EXERGAME

Monday, October 03, 2005

Dimensions of exergaming

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)

0 Comments:

Post a Comment

<< Home