An exergame for encouraging martial arts

Connsynn Chye, Mizuki Sakamoto, Tatsuo Nakajima

Research output: Chapter in Book/Report/Conference proceedingConference contribution

5 Citations (Scopus)

Abstract

In this paper, we developed a game-based learning system for martial arts with the aid of a Kinect sensor, stressing the importance of providing the player with immediate feedback, clear goals and challenges that are matched to his/her skill level. We have conducted an experiment on 6 university students. The influences of punching gloves on a player's psychological processes were evident in the experiment results. As well, we found that punching gloves exhibit the potential to govern game-based learning process. We posit that the reality tool is essential in the future exergame learning system due to its virtual reality impact on a player's feeling. The game-based learning model discussed in this paper can be extended to other sports, especially those required sports equipment such as racquet, golf club, baseball bat and etc for high excitement, fun and interactive learning achievement.

Original languageEnglish
Title of host publicationHuman-Computer Interaction
Subtitle of host publicationApplications and Services - 16th International Conference, HCI International 2014, Proceedings
PublisherSpringer Verlag
Pages221-232
Number of pages12
EditionPART 3
ISBN (Print)9783319072265
DOIs
Publication statusPublished - 2014 Jan 1
Event16th International Conference on Human-Computer Interaction: Applications and Services, HCI International 2014 - Heraklion, Crete, Greece
Duration: 2014 Jun 222014 Jun 27

Publication series

NameLecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
NumberPART 3
Volume8512 LNCS
ISSN (Print)0302-9743
ISSN (Electronic)1611-3349

Conference

Conference16th International Conference on Human-Computer Interaction: Applications and Services, HCI International 2014
CountryGreece
CityHeraklion, Crete
Period14/6/2214/6/27

Keywords

  • Game-based learning
  • augmented reality
  • enclothed cognition
  • exergaming

ASJC Scopus subject areas

  • Theoretical Computer Science
  • Computer Science(all)

Fingerprint Dive into the research topics of 'An exergame for encouraging martial arts'. Together they form a unique fingerprint.

  • Cite this

    Chye, C., Sakamoto, M., & Nakajima, T. (2014). An exergame for encouraging martial arts. In Human-Computer Interaction: Applications and Services - 16th International Conference, HCI International 2014, Proceedings (PART 3 ed., pp. 221-232). (Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics); Vol. 8512 LNCS, No. PART 3). Springer Verlag. https://doi.org/10.1007/978-3-319-07227-2_22