At the beginning of the project we looked at different types of solutions fitting into the idea of exergaming. Exergaming is defined as: "Any activity using equipment that requires the user to be involved and an active participant in either a storyline or some kind of game or action (be it with or against a computer, a posted
score or other players)" [geartrends.com].
There are at least six type of exergame applications areas (with several sub-groups). These are:
1. "cyber" exercise cycle / device - VR bike,
PowerGrid Fitness,
Nexfit, Reebok Cyberrider, Tunturi VR bike... (indoor)
2. dance pad (sensory floor) - sensors recognize 1-N players. E.g. DDR,
Lumetila,
UbiPlay... (indoor/outdoor)
3. web camera based - EyeToy (Antigrav & Kinetics),
KickAss Kung-Fu, KukaKumma MuuMaassa,
Vivid Group... indoor)
4. mobile/wireless - mobile phones (bar codes,
matrix codes, RFID), GPS, AR... (outdoor/indoor), wristops (
Suunto, Polar),
FRWD outdoor extreme sport computer, etc.
5. wearables - Whether to look innovations from South Korean "daegu industry" or Finnish company "
Clothing+", bio shirts, ubiquitous wearable offices, intra-body communicators etc. are on their way (indoor/outdoor)
6. other - there is a variety of special interfaces designed for certain purpose, e.g.
VR-golf,
GameTrack, FightSuit and game interfaces used in commercial games (such as Amped snowboarding game) not to forget innovative media art pieces (indoor)