DC Field | Value | Language |
---|---|---|
dc.contributor.author | Choi, Woohyeok | - |
dc.contributor.author | Oh, Jeungmin | - |
dc.contributor.author | Park, Taiwoo | - |
dc.contributor.author | Kang, Seongjun | - |
dc.contributor.author | Moon, Miri | - |
dc.contributor.author | Lee, Uichin | - |
dc.contributor.author | HWANG, INSEOK | - |
dc.contributor.author | Edge, Darren | - |
dc.contributor.author | Song, Junehwa | - |
dc.date.accessioned | 2021-12-03T05:20:50Z | - |
dc.date.available | 2021-12-03T05:20:50Z | - |
dc.date.created | 2020-11-14 | - |
dc.date.issued | 2016-08 | - |
dc.identifier.issn | 1550-4859 | - |
dc.identifier.uri | https://oasis.postech.ac.kr/handle/2014.oak/107804 | - |
dc.description.abstract | The unique aquatic nature of swimming makes it difficult to use social or technical strategies to mitigate the tediousness of monotonous exercises. In this study, we propose the use of a smartphone-based multiplayer exergame named MobyDick. MobyDick is designed to be played while swimming, where a team of swimmers collaborate to hunt down a virtual monster. To this end, we take into account both human factors and technical challenges under swimming contexts. First, we perform a comparative analysis of a variety of wireless networking technologies in the aquatic environment and identify various technical constraints on wireless networking. Second, we develop a swimming activity recognition system to enable precise and real-time game inputs. Third, we devise a multiplayer game design by employing the unique interaction mode viable in an underwater environment, where the abilities of human communication are highly limited. Finally, we prototype MobyDick on waterproof off-the-shelf Android phones, and we deploy it in real swimming pool environments (n = 8). Our qualitative analysis of user interview data reveals certain unique aspects of multiplayer swimming games. | - |
dc.language | English | - |
dc.publisher | Association for Computing Machinary, Inc. | - |
dc.relation.isPartOf | ACM Transactions on Sensor Networks | - |
dc.title | Designing Interactive Multiswimmer Exergames: A Case Study | - |
dc.type | Article | - |
dc.identifier.doi | 10.1145/2888399 | - |
dc.type.rims | ART | - |
dc.identifier.bibliographicCitation | ACM Transactions on Sensor Networks, v.12, no.3, pp.17:1 - 17:40 | - |
dc.identifier.wosid | 000382671500001 | - |
dc.citation.endPage | 17:40 | - |
dc.citation.number | 3 | - |
dc.citation.startPage | 17:1 | - |
dc.citation.title | ACM Transactions on Sensor Networks | - |
dc.citation.volume | 12 | - |
dc.contributor.affiliatedAuthor | HWANG, INSEOK | - |
dc.identifier.scopusid | 2-s2.0-84979902228 | - |
dc.description.journalClass | 1 | - |
dc.description.journalClass | 1 | - |
dc.description.isOpenAccess | N | - |
dc.type.docType | Article | - |
dc.subject.keywordAuthor | Measurement | - |
dc.subject.keywordAuthor | Human Factors | - |
dc.subject.keywordAuthor | Experimentation | - |
dc.subject.keywordAuthor | Activity recognition | - |
dc.subject.keywordAuthor | exertion games | - |
dc.subject.keywordAuthor | swimming | - |
dc.subject.keywordAuthor | underwater wireless networking performance | - |
dc.relation.journalWebOfScienceCategory | Computer Science, Information Systems | - |
dc.relation.journalWebOfScienceCategory | Telecommunications | - |
dc.description.journalRegisteredClass | scie | - |
dc.description.journalRegisteredClass | scopus | - |
dc.relation.journalResearchArea | Computer Science | - |
dc.relation.journalResearchArea | Telecommunications | - |
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