Exergames are videogames designed to foster physical activity. In Human Computer Interaction, the research on exergames is mainly focused on understanding their potential as an engaging and playful way to do physical activity. Yet, the research that has explored the potentiality of exergames as an alternative tool for public health has shown that most of the commercial exergames have little impact on health compared to real sports. As exergames are thought to be a ludic alternative to do physical exertion, the main focus of my research is to define strategies to control and modulate the amount of physical activity in exergames on a level recommended by health experts. I am currently pursuing this goal looking at the social, affective and motor aspects that can influence player behavior.
The Fish Game has been developed for the Interactive Slide (UPF Patent) in part by 6th graders from Barcelona where we wanted to foster specific types of movements. Using the Interaction Tempo parameter to control the amount of physical activity of the users, we also embed specific events to foster specific movements. The theme, events and elements of the game reflect children preferences from the Participatory Design session. The game consist on sliding on fish when they appears while another player must catch it by tapping on the fish from the top of the slide. Meanwhile, other players must scare away the birds that appear from both sides of the slide by waving their hand. If they don't succeed to scare the bird away, the bird will eat one fish on the boat that the players collect. The players change level when they succeed to collect 10 fish.
To design our game, we have defined a Participatory Design protocol that is especially suited for full-body exergames and for children. This protocol is based on four main phases: first, allow an understanding of the exertion interface and its physical and virtual potential; second, foster individual reflection on the movements that are involved in the exergame by making them propose very simple ideas; third, make children merge their individual ideas in groups to define a full exergame and build a paper prototype of it; and fourth, allow children to test the prototype by facilitating some sort of Wizard of Oz mechanism that takes advantage of the previously designed paper prototype and foster critical analysis at a real full-body scale.
The Balloon Game has been developed for the Interactive Slide to test whether if the Interation Tempo can set the amount of physical activity of the users.
Pascuza is an artificial vision system developed with OpenFrameworks and OpenCv Library that as multiple tracking functionnalities such as color and symbol recognition, blob and movement detection, and estimation of physical activity. Pascuza has been used in several projects in the past such as: the Balloon and Fish Game, Piplex, TMB, NanoCaixa and Archimedes
Piplex is a puzzle, platform video game where the user plays with plasticine and cardboard. It uses an Augmented Reality platform called PLEX, a Natural User Interface that allows the use of familiar and malleable materials. In Piplex, the users have to guide a group of penguins to an exit gate through different scenarios full of danger and obstacles. Firstly, the players use textured cardboard to build the scenario. Afterwards, they use coloured plasticine onto the personalized maps to create structures that will drive the penguins to the exit.
Piplex presents a family-friendly experience that can be played in individual, collaborative, and competitive modes by users of all ages. In Piplex, the controllers are replaced with tangible and malleable objects. Its gameplay, based on everyday knowledge, favours intuitive approaches to processes such as scenario design, puzzle solving and multi-user collaboration. Also, Piplex has been designed with the conviction that entertainment and learning can be combined in a single experience. Therefore, the PLEX framework allows for classic goal-oriented puzzle games, but also fosters exploration and collaboration in open-ended modes of playing.
Piplex has been developed by an interdisciplinary team with a deep research background in non-conventional interactive experiences, tangible and music technologies, educative applications, psychology and design. We pursue to reinvent the uses of technology through simple powerful concepts in the path for ubiquitous computing. Piplex is an nice example of our vision and motivations when combining to combine traditional familiar materials with artificial vision and video-games.
This installation was developed for the Metro of Barcelona during the primavera cultura week to promote the life and culture in the suburban area of Barcelona. The camera tracked the metro's user, transforming their shapes in order to present them embedded within videos of Barcelona.
Installation presented at the MI05 show for students attending their third year in Communication, interactive medias profile, at the University of Quebec at Montreal.The installation introduces two tables with a projection screen in a semi-enclosed space. When the participant places his arm over the table, characters appear. Also, the movement of the arm modifies the music as well as the generative video presented on the projection screen. Finally, a sensor is placed on the floor and when a participant presses the sensor with his feet, it disturbs the main presentation.
Interactive installation presented at the Eaton Center for the grand opening of the 5th Floor Internet Lounge and within a awareness campain on water usage. The interaction between our hands, our body and the screen gives life to the screen and therefore simulates movement in the water by using 3D shaders.
Virtual Aquarium introduces A.I. for the fish. The user can feed the fish, scare them (ex: if a person knocks on the aquarium); clean the aquarium. Each fish has a gender, variable speed and variable weight. The fish can reproduce, get sick or die. The state of a fish is determined by different factors, (ex: a dirty aquarium, a fish that is rarely fed, his age).