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2009
ACM

Classifying input for active games

14 years 7 months ago
Classifying input for active games
Active games are video games that involve physical activity. Active games capture input via a variety of devices such as accelerometers, cameras, pressure sensors and exercise equipment. Although active games have become highly popular, the interaction styles they support are poorly understood, and largely driven by the capabilities of individual hardware devices. In order to allow for a standard development approach, a better understanding of the interaction found in active games is required. We have investigated existing commercial and academic games in order to classify input for active games. Our classification s input from hardware, providing a better understanding of the interaction itself. Our ultimate goal is to make it easier to develop active games independently of underlying input hardware. Categories and Subject Descriptors H.5.2 [User Interface]: Input devices and strategies, Interaction styles; Keywords Active video games, exercise video games, exergaming
Tadeusz Stach, T. C. Nicholas Graham, Matthew Breh
Added 27 May 2010
Updated 27 May 2010
Type Conference
Year 2009
Where ACMACE
Authors Tadeusz Stach, T. C. Nicholas Graham, Matthew Brehmer, Andreas Hollatz
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