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Building a table tennis game for three players

Published: 13 June 2007 Publication History

Abstract

Physical leisure activities such as table tennis provide healthy exercise and can offer a means to connect with others socially; however, players have to be in the same physical location to play. Networked computer games support players in geographically distant locations, but their communication channel is often limited to text or audio only. Furthermore, recent input devices that encourage exertion often do not support adequate force-feedback. We have developed a networked table tennis-like game that is played with a real paddle and ball, augmented with a large-scale videoconference. Similar to networked computer games, this concept can support more than two locations, while simultaneously aiming to provide similar benefits known from traditional physical leisure activity such as exercise, enjoyment and bringing people together to socialize.

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Cited By

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  • (2023)"\"I consider VR Table Tennis to be my secret weapon!\": An Analysis of the VR Table Tennis Players' Experiences Outside the Lab"Proceedings of the 2023 ACM Symposium on Spatial User Interaction10.1145/3607822.3614539(1-12)Online publication date: 13-Oct-2023
  • (2023)Toward Understanding the Design of Intertwined Human–Computer IntegrationsACM Transactions on Computer-Human Interaction10.1145/359076630:5(1-45)Online publication date: 23-Sep-2023
  • (2022)Tailor My ZwiftProceedings of the ACM on Human-Computer Interaction10.1145/35467516:MHCI(1-23)Online publication date: 20-Sep-2022
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    cover image ACM Conferences
    ACE '07: Proceedings of the international conference on Advances in computer entertainment technology
    June 2007
    324 pages
    ISBN:9781595936400
    DOI:10.1145/1255047
    Permission to make digital or hard copies of all or part 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 components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    Publication History

    Published: 13 June 2007

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    Author Tags

    1. active
    2. exertion interface
    3. exhausting
    4. physical
    5. ping pong
    6. social interaction
    7. sports
    8. sweat
    9. table-tennis
    10. tangible
    11. team spirit
    12. videoconferencing

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    View all
    • (2023)"\"I consider VR Table Tennis to be my secret weapon!\": An Analysis of the VR Table Tennis Players' Experiences Outside the Lab"Proceedings of the 2023 ACM Symposium on Spatial User Interaction10.1145/3607822.3614539(1-12)Online publication date: 13-Oct-2023
    • (2023)Toward Understanding the Design of Intertwined Human–Computer IntegrationsACM Transactions on Computer-Human Interaction10.1145/359076630:5(1-45)Online publication date: 23-Sep-2023
    • (2022)Tailor My ZwiftProceedings of the ACM on Human-Computer Interaction10.1145/35467516:MHCI(1-23)Online publication date: 20-Sep-2022
    • (2021)Ultrasound-driven Curveball in Table TennisProceedings of the ACM on Human-Computer Interaction10.1145/34885485:ISS(1-20)Online publication date: 5-Nov-2021
    • (2019)Hopping-Pong: Changing Trajectory of Moving Object Using Computational Ultrasound ForceProceedings of the 2019 ACM International Conference on Interactive Surfaces and Spaces10.1145/3343055.3359701(123-133)Online publication date: 10-Nov-2019
    • (2012)A survey of visual, mixed, and augmented reality gamingComputers in Entertainment10.1145/2381876.238187910:1(1-33)Online publication date: 6-Dec-2012
    • (2011)PingPong++Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology10.1145/2071423.2071453(1-6)Online publication date: 8-Nov-2011

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