and Public Health10.3390/ijerph1723879417:23(8794)Online publication date: 26-Nov-2020
  • (2020)Evaluation of Hand Movement Using IoT-Based Goniometric Data Acquisition GloveProceedings of International Conference on IoT Inclusive Life (ICIIL 2019), NITTTR Chandigarh, India10.1007/978-981-15-3020-3_18(193-200)Online publication date: 9-Apr-2020

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