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A fitness game reflecting heart rate
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Source ACM International Conference Proceeding Series; Vol. 266 archive
Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology table of contents
Hollywood, California
SESSION: Application table of contents
Article No. 53  
Year of Publication: 2006
ISBN:1-59593-380-8
Authors
Soh Masuko  University of Tsukuba, Tsukuba, Japan
Junichi Hoshino  University of Tsukuba, Tsukuba, Japan
Sponsor
SIGCHI: ACM Special Interest Group on Computer-Human Interaction
Publisher
ACM  New York, NY, USA
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ABSTRACT

Lack of exercise is known to be detrimental to health, and various exercise machines that can be used indoors in a convenient manner are available. However, because expertise is required to ascertain which exercise to do and for how long, people sometimes sustain injuries by exercising excessively and find it difficult to sufficiently benefit from exercising. Therefore, fitness machines with automatic controls are being developed so that people can exercise efficiently, and exercise programs are being designed with game elements to encourage regular exercise. Monotonous exercise makes it difficult for people to experience a sense of accomplishment while exercising, and if the degree of difficulty is not set properly, people cannot perform the appropriate amount of exercise. The present study proposes a fitness game method in which heart rate is measured in real time while playing a game and the contents of the game are actively adjusted based on heart rate, thus allowing users to perform sufficient amounts of exercise and experience a sense of accomplishment. A fitness game based on boxercise movements was designed based on the present method and then evaluated.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
1
"Healthful Japan 21", a tertiary national health promotion program
 
2
Dishman, R. K. (1998) Exercise adherence, Its impact on public health, Champaign, IL, Human Kinetics Publishers
 
3
Franlkin BA, Stoedefalke KG. Games-as-aerobics: activities for adult fitness and cardiac rehabilitation programs. In: Fardy PS, ed. Current Issues in Cardiac Rehabilitation: Training Techniques. Champaign, IL: Human Kinetics, 1998:106--136.
 
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Dance Dance Revolution,(C) KONAMI (2001)
 
7
Isao SASAKI, Tohru KIRYU, Yoichi HAYASHI, Kiyoji TANAKA, "Intelligent Workload Control of Cycle Ergometer for the Elderly Based on Each Physical Work Capacity", Trans. IEICEJ, Vol. J85-D-2.no.2 pp 329--336, February 2002.
 
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Katsunori OGAWA, Tohru KIRYU, Yoshiaki SAITOH, "Break Control of Bicycle Ergometer Based on Muscle Activity", Trans. IEICEJ, Vol. J81-D-II, no.2, pp.421~428, 1998.
 
9
American College of Sports Medicine position stand. The recommend quantity and quality of exercise for developing and maintaining cardio respiratory and muscular fitness in health adults. Med Sci Sports Exerc 1990, 22: 265--274.


Collaborative Colleagues:
Soh Masuko: colleagues
Junichi Hoshino: colleagues