Augmented dodgeball: an approach to designing augmented sports

T. Nojima, Ngoc Phuong, Takahiro Kai, Toshiki Sato, H. Koike
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引用次数: 18

Abstract

Ubiquitous computing offers enhanced interactive, human-centric experiences including sporting and fitness-based applications. To enhance this experience further, we consider augmenting dodgeball by adding digital elements to a traditional ball game. To achieve this, an understanding of the game mechanics with participating movable bodies, is required. This paper discusses the design process of a ball--player-centric interface that uses live data acquisition during gameplay for augmented dodgeball, which is presented as an application of augmented sports. Initial prototype testing shows that player detection can be achieved using a low-energy wireless sensor based network such as that used with fitness sensors, and a ball with an embedded sensor together with proximity tagging.
增强躲避球:一种设计增强运动的方法
普适计算提供增强的交互式、以人为本的体验,包括基于运动和健身的应用程序。为了进一步增强这种体验,我们考虑通过在传统的球类游戏中添加数字元素来增强躲避球。要做到这一点,就必须理解带有可移动身体的游戏机制。本文讨论了以球为中心的界面的设计过程,该界面在增强躲避球的游戏过程中使用实时数据采集,这是增强运动的一种应用。最初的原型测试表明,玩家检测可以使用低能量无线传感器网络(如健身传感器),以及带有嵌入式传感器和接近标记的球来实现。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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