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)

No comments:

Post a Comment