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GameLight - Gamification of the Outdoor Cycling Experience

Published: 18 June 2019 Publication History

Abstract

GameLight is a smart bicycle light that overlays a virtual game projected on the ground, within the user's natural field of view while cycling. The system aims to enhance the cycling exertion experience by augmenting it with various game elements presented in two game modes: (1) an "Arcade" mode that implements a virtual coin collecting mechanic, and (2) a "Challenge" mode that provides timed effort challenges. The system consists of a pico-projector and mobile phone wirelessly connected to cadence, speed and heart rate sensors that serve as input to the virtually projected game to achieve a fun and playful effect while cycling in a controlled environment. This demo will be appealing to attendees interested in designing playful technology to support exertion.

Supplementary Material

MP4 File (disde43.mp4)
Supplemental video

References

[1]
John Bolton, Mike Lambert, Denis Lirette, and Ben Unsworth. 2014. PaperDude: a virtual reality cycling exergame. In Proc CHI'14 EA. ACM, 475--478.
[2]
Ed Burke. 1998. Precision heart rate training. Human Kinetics.
[3]
Alexandru Dancu, Zlatko Franjcic, and Morten Fjeld. 2014. Smart Flashlight: Map Navigation Using a Bike-mounted Projector. In Proc CHI '14 (CHI '14). ACM, New York, NY, USA, 3627--3630.
[4]
Firebase. (????). https://firebase.google.com/.
[6]
Florian Floyd Mueller, Martin Gibbs, Frank Vetere, and Darren Edge. 2017. Designing for Bodily Interplay in Social Exertion Games. ACM Transactions on Computer-Human Interaction 24 (05 2017), 1--41.
[7]
Alex C. G., Birgitta L. B., and Melinda A. S. Emily K. B. 2012. What Are the Benefits of a Commercial Exergaming Platform for College Students? Examining Physical Activity, Enjoyment, and Future Intentions. Journal of Physical Activity and Health (2012).
[8]
Amrit K. Kamboj and Somashekar Krishna. 2017. Pokemon GO: An innovative smartphone gaming application with health benefits. Primary Care Diabetes 11 (04 2017).
[9]
Shannon Knights, Nicholas Graham, Lauren Switzer, Hamilton Hernandez, Zi Ye, Briar Findlay, Wen Yan Xie, Virginia Wright, and Darcy Fehlings. 2016. An innovative cycling exergame to promote cardiovascular fitness in youth with cerebral palsy. Developmental neurorehabilitation 19, 2 (2016), 135--140.
[10]
Hannah Marston and McClenaghan . 2013. Play yourself fit: Exercise + Video games = Exergames. 241--257.
[11]
Penelope S. and Peta W. 2005. GameFlow: A Model for Evaluating Player Enjoyment in Games. (2005).

Cited By

View all
  • (2023)Cyclists’ Use of Technology While on Their BikeProceedings of the 2023 CHI Conference on Human Factors in Computing Systems10.1145/3544548.3580971(1-15)Online publication date: 19-Apr-2023
  • (2022)“E-WAFE” - A Full Body Embodied Social ExergameExtended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play10.1145/3505270.3558375(286-290)Online publication date: 2-Nov-2022

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Information & Contributors

Information

Published In

cover image ACM Conferences
DIS '19 Companion: Companion Publication of the 2019 on Designing Interactive Systems Conference 2019 Companion
June 2019
410 pages
ISBN:9781450362702
DOI:10.1145/3301019
Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 18 June 2019

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Author Tags

  1. bicycle
  2. cycling
  3. exergames
  4. human computer interaction
  5. mobile phone
  6. projector
  7. serious games

Qualifiers

  • Demonstration

Conference

DIS '19
Sponsor:
DIS '19: Designing Interactive Systems Conference 2019
June 23 - 28, 2019
CA, San Diego, USA

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DIS '19 Companion Paper Acceptance Rate 105 of 415 submissions, 25%;
Overall Acceptance Rate 1,158 of 4,684 submissions, 25%

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Cited By

View all
  • (2023)Cyclists’ Use of Technology While on Their BikeProceedings of the 2023 CHI Conference on Human Factors in Computing Systems10.1145/3544548.3580971(1-15)Online publication date: 19-Apr-2023
  • (2022)“E-WAFE” - A Full Body Embodied Social ExergameExtended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play10.1145/3505270.3558375(286-290)Online publication date: 2-Nov-2022

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