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.
What Are The Drone Anti-jamming Systems Technology?
Pet n-punch
1. PET-N-PUNCHUpper Body Tactile/Audio Exergame to Engage Children with Visual Impairments into Physical Activity Tony Morelli, John Foley, Lauren Lieberman, Eelke Folmer Graphics Interface 2011, St. John’s
2. Background Previous Work Pet-N-Punch User Study Results Conclusion Player Game Interaction Research University of Nevada, Reno Outline
3. Exercise Makes Us HappyAnd Healthy Player Game Interaction Research University of Nevada, Reno Introduction
4. But what if you are UNABLE to exercise Player Game Interaction Research University of Nevada, Reno Introduction
5. Reliance on Others Player Game Interaction Research University of Nevada, Reno Barriers to Physical Activity
6. Fearof Injury Player Game Interaction Research University of Nevada, Reno Barriers to Physical Activity
7. Fear of Being Made Fun Of Player Game Interaction Research University of Nevada, Reno Barriers to Physical Activity
8. Games that require physical activity as input Dance Dance Revolution EyeToy Kinetic Wii Player Game Interaction Research University of Nevada, Reno Exergames
10. VI Tennis Temporal Challenge Players not penalizedfor incorrect motions Combination of Audio/Hapticbetter than Audio alone Player Game Interaction Research University of Nevada, Reno Previous Work
11. VI Bowling Spatial Challenge No time requirements Player Game Interaction Research University of Nevada, Reno Previous Work
12. Player Game Interaction Research University of Nevada, Reno Create New Game Use Both Arms to Increase Energy Expenditure High Replay Possibilities Spatial and Temporal Challenge
13. Player Game Interaction Research University of Nevada, Reno Pet-N-Punch Whac-A-Mole style game Use Directed Cues to each arm Rewarded for making the correct motion Built in tutorial mode so players can get the hang of the controls Whack!
14. Player Game Interaction Research University of Nevada, Reno Pet-N-Punch Players must help a farmer rid his fields of rodents Rodents eat carrots Players must hit rodents on the head to prevent them from eating the carrots Players must pet the cats I love Carrots! Don’t Hit Me!
15. All done through motion Players can swing soft (Pet) or hard (Punch) Player Game Interaction Research University of Nevada, Reno Player Input
17. Evaluate differences between 1 arm and 2 arm game H0: Error Rates will be significantly higher in the 2 arm version of the game H1: Energy Expenditure will be significantly higher in the 2 arm version of the game Player Satisfaction Survey Player Game Interaction Research University of Nevada, Reno User Study
29. Players asked 18 questions Physical Activity Enjoyment Scale (PACES) 1-8 Likert Scale Maximum Score 144 Average Score 131.3 (13.42) Player Game Interaction Research University of Nevada, Reno Player Surveys
30. 2 Arm version has consistently higher error rates No significant difference in energy expenditure High PACES score indicates high replay value Optimum reaction time 2500 ms Player Game Interaction Research University of Nevada, Reno Conclusion
32. 2D/3D target acquisition Player Game Interaction Research University of Nevada, Reno Future Work
33.
Hinweis der Redaktion
The outline of this presentation will be the following: We will go over some background and previous work. Talk about our specific solution which is a game called pet n punch. Then go over the user study and discuss the results, and end with the conclusion and future work.
So why would someone want to exercise? Exercise makes us happy and healthy! It has been shown that being physically active at a young age can provide a lifetime of benefits. Did everyone get their 30 minutes of exercise in yet today?
Exercise is great, but what if you couldn’t exercise? People with visual impairments have a difficult time exercising and as a result are at a greater risk of obtaining illnesses relating to inactivity such as obesity and diabetes. People with visual impairments face several barriers to physical activity and I will outline those in the next slides.
One barrier is reliance on others. There are methods for people with visual impairments to exercse, but they usually require a sighted person to help out. Seen here is guided running where this child who is blind is being led by another girl. Another example is tandem cycling where the sighted pilot steers the bike and the person with vi does the pedalling. Even this physical activity is not the best as it is just muscle movements. It has been shown that people with VI prefer sports and activities that involve both muscles and brains. Sensirmotor vs cerebellar
Another barrier for a person with VI to physical activity is fear of injury. A person with VI may not want to try a sport for fear they might hurt themselves. In addition to that, parents and teachers may have an overbearing fear of their children getting hurt so they are over protective of their activities.
