The document discusses using force-feedback to improve exergames. It conducted three experiments comparing exergames with and without force-feedback. The first found force-feedback helped balance competition between players of different abilities. The second found force-feedback better guided players to appropriate exercise levels. The third found force-feedback increased players' sense of virtual presence. The document concludes force-feedback can provide richer exergame experiences by improving balance, safety, and immersion, but designers must consider its purpose and limitations.
2. TAKE-HOME MESSAGE
“Designers should consider using force-feedback
to provide richer exergaming experiences”
IMPROVING EXERGAMES USING FORCE-FEEDBACK equis.cs.queensu.ca
3. PHYSICALITY OF EXERCISE
Exercise connects people to the physical world
Running Baseball Cycling
Feet impacting the Vibrations of a bat Strain when pedalling
ground hitting a ball uphill
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4. EXERGAMING FEELS ARTIFICIAL
Interactions are less physical than in real-world exercise
Swan Boat [Ahn 2009] Heart Burn [Stach 2009]
No physical feedback when colliding Lacks the vibrations and forces felt
with on-screen objects in real-world driving
IMPROVING EXERGAMES USING FORCE-FEEDBACK equis.cs.queensu.ca
5. LET’S GET PHYSICAL
Feedback using forces and vibration (haptics)
Tactile Feedback Kinesthetic Feedback
Provides a sense of touch Provides the perception of force
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6. APPLYING FORCE-FEEDBACK TO EXERGAMES
Addressing three important areas of exergame design
1. Balancing group 2. Safe and healthy 3. Immersive
exercise activity experiences
Allow people of Guide players to Absorb player focus
different physical recommended levels of and distract from
abilities to play exercise physical activity
together
IMPROVING EXERGAMES USING FORCE-FEEDBACK equis.cs.queensu.ca
7. EXPLORING FORCE-FEEDBACK IN EXERGAMES
Experiment equipment and setup
Game Computer Game Computer
Projector Projector
Gamepad Recumbent Bicycle Recumbent Bicycle Gamepad
Room 1 Room 2
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8. EXPLORING FORCE-FEEDBACK IN EXERGAMES
Experiment equipment and setup
IMPROVING EXERGAMES USING FORCE-FEEDBACK equis.cs.queensu.ca
9. EXPERIMENT 1: BALANCING GROUP EXERCISE
Allowing people of different physical abilities to play together
Group activity has been
shown to be a motivator in
exercise [Beauchamp 2007]
People of different physical
abilities have trouble
exercising together [Allender 2006]
Hypothesis
Force-feedback in exergames
can allow less-fit people to
maintain a sense of
competitiveness
IMPROVING EXERGAMES USING FORCE-FEEDBACK equis.cs.queensu.ca
10. THE TRUCK PULL EXERGAME
A two-player virtual tug-of-war
Gameplay
Players pedal on a exercise
bike to control their truck
Trucks move in the direction
of the player who pedals
fastest
Kinesthetic feedback
Pedal tension increases as
player gains the lead, and
decreases as the player falls
behind
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11. EVALUATING FORCE-FEEDBACK IN TRUCK PULL
Comparing kinesthetic feedback to standard controls
90
80
70
Average Distance (pixels)
60 Average distance
50 between the trucks to
40
the start line
Competition was significantly
30
more balanced in the force-
20 feedback version than in the
10 control case
0
Force-feedback Control
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12. EVALUATING FORCE-FEEDBACK IN TRUCK PULL
Comparing kinesthetic feedback to standard controls
Control
7
Perceived competition
Participants felt that the
force-feedback version
15
2 allowed for more equal
competition
No difference Force-feedback
IMPROVING EXERGAMES USING FORCE-FEEDBACK equis.cs.queensu.ca
13. EVALUATING FORCE-FEEDBACK IN TRUCK PULL
Comparing kinesthetic feedback to standard controls
Control
5
General preference
Participants preferred the
4
15 force-feedback version
overall
No difference Force-feedback
IMPROVING EXERGAMES USING FORCE-FEEDBACK equis.cs.queensu.ca
14. EXPERIMENT 2: SAFE AND HEALTHY ACTIVITY
Guiding players to recommended levels of exercise
Aerobic exercise is often
prescribed at a specific level
of intensity [Swain 2006]
Exergames do a poor job of
guiding players towards
appropriate activity levels
[Graves 2007]
Hypothesis
Force-feedback in exergames
can guide players to effective
levels of exercise
IMPROVING EXERGAMES USING FORCE-FEEDBACK equis.cs.queensu.ca
15. THE BALLOON BURST EXERGAME
A competitive shooting-gallery exergame
Gameplay
Balloons are launched more
frequently with faster pedal
speed
If pedal speed is too fast,
balloons fail to launch
Tactile feedback
The faster a player pedals,
