MobyDick:一款多人互动游泳游戏

Woohyeok Choi, Je-ho Oh, Taiwoo Park, Seongjun Kang, Miri Moon, Uichin Lee, Inseok Hwang, Junehwa Song
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引用次数: 30

摘要

游泳的独特的水生性质使得它很难使用社会或技术策略来减轻单调练习的乏味。在这项研究中,我们提出了MobyDick,这是一款基于智能手机的多人游戏,设计用于游泳时,在这个游戏中,一队游泳者合作追捕一个虚拟的怪物。在本文中,我们将呈现一种全新的整体游戏设计,同时考虑到人为因素和技术挑战。首先,我们对水生环境中的各种无线网络技术进行了比较分析,并确定了无线网络的各种技术限制。其次,我们开发了一个基于手机的惯性和气压运动识别系统,以实现精确、实时的游戏输入。第三,我们精心设计了一种在水下环境中可行的多人互动模式,这极大地限制了人类的交流能力。最后,我们在现成的防水Android手机上制作了MobyDick原型,并将其部署到真实的游泳池环境中(n = 8)。我们对用户访谈数据的定性分析揭示了多人游泳游戏的某些独特之处。
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MobyDick: an interactive multi-swimmer exergame
The unique aquatic nature of swimming makes it very difficult to use social or technical strategies to mitigate the tediousness of monotonous exercises. In this study, we propose MobyDick, a smartphone-based multi-player exergame designed to be used while swimming, in which a team of swimmers collaborate to hunt down a virtual monster. In this paper, we present a novel, holistic game design that takes into account both human factors and technical challenges. Firstly, we perform a comparative analysis of a variety of wireless networking technologies in the aquatic environment and identify various technical constraints on wireless networking. Secondly, we develop a single phone-based inertial and barometric stroke activity recognition system to enable precise, real-time game inputs. Thirdly, we carefully devise a multi-player interaction mode viable in the underwater environment highly limiting the abilities of human communication. Finally, we prototype MobyDick on waterproof off-the-shelf Android phones, and deploy it to real swimming pool environments (n = 8). Our qualitative analysis of user interview data reveals certain unique aspects of multi-player swimming games.
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