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IMPROVING EXERGAMES
USING FORCE-FEEDBACK




Tadeusz Stach & T.C. Nicholas Graham
EQUIS Lab,
Queen’s University                     equis.cs.queensu.ca
TAKE-HOME MESSAGE




“Designers should consider using force-feedback
to provide richer exergaming experiences”




IMPROVING EXERGAMES USING FORCE-FEEDBACK   equis.cs.queensu.ca
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




IMPROVING EXERGAMES USING FORCE-FEEDBACK                                 equis.cs.queensu.ca
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
LET’S GET PHYSICAL
Feedback using forces and vibration (haptics)




Tactile Feedback                           Kinesthetic Feedback
Provides a sense of touch                  Provides the perception of force




IMPROVING EXERGAMES USING FORCE-FEEDBACK                            equis.cs.queensu.ca
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
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

IMPROVING EXERGAMES USING FORCE-FEEDBACK                              equis.cs.queensu.ca
EXPLORING FORCE-FEEDBACK IN EXERGAMES
Experiment equipment and setup




IMPROVING EXERGAMES USING FORCE-FEEDBACK   equis.cs.queensu.ca
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
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



IMPROVING EXERGAMES USING FORCE-FEEDBACK                      equis.cs.queensu.ca
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




IMPROVING EXERGAMES USING FORCE-FEEDBACK                                     equis.cs.queensu.ca
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
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
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
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

IMPROVING EXERGAMES USING FORCE-FEEDBACK                      equis.cs.queensu.ca
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
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
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
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




IMPROVING EXERGAMES USING FORCE-FEEDBACK                      equis.cs.queensu.ca
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
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
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
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
ISSUES FOR DESIGNERS
Force-feedback should have a clear link to the game environment




IMPROVING EXERGAMES USING FORCE-FEEDBACK               equis.cs.queensu.ca
ISSUES FOR DESIGNERS
Integrating force-feedback is limited by hardware capabilities




IMPROVING EXERGAMES USING FORCE-FEEDBACK                  equis.cs.queensu.ca
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




IMPROVING EXERGAMES USING FORCE-FEEDBACK               equis.cs.queensu.ca
FORCE-FEEDBACK IN EXERGAMES
Force-feedback can provide richer exergaming experiences




                                     tstach@cs.queensu.ca



IMPROVING EXERGAMES USING FORCE-FEEDBACK                    equis.cs.queensu.ca
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)


IMPROVING EXERGAMES USING FORCE-FEEDBACK                                                equis.cs.queensu.ca

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How Exergames Can Enhance Exercise with Force Feedback

  • 1. IMPROVING EXERGAMES USING FORCE-FEEDBACK Tadeusz Stach & T.C. Nicholas Graham EQUIS Lab, Queen’s University equis.cs.queensu.ca
  • 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 IMPROVING EXERGAMES USING FORCE-FEEDBACK equis.cs.queensu.ca
  • 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 IMPROVING EXERGAMES USING FORCE-FEEDBACK equis.cs.queensu.ca
  • 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 IMPROVING EXERGAMES USING FORCE-FEEDBACK equis.cs.queensu.ca
  • 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 IMPROVING EXERGAMES USING FORCE-FEEDBACK equis.cs.queensu.ca
  • 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 IMPROVING EXERGAMES USING FORCE-FEEDBACK equis.cs.queensu.ca
  • 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 IMPROVING EXERGAMES USING FORCE-FEEDBACK equis.cs.queensu.ca
  • 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 IMPROVING EXERGAMES USING FORCE-FEEDBACK equis.cs.queensu.ca
  • 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 IMPROVING EXERGAMES USING FORCE-FEEDBACK equis.cs.queensu.ca
  • 27. FORCE-FEEDBACK IN EXERGAMES Force-feedback can provide richer exergaming experiences tstach@cs.queensu.ca IMPROVING EXERGAMES USING FORCE-FEEDBACK equis.cs.queensu.ca
  • 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) IMPROVING EXERGAMES USING FORCE-FEEDBACK equis.cs.queensu.ca