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Health, fun, and engagement: Computing technologies that support physical activity

Published:09 July 2019Publication History
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Abstract

More and more interactive systems accompany us when we engage in physical activity. But can technologies actually make sports more fun? Or perhaps we will become better at sports through technology?

References

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  2. Hoppe, M., Karolus, J., Dietz, F, Woźniak, P. W., Machulla, T., and Schmidt, A. VRsneaky: Increasing presence in VR through gait-aware auditory feedback. CHI'19. Forthcoming. 2019. Google ScholarGoogle ScholarDigital LibraryDigital Library
  3. Knaving, K, Woźniak, P. W., Niess, J. Poguntke, R. Fjeld, M., and Björk, S. Understanding grassroots sports gamification in the wild. In Proceedings of the 10th Nordic Conference on Human-Computer Interaction (NordiCHI '18). ACM, New York, 2018, 102--113. Google ScholarGoogle ScholarDigital LibraryDigital Library
  4. Kiss, F., Woźniak, P. W., Scheerer, F., Dominiak, J., Romanowski, A., and Schmidt, A.. Clairbuoyance: Improving directional perception for swimmers. CHI'19. Forthcoming. 2019. Google ScholarGoogle ScholarDigital LibraryDigital Library

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  1. Health, fun, and engagement: Computing technologies that support physical activity

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          cover image XRDS: Crossroads, The ACM Magazine for Students
          XRDS: Crossroads, The ACM Magazine for Students  Volume 25, Issue 4
          Computer Science and Sports
          Summer 2019
          62 pages
          ISSN:1528-4972
          EISSN:1528-4980
          DOI:10.1145/3344809
          Issue’s Table of Contents

          Copyright © 2019 ACM

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          Association for Computing Machinery

          New York, NY, United States

          Publication History

          • Published: 9 July 2019

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