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A smart spa: having fun with physical activities

Published: 03 October 2016 Publication History

Abstract

Exercising is hard work, but, the motivation to exercise can be increased by applying aspects of gamification or contests. We present a system to bring these aspects into the application area of public spas by introducing sensor/actuator networks which are able to locate people even under water.
Standard RFID tags in the shape of wristbands are used to localize the users at specific points in or around the pool. With knowledge of the exact position of the users a quantification is possible without explicit user interaction. We show that this gives the opportunity for competitions and games within the public pools. We present a system architecture, concepts for hardware and software, and a prototype implementation.

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Cited By

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  • (2024)Hydrone: Bringing Interactivity to Small Water FeaturesCompanion Proceedings of the 2024 Annual Symposium on Computer-Human Interaction in Play10.1145/3665463.3678785(64-70)Online publication date: 14-Oct-2024
  • (2024)Grand challenges in WaterHCIProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642052(1-18)Online publication date: 11-May-2024
  • (2022)Going into Depth: Learning from a Survey of Interactive Designs for Aquatic RecreationProceedings of the 2022 ACM Designing Interactive Systems Conference10.1145/3532106.3533543(1119-1132)Online publication date: 13-Jun-2022
  • Show More Cited By

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cover image ACM Other conferences
SmartObjects '16: Proceedings of the 2nd Workshop on Experiences in the Design and Implementation of Smart Objects
October 2016
63 pages
ISBN:9781450342544
DOI:10.1145/2980147
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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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 03 October 2016

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Author Tags

  1. (wireless) sensor & actuator networks
  2. distributed sensing
  3. gamification; RFID
  4. smart objects

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  • Research-article

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MobiCom'16

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SmartObjects '16 Paper Acceptance Rate 5 of 10 submissions, 50%;
Overall Acceptance Rate 15 of 41 submissions, 37%

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Cited By

View all
  • (2024)Hydrone: Bringing Interactivity to Small Water FeaturesCompanion Proceedings of the 2024 Annual Symposium on Computer-Human Interaction in Play10.1145/3665463.3678785(64-70)Online publication date: 14-Oct-2024
  • (2024)Grand challenges in WaterHCIProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642052(1-18)Online publication date: 11-May-2024
  • (2022)Going into Depth: Learning from a Survey of Interactive Designs for Aquatic RecreationProceedings of the 2022 ACM Designing Interactive Systems Conference10.1145/3532106.3533543(1119-1132)Online publication date: 13-Jun-2022
  • (2022)Splash! Identifying the Grand Challenges for WaterHCIExtended Abstracts of the 2022 CHI Conference on Human Factors in Computing Systems10.1145/3491101.3503723(1-6)Online publication date: 27-Apr-2022
  • (2021)Internet-of-Gamification: A Review of Literature on IoT-enabled Gamification for User EngagementInternational Journal of Human–Computer Interaction10.1080/10447318.2021.199051738:12(1113-1137)Online publication date: 2-Dec-2021

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