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A rich variety of videogames promoting physical activity has followed the emergence of new full-body interfaces. Known as exergames, these active videogames are often presented in the market as a ludic substitute to traditional sport. Although they present the benefit of being engaging, to date, the content and modality of interaction of these games cannot(More)
We propose an adaptation of Participatory Design (PD) specifically conceived for full-body interaction design addressing the specificities that this entails. The idea is to include the preferences and points of view of children in the process of designing <i>exergames</i> allowing them to: (a) design activities that foster sufficient physical activity and a(More)
We present the empirical validation of a system that controls the amount of physical activity that children do while playing in a specific exertion interface called the Interactive Slide. The control of the amount of physical activity is done through a newly defined system variable we call the Interaction Tempo. Moreover, the detection of this physical(More)
In this paper we describe a work in progress of a mixed-reality framework based on tangible interface applied to a video game designed for children. This video game, called PIPLEX, lays on the ability of the users to solve a puzzle through modelling malleable materials (namely plasticine and cardboard). We explain the implementation of PIPLEX, its(More)
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