Exertion games

F Mueller, RA Khot, K Gerling… - … and Trends® in Human …, 2016 - nowpublishers.com
Advances in human-computer interaction (HCI) technologies have led to emerging computer
game systems that foster physical exertion as part of the interaction; we call them exertion …

A Design Space of Sports Interaction Technology

DBW Postma, RW van Delden… - … and Trends® in …, 2022 - nowpublishers.com
With this monograph we introduce a new, systematic taxonomy of Sports Interaction
Technology (Sports ITech) that defines a design space of existing and future work in this …

10 lenses to design sports-HCI

F Mueller, D Young - Foundations and Trends® in Human …, 2018 - nowpublishers.com
Interaction designers are increasingly interested in the physically active human being.
However, recent work suggests that HCI is still at an early stage when it comes to supporting …

HoverBall: augmented sports with a flying ball

K Nitta, K Higuchi, J Rekimoto - Proceedings of the 5th Augmented …, 2014 - dl.acm.org
Balls are the most popular equipment for sports. To play with balls, certain physical methods,
or" vocabularies," such as throwing, hitting, spinning, or kicking have been developed by …

Imaginary reality gaming: ball games without a ball

P Baudisch, H Pohl, S Reinicke, E Wittmers… - Proceedings of the 26th …, 2013 - dl.acm.org
We present imaginary reality games, ie, games that mimic the respective real world sport,
such as basketball or soccer, except that there is no visible ball. The ball is virtual and …

Augmented sport: exploring collective user experience

M Pallot, R Eynard, B Poussard, O Christmann… - Proceedings of the …, 2013 - dl.acm.org
This paper explores existing theories, frameworks and models for handling collective user
experience in the context of Distributed Interactive Multimedia Environments (DIME) and …

Augmented dodgeball: an approach to designing augmented sports

T Nojima, N Phuong, T Kai, T Sato… - Proceedings of the 6th …, 2015 - dl.acm.org
Ubiquitous computing offers enhanced interactive, human-centric experiences including
sporting and fitness-based applications. To enhance this experience further, we consider …

Low Vision Boxing: Participatory Design of Adaptive Kickboxing Experiences with Low Vision Person

A Tsutsui, K Yamamoto, Y Zhao, I Suzuki… - Proceedings of the 26th …, 2024 - dl.acm.org
Visually impaired individuals often face challenges related to physical inactivity, stemming
from limited accessibility to sports activities. While assistive technologies and adaptive …

D-ball: Virtualized sports in diminished reality

S Sakai, Y Yanase, Y Matayoshi, M Inami - Proceedings of the First …, 2018 - dl.acm.org
Many video games have been created that virtually represent sports from the real world. We
present a new type of sports called" D-Ball", based on ballgames, that uses diminished …

TAMA: development of trajectory changeable ball for future entertainment

T Ohta, S Yamakawa, T Ichikawa… - Proceedings of the 5th …, 2014 - dl.acm.org
In this paper, we propose a ball interface" TAMA"(Trajectory chAnging, Motion bAll;" tama"
means a ball in Japanese) that can change its own trajectory dynamically. Conventionally, it …