Pet n-punch

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Pet-n-punch is a two handed exergame that can be played by users who are blind. It's gameplay is inspired by whac-a-mole. A user study was performed to see if two handed exergames yield higher active energy expenditure than single handed games.

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Pet n-punch

  1. 1. PET-N-PUNCHUpper Body Tactile/Audio Exergame to Engage Children with Visual Impairments into Physical Activity<br />Tony Morelli, John Foley, Lauren Lieberman, Eelke Folmer<br />Graphics Interface 2011, St. John’s <br />
  2. 2. Background<br />Previous Work<br />Pet-N-Punch<br />User Study<br />Results<br />Conclusion<br />Player Game Interaction Research<br />University of Nevada, Reno<br />Outline<br />
  3. 3. Exercise Makes Us HappyAnd Healthy<br />Player Game Interaction Research<br />University of Nevada, Reno<br />Introduction<br />
  4. 4. But what if you are UNABLE to exercise<br />Player Game Interaction Research<br />University of Nevada, Reno<br />Introduction<br />
  5. 5. Reliance on Others<br />Player Game Interaction Research<br />University of Nevada, Reno<br />Barriers to Physical Activity<br />
  6. 6. Fearof Injury<br />Player Game Interaction Research<br />University of Nevada, Reno<br />Barriers to Physical Activity<br />
  7. 7. Fear of Being Made Fun Of<br />Player Game Interaction Research<br />University of Nevada, Reno<br />Barriers to Physical Activity<br />
  8. 8. Games that require physical activity as input<br />Dance Dance Revolution<br />EyeToy Kinetic<br />Wii<br />Player Game Interaction Research<br />University of Nevada, Reno<br />Exergames<br />
  9. 9. Player Game Interaction Research<br />University of Nevada, Reno<br />Exergames<br />BUZZ<br />
  10. 10. VI Tennis<br />Temporal Challenge<br />Players not penalizedfor incorrect motions<br />Combination of Audio/Hapticbetter than Audio alone<br />Player Game Interaction Research<br />University of Nevada, Reno<br />Previous Work<br />
  11. 11. VI Bowling<br />Spatial Challenge<br />No time requirements<br />Player Game Interaction Research<br />University of Nevada, Reno<br />Previous Work<br />
  12. 12. Player Game Interaction Research<br />University of Nevada, Reno<br />Create New Game<br />Use Both Arms to Increase Energy Expenditure<br />High Replay Possibilities<br />Spatial and Temporal Challenge<br />
  13. 13. Player Game Interaction Research<br />University of Nevada, Reno<br />Pet-N-Punch<br />Whac-A-Mole style game<br />Use Directed Cues to each arm<br />Rewarded for making the correct motion<br />Built in tutorial mode so players can get the hang of the controls<br />Whack!<br />
  14. 14. Player Game Interaction Research<br />University of Nevada, Reno<br />Pet-N-Punch<br />Players must help a farmer rid his fields of rodents<br />Rodents eat carrots<br />Players must hit rodents on the head to prevent them from eating the carrots<br />Players must pet the cats<br /> I love <br /> Carrots!<br /> Don’t <br /> Hit Me!<br />
  15. 15. All done through motion<br />Players can swing soft (Pet) or hard (Punch)<br />Player Game Interaction Research<br />University of Nevada, Reno<br />Player Input<br />
  16. 16. Player Game Interaction Research<br />University of Nevada, Reno<br />Audio/Haptic Cues<br />
  17. 17. Evaluate differences between 1 arm and 2 arm game<br />H0: Error Rates will be significantly higher in the 2 arm version of the game<br />H1: Energy Expenditure will be significantly higher in the 2 arm version of the game<br />Player Satisfaction Survey<br />Player Game Interaction Research<br />University of Nevada, Reno<br />User Study<br />
  18. 18. Campabilities SUNY Brockport<br />Player Game Interaction Research<br />University of Nevada, Reno<br />User Study<br />
  19. 19. Player Game Interaction Research<br />University of Nevada, Reno<br />Player Characteristics<br />
  20. 20. <ul><li>11 levels
  21. 21. 80% rodents - 20% cats</li></ul>Player Game Interaction Research<br />University of Nevada, Reno<br />User Study Game Play<br />
  22. 22. Player Game Interaction Research<br />University of Nevada, Reno<br />User Study<br />
  23. 23. Player Game Interaction Research<br />University of Nevada, Reno<br />Results – Success Rate<br />
  24. 24. Player Game Interaction Research<br />University of Nevada, Reno<br />1 Arm Error Breakdown<br />
  25. 25. Player Game Interaction Research<br />University of Nevada, Reno<br />2 Arm Error Break Down<br />
  26. 26. Player Game Interaction Research<br />University of Nevada, Reno<br />Energy Expenditure<br />
  27. 27. Player Game Interaction Research<br />University of Nevada, Reno<br />Heart Rate Increase<br />
  28. 28. Player Game Interaction Research<br />University of Nevada, Reno<br />Energy Expenditure Comparison<br />
  29. 29. Players asked 18 questions<br />Physical Activity Enjoyment Scale (PACES)<br />1-8 Likert Scale<br />Maximum Score 144<br />Average Score 131.3 (13.42)<br />Player Game Interaction Research<br />University of Nevada, Reno<br />Player Surveys<br />
  30. 30. 2 Arm version has consistently higher error rates<br />No significant difference in energy expenditure<br />High PACES score indicates high replay value<br />Optimum reaction time 2500 ms<br />Player Game Interaction Research<br />University of Nevada, Reno<br />Conclusion<br />
  31. 31. Higher Energy Expenditure<br />Player Game Interaction Research<br />University of Nevada, Reno<br />Future Work<br />
  32. 32. 2D/3D target acquisition<br />Player Game Interaction Research<br />University of Nevada, Reno<br />Future Work<br />
  33. 33. Questions? <br /><ul><li>http://www.vifit.org</li></ul>?<br />?<br />?<br />?<br />?<br />Player Game Interaction Research<br />University of Nevada, Reno<br />

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