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Heart rate control of exercise video games

Published: 25 May 2009 Publication History

Abstract

Exercise video games combine entertainment and physical movement in an effort to encourage people to be more physically active. Multiplayer exercise games take advantage of the motivating aspects of group activity by allowing people to exercise together. However, people of significantly different fitness levels can have a hard time playing together, as large differences in performance can be demotivating. To address this problem, we present heart rate scaling, a mechanism where players' in-game performance is based on their effort relative to their fitness level. Specifically, heart rate monitoring is used to scale performance relative to how closely a person adheres to his/her target heart rate zone. We demonstrate that heart rate scaling reduces the performance gap between people of different fitness levels, and that the scaling mechanism does not significantly affect engagement during gameplay.

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  1. Heart rate control of exercise video games

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    Published In

    cover image Guide Proceedings
    GI '09: Proceedings of Graphics Interface 2009
    May 2009
    257 pages
    ISBN:9781568814704

    Sponsors

    • The Canadian Human-Computer Communications Society / Société Canadienne du Dialogue Humaine Machine (CHCCS/SCDHM)

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    Canadian Information Processing Society

    Canada

    Publication History

    Published: 25 May 2009

    Author Tags

    1. active games
    2. exertion interfaces
    3. heart rate input
    4. kinetic interfaces
    5. multiplayer exercise video games

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    • Research-article

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    GI '09 Paper Acceptance Rate 28 of 77 submissions, 36%;
    Overall Acceptance Rate 206 of 508 submissions, 41%

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    • (2022)LAGH: Towards Asymmetrical Collaborative Bodily Play between 1st and 2nd Person PerspectivesProceedings of the ACM on Human-Computer Interaction10.1145/35555486:CSCW2(1-26)Online publication date: 11-Nov-2022
    • (2020)HIITCopter: Analysis of the Suitability of VR Exergaming for High-Intensity Interval TrainingProceedings of the 32nd Australian Conference on Human-Computer Interaction10.1145/3441000.3441009(293-302)Online publication date: 2-Dec-2020
    • (2020)FitBirds: Designing Heart Rate Feedback for Playful and Social Physical EducationProceedings of the 11th Nordic Conference on Human-Computer Interaction: Shaping Experiences, Shaping Society10.1145/3419249.3421243(1-4)Online publication date: 25-Oct-2020
    • (2020)"Erfahrung & Erlebnis"Proceedings of the Fourteenth International Conference on Tangible, Embedded, and Embodied Interaction10.1145/3374920.3374926(337-347)Online publication date: 9-Feb-2020
    • (2019)Carrot & Stick: Electrical Muscle Stimulation output generated through incentivized/de-incentivized exergamesProceedings of the 31st European Conference on Cognitive Ergonomics10.1145/3335082.3335108(188-191)Online publication date: 10-Sep-2019
    • (2019)Switching it Up: Designing Adaptive Interfaces for Virtual Reality ExergamesProceedings of the 31st European Conference on Cognitive Ergonomics10.1145/3335082.3335087(177-184)Online publication date: 10-Sep-2019
    • (2019)A 2nd Person Social Perspective on Bodily PlayProceedings of the 2019 CHI Conference on Human Factors in Computing Systems10.1145/3290605.3300868(1-14)Online publication date: 2-May-2019
    • (2019)ExerCube vs. Personal TrainerProceedings of the 2019 CHI Conference on Human Factors in Computing Systems10.1145/3290605.3300318(1-15)Online publication date: 2-May-2019
    • (2018)Towards a 2nd Person Perspective on Bodily PlayProceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts10.1145/3270316.3271530(539-547)Online publication date: 23-Oct-2018
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