And finally the last barrier to physical activity is a self imposed fear of being ridiculed. Kids are mean and they may target others that are different. Kids with VI may hold back from physical activity because they are afraid of what their peers reaction might be if they do it incorrectly.
That is a little background about why people with VI may not be able to participate in physical activities. Exergames. What are exergames? These are games that require physical activity as input in order to succeed in the game. Games such as ddr, eyetoy kinetic and the wii. Everyone played at least one of these games? We think that exergames can help a person with vi overcome the barriers they face because they can do not require another person, can be played at home where the surroundings are known, and can be learned alone without the fear of others making fun of them.
So how do exergames work> Shown here, directions are given on screen as to what actions to provide and when to do them. Your virtual character does something and you mimic the real world activity based on what was shown on the screen. But what if you couldn’t see? How would you know what do do? Somehow you need to convert those missing visuals into another modality. Audio plays an important role in exergames, so enhancing the audio might create too many sounds at once. So we chose to represent important visuals through haptic vibrations. Using these cues a user could know when and what do do without a display.
I am quickly going to go over two previous studies that we conducted. When we started this research there were no exergames for people with VI. Most of the commercially available games are not accessible so we had to create some from scratch. The first game we created was VI Tennis which was modeled after the Wii Tennis game. Players held a Wii Remote in their hand, listened to the sounds, and when the controller vibrated it was time to swing. We had kids play a version of the game without the vibration and one with vibration as a cue to swing, and the version with the vibration out performed the mode without the vibration. So this was mainly a temporal challenge, just swing at the correct time. In the original wii game you can swing as many times as you want, and in this game we kept that feature. So kids were able to succeed by just swinging wildly. This produced a lot of physical activity, but not an enjoyable game.
Since VI Tennis was mainly a temporal based game, our second game, VI Bowling was a spatial based game. This was basically a 1D Target Acquisition game. Detecting the bowling motion is easy as players used the wii remote to swing like they were bowling, and all participants in our study had bowled at some point in their life, but the challenge in this game was how to locate the pins. So we used tactile dowsing where players moved their wii remote in a plane to point out where the pins are and then had to throw in that direction. This produced a fun game, however since it was self paced, it did not produce a lot of energy expenditure.
Which brings us to this study. We wanted to create an exergame that contained the best of our first two studies, along with some extras. We wanted to create a game that over came the problems with VI Tennis where players could just swing wildly and succeed. This would create a game with high replay value. We wanted to use both arms to increase physical activity. We wanted to use both a spatial and temporal challenge as that is what people with VI like to play in real life, however we did not want to have the self-paced nature of VI bowling. We wanted to encourage more motion in a shorter amount of time.
So the game we came up with is Pet-N-Punch. This is a whac a mole style game. Everyone played whac a mole? In whac a mole you have a hammer and must hit these moles on the head as they pop out. In the real game you only get one hammer, but in this virtual representation we gave players 2 hammers. We rewarded players for making the correct moves and penalized them for making incorrect motions. Players learned about the different cues and what they meant through the use of an in game tutorial.
What is the concept of Pet-N-Punch? It is a game where players must help a farmer rid his fields of rodents. The rodents are eating his carrots. Players must hit the rodents on the head to prevent them from eating the carrots. But we want to prevent them from just swinging wildly so we introduced pet cats into the mix. A player will be penalized if he hits one of the cats. The player must decide what type of creature is in the playing field before making a motion.
The tutorial walks the player through the different motions. If a cat is encountered, a soft motion like this needs to be made. If a rodent is encountered, a large motions must be made to whack it on the head.