the more rapidly the
gamepad vibrates
If max pedal speed is
exceeded, the gamepad
vibrates continuously
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16. EVALUATING FORCE-FEEDBACK IN BALLOON BURST
Comparing tactile feedback to standard controls
80
70
Average Pedal Speed (RPM)
60
50
Average pedal speed
40 There was no significant
difference in pedal speed
30
between the two versions of
20 the game
10
0
Force-feedback Control
IMPROVING EXERGAMES USING FORCE-FEEDBACK equis.cs.queensu.ca
17. EVALUATING FORCE-FEEDBACK IN BALLOON BURST
Comparing tactile feedback to standard controls
Control Force-feedback
General preference
8
Participants preferred the
12 visual-feedback of pedal
speed over force-feedback
4
Players felt visual-feedback
offered better precision
No difference
IMPROVING EXERGAMES USING FORCE-FEEDBACK equis.cs.queensu.ca
18. EXPERIMENT 3: IMMERSIVE EXPERIENCES
Absorbing player focus to distract from physical activity
Exergames attempt to shift
peoples focus to gameplay,
rather than physical exertion
Physical feedback has been
shown to increase immersion
in virtual environments
[Ramsamy 2006]
Hypothesis
Force-feedback in exergames
can increase virtual presence
IMPROVING EXERGAMES USING FORCE-FEEDBACK equis.cs.queensu.ca
19. THE PEDAL RACE EXERGAME
A racing game with physical terrain
Gameplay
Players pedal on an exercise
bike to race virtual tricycles
around a track
Kinesthetic feedback
Pedal tension is doubled on
mud, and halved on ice
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20. EVALUATING FORCE-FEEDBACK IN PEDAL RACE
Comparing kinesthetic feedback to standard controls
7
6
Mean PQ Responses
5
Presence Questionnaire
4 scores [Witmer 1998]
Players’ sense of virtual
3 presence was significantly
higher in the force-feedback
2 case than the control
1
Force-feedback Control
IMPROVING EXERGAMES USING FORCE-FEEDBACK equis.cs.queensu.ca
21. EVALUATING FORCE-FEEDBACK IN PEDAL RACE
Comparing kinesthetic feedback to standard controls
Control
No difference
2
1
Sense of realism
Participants felt that the
force-feedback version felt
more realistic than the
21 control
Force-feedback
IMPROVING EXERGAMES USING FORCE-FEEDBACK equis.cs.queensu.ca
22. EVALUATING FORCE-FEEDBACK IN PEDAL RACE
Comparing kinesthetic feedback to standard controls
Control
4
3
General preference
Participants preferred the
force-feedback version
17
overall
Force-feedback
No difference
IMPROVING EXERGAMES USING FORCE-FEEDBACK equis.cs.queensu.ca
23. ISSUES FOR DESIGNERS
Force-feedback can serve diverse purposes
Improve player Guide players to Increase immersion
balance safe and healthy
activity
IMPROVING EXERGAMES USING FORCE-FEEDBACK equis.cs.queensu.ca
24. ISSUES FOR DESIGNERS
Force-feedback should have a clear link to the game environment
IMPROVING EXERGAMES USING FORCE-FEEDBACK equis.cs.queensu.ca
25. ISSUES FOR DESIGNERS
Integrating force-feedback is limited by hardware capabilities
IMPROVING EXERGAMES USING FORCE-FEEDBACK equis.cs.queensu.ca
26. FUTURE WORK
Further research into force-feedback in exergames
Exploring other input devices
Customization of force-feedback
Combining the three proposed applications of force-feedback
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28. REFERENCES
Ahn, M., Kwon, S., Park, B., Cho, K., Choe, S. P., Hwang, I., Jang, H., Park, J., Rhee, Y., and
Song, J. Running or Gaming. In Proc. ACE, 345-348 (2009)
Allender, S., Cowburn, G., and Foster, C. Understanding Participation in Sport and Physical
Activity Among Children and Adults: a Review of Qualitative Studies. Health Education Research,
21(6), 826-835 (2006)
Beauchamp, M.R., Carron, A.V., McCutcheon, S., and Harper, O. Older Adults’ Preferences for
Exercising Alone Versus in Groups: Considering Contextual Congruence. Annals of Behavioral
Medicine, 33, 200-206 (2007)
Graves, L., Stratton, G., Ridgers, N.D., and Cable, N.T. Comparison of Energy Expenditure in
Adolescents when Playing New Generation and Sedentary Computer Games: Cross Sectional Study.
British Medical Journal, 335, 1282-1284 (2007)
Ramsamy, P., Haffegee, A., Jamieson, R., and Alexandrov, V. Using Haptics to Improve Immersion
in Virtual Environments. In Proc. ICCS, 603-609 (2006)
Stach, T., Graham, T.C.N., Yim, J., and Rhodes, R.E. Heart Rate Control of Exercise Video Games.
In Proc. GI, 125-132 (2009)
Swain, D.P., and Franklin, B.A. Comparison of Cardioprotective Benefits of Vigorous Versus
Moderate Intensity Aerobic Exercise. The American Journal of Cardiology, 97(1), 141-147 (2006)
Witmer, B.G, and Singer, M. J. Measuring Presence in Virtual Environments: A Presence
Questionnaire. Presence: Teleoperators and Virtual Environments, 7(3), 225-240 (1998)
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