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)
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