Now here is some interesting stuff. How does the game notify the player about the state of the game without using a display? We have 9 events that can occur in the game. Some are created by the game and others are created by the player, but they all have some kind of non-visual notification associated with the action. When a rodent arrives on the playing field, the controller will start to vibrate, and an audio cue will be played. The controller will continue to vibrate until either the player successfully hits the rodent on the head, or the rodent eats the carrot. When a Cat arrives, a short 250 ms buzz on the controller occurs, along with the sound of a cat meowing. If the player correctly pets the cat, the cat will purr. If the player hits the cat too hard, the cat will scream, and if the player does nothing, the cat will not be happy and eat a carrot. An additional sound of a whip is played when the player makes a hard downward motion. In order to defeat the rodent, the player will need to hit down hard quickly twice. There are 2 whipping sounds that are played o lower pitch for the first whip and a higher pitch for the second whip.
We designed this game to analyze the differences between a nonvisual game using 1 arm and a nonvisual game using both arms. We think the error rates will be greater in the game using both arms, and we expect the energy expenditure to be higher in a game using both arms. In order for these games to really work for exercise, they must be played on a regular basis, so we also did a subjective player survey at the end of the study.
We performed the user study at campabilities at SUNY brockport. Campabilities is a developmental sports camp for visually impaired, blind and deaf blind children held each year.
For our user study we had 12 participants 8 males 4 females. Average age of 12 years old. Their resting heart rates were recorded to be used later to see how much their heart rate increased. We were were comparing a 1 arm game vs a 2 arm game. The study was spread over two days with half of of the children playing the 1 arm game on day one and the other half playing the 2 arm game. The second day they switched. This was to not have any data fluctuations due to famliarity of the game.
The study consisted of the players playing through 11 levels over 10 minutes of game play. The ratio for the non-tutorial based levels was 20% cats and 80 % rodents. This was to encourage large movements, but to also keep the players on their toes. All players played through the same random sequence.
We wanted to analyze errors and energy expenditure over time with the game getting progressively harder. The first half of the game saw the delay between creatures decrease, and the second half of the game saw the required response time decrease.
And here we have some results. As you can see, the success rates dropped off in the later levels. This is when the game got faster and faster so players could not respond quickly enough. The numbers were pretty close, however the dominate arm version was consistently more accurate. The drop in the second level was due to it being all cats and players took some time to figure out the proper technique.
A closer look at errors. Errors were either due to the player making an incorrect motion (error) or not making the correct motion within the required time frame which resulted in a timeout. For the one arm version of the game, errors were more common than timeouts for most of the first levels..
On the other hand, timeouts were very common throughout the game for the two hand version. This indicates that there was a difference in cognitive load in the two arm game where players had to first think, then act. Whereas in the one arm game players needed to only wait for the cue then act.
Energy expenditure was measured throughout the game by looking at the data recorded by specialized accelerometers worn on each wrist. METS are used to group physical activities into categories, and with our findings the exercise was light to moderate. So it was more than walking, but less than running. The dip at the end is probably due to players making more errors which caused them to stop and get back in sync with the game.
We also measured the heart rate increase over time. It is interesting that the heart rate data shows a constant increase. Even through the accelerometers show the players were moving less, their heart rates constantly increased.
Here is a table explaining the energy expenditure summary of all three of our titles. VI Tennis is still the highest, however players were succeeding by just swinging wildly which could result in little replay value. The two pet n punch games were very similar. The 2 arm version of the game involved movements of both arms, however they were never in motion at the same time. The slightly lower energy expenditure can be attributed to players making more errors, and needing to take a small break to get back in sync with the game.
Player surveys showed that players really enjoyed the game. We used the standard Physical Activity Enjoyment Scale to measure player satisfaction.. Questions were like .. With this high score there is a good chance that this game will have a high replay rate.
In conclusion, the 2 arm version has higher error rates. There was no significant difference in energy expenditure. A high PACES score indicates a high replay value. And we found that a required reaction time of 2500 ms provided the highest energy expenditure with the lowest error rates.
For future work, we want to investigate exergames using the full body. The Microsoft Kinect has several games that do that, but making them accessible is very difficult. With no display, and no haptic controller it is a challenge to create an accessible and fun gaming experience.
Another area is 2d/3d target acquisition. Games like eyetoy kinetic require the player to kick or punch orbs or balls present on the screen. These games can get the whole body moving, however it is very difficult to reveal the locations of these items when there is no display present.
And that concludes my little talk. All our games are open source and free to download and play. So you can check us out at www.vifit.org.