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Cited 4 time in webofscience Cited 9 time in scopus
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dc.contributor.authorChoi, Woohyeok-
dc.contributor.authorOh, Jeungmin-
dc.contributor.authorPark, Taiwoo-
dc.contributor.authorKang, Seongjun-
dc.contributor.authorMoon, Miri-
dc.contributor.authorLee, Uichin-
dc.contributor.authorHWANG, INSEOK-
dc.contributor.authorEdge, Darren-
dc.contributor.authorSong, Junehwa-
dc.date.accessioned2021-12-03T05:20:50Z-
dc.date.available2021-12-03T05:20:50Z-
dc.date.created2020-11-14-
dc.date.issued2016-08-
dc.identifier.issn1550-4859-
dc.identifier.urihttps://oasis.postech.ac.kr/handle/2014.oak/107804-
dc.description.abstractThe 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.languageEnglish-
dc.publisherAssociation for Computing Machinary, Inc.-
dc.relation.isPartOfACM Transactions on Sensor Networks-
dc.titleDesigning Interactive Multiswimmer Exergames: A Case Study-
dc.typeArticle-
dc.identifier.doi10.1145/2888399-
dc.type.rimsART-
dc.identifier.bibliographicCitationACM Transactions on Sensor Networks, v.12, no.3, pp.17:1 - 17:40-
dc.identifier.wosid000382671500001-
dc.citation.endPage17:40-
dc.citation.number3-
dc.citation.startPage17:1-
dc.citation.titleACM Transactions on Sensor Networks-
dc.citation.volume12-
dc.contributor.affiliatedAuthorHWANG, INSEOK-
dc.identifier.scopusid2-s2.0-84979902228-
dc.description.journalClass1-
dc.description.journalClass1-
dc.description.isOpenAccessN-
dc.type.docTypeArticle-
dc.subject.keywordAuthorMeasurement-
dc.subject.keywordAuthorHuman Factors-
dc.subject.keywordAuthorExperimentation-
dc.subject.keywordAuthorActivity recognition-
dc.subject.keywordAuthorexertion games-
dc.subject.keywordAuthorswimming-
dc.subject.keywordAuthorunderwater wireless networking performance-
dc.relation.journalWebOfScienceCategoryComputer Science, Information Systems-
dc.relation.journalWebOfScienceCategoryTelecommunications-
dc.description.journalRegisteredClassscie-
dc.description.journalRegisteredClassscopus-
dc.relation.journalResearchAreaComputer Science-
dc.relation.journalResearchAreaTelecommunications-

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