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Classifying input for active games

Published: 29 October 2009 Publication History

Abstract

Active games are video games that involve physical activity. Active games capture input via a variety of devices such as accelerometers, cameras, pressure sensors and exercise equipment. Although active games have become highly popular, the interaction styles they support are poorly understood, and largely driven by the capabilities of individual hardware devices. In order to allow for a standard development approach, a better understanding of the interaction found in active games is required. We have investigated existing commercial and academic games in order to classify input for active games. Our classification abstracts input from hardware, providing a better understanding of the interaction itself. Our ultimate goal is to make it easier to develop active games independently of underlying input hardware.

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Cited By

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  • (2021)Ellic’s Exercise Class: promoting physical activities during exergaming with immersive virtual realityVirtual Reality10.1007/s10055-020-00477-z25:3(597-612)Online publication date: 1-Sep-2021
  • (2018)Exploring health profiles from physical and cognitive serious game analytics2018 2nd International Conference on Technology and Innovation in Sports, Health and Wellbeing (TISHW)10.1109/TISHW.2018.8559562(1-6)Online publication date: Jun-2018
  • (2018)Co-located augmented play-spaces: past, present, and perspectivesJournal on Multimodal User Interfaces10.1007/s12193-018-0269-z12:3(225-255)Online publication date: 14-Aug-2018
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    Published In

    cover image ACM Other conferences
    ACE '09: Proceedings of the International Conference on Advances in Computer Entertainment Technology
    October 2009
    456 pages
    ISBN:9781605588643
    DOI:10.1145/1690388
    Permission to make digital or hard copies of all or part 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 components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    New York, NY, United States

    Publication History

    Published: 29 October 2009

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    Author Tags

    1. active video games
    2. exercise video games
    3. exergaming

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    Cited By

    View all
    • (2021)Ellic’s Exercise Class: promoting physical activities during exergaming with immersive virtual realityVirtual Reality10.1007/s10055-020-00477-z25:3(597-612)Online publication date: 1-Sep-2021
    • (2018)Exploring health profiles from physical and cognitive serious game analytics2018 2nd International Conference on Technology and Innovation in Sports, Health and Wellbeing (TISHW)10.1109/TISHW.2018.8559562(1-6)Online publication date: Jun-2018
    • (2018)Co-located augmented play-spaces: past, present, and perspectivesJournal on Multimodal User Interfaces10.1007/s12193-018-0269-z12:3(225-255)Online publication date: 14-Aug-2018
    • (2014)Human factors of speed-based exergame controllersProceedings of the SIGCHI Conference on Human Factors in Computing Systems10.1145/2556288.2557091(1865-1874)Online publication date: 26-Apr-2014
    • (2013)Real-time gait classification for persuasive smartphone appsProceedings of the 2013 international conference on Intelligent user interfaces10.1145/2449396.2449418(161-172)Online publication date: 19-Mar-2013
    • (2012)Exerlearn BikeProceedings of the 2012 IEEE International Conference on Multimedia and Expo Workshops10.1109/ICMEW.2012.91(489-494)Online publication date: 9-Jul-2012
    • (2011)The promise of exergames as tools to measure physical healthEntertainment Computing10.1016/j.entcom.2011.03.0082:1(17-21)Online publication date: Jan-2011
    • (2010)Activate your GAIMProceedings of the International Academic Conference on the Future of Game Design and Technology10.1145/1920778.1920800(151-158)Online publication date: 6-May-2010
    • (2010)Towards customizable games for stroke rehabilitationProceedings of the SIGCHI Conference on Human Factors in Computing Systems10.1145/1753326.1753649(2113-2122)Online publication date: 10-Apr-2010

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