Balancing different fitness levels in competitive exergames based on heart rate and performance
暂无分享,去创建一个
Christof Lutteroth | Lindsay Alexander Shaw | Burkhard Wünsche | Rahul Kumar | Jak Tan | Aslihan Tece Bayrak | DeVon AhMu | Jordan Hohepa | B. Wünsche | C. Lutteroth | A. Bayrak | Rahul Kumar | Jak Tan | DeVon AhMu | Jordan Hohepa
[1] Judy Robertson,et al. Understanding exergame users' physical activity, motivation and behavior over time , 2013, CHI.
[2] John Bartholomew,et al. College Students' Motivation for Physical Activity: Differentiating Men's and Women's Motives for Sport Participation and Exercise , 2005, Journal of American college health : J of ACH.
[3] Christoph Bartneck,et al. Enhancing player engagement through game balancing in digitally augmented physical games , 2017, Int. J. Hum. Comput. Stud..
[4] Douglas John Griesbach,et al. Replayability of Video Games , 2011 .
[5] B. Franklin,et al. American College of Sports Medicine position stand. Quantity and quality of exercise for developing and maintaining cardiorespiratory, musculoskeletal, and neuromotor fitness in apparently healthy adults: guidance for prescribing exercise. , 2011, Medicine and science in sports and exercise.
[6] Carl Gutwin,et al. Target assistance for subtly balancing competitive play , 2011, CHI.
[7] Murray Griffin,et al. Activity-promoting gaming systems in exercise and rehabilitation. , 2011, Journal of rehabilitation research and development.
[8] Hayeon Song,et al. The effects of competition and competitiveness upon intrinsic motivation in exergames , 2013, Comput. Hum. Behav..
[9] J. Robertson,et al. Understanding the Importance of Context: A Qualitative Study of a Location-Based Exergame to Enhance School Childrens Physical Activity , 2016, PloS one.
[10] Les Ansley,et al. Determinants of “optimal” cadence during cycling , 2009 .
[11] D. Warburton,et al. Health benefits of physical activity: the evidence , 2006, Canadian Medical Association Journal.
[12] R. Ryan,et al. Exercise, physical activity, and self-determination theory: A systematic review , 2012, International Journal of Behavioral Nutrition and Physical Activity.
[13] Katie Salen,et al. Rules of play: game design fundamentals , 2003 .
[14] T. C. Nicholas Graham,et al. Heart rate control of exercise video games , 2009, Graphics Interface.
[15] Christof Lutteroth,et al. Development and evaluation of an exercycle game using immersive technologies , 2015 .
[16] F. Racioppi,et al. Physical Activity and Health in Europe: Evidence for Action , 2006 .
[17] D. Hoang. FLOW: The Psychology of Optimal Experience , 2018 .
[18] Mark Billinghurst,et al. Towards understanding balancing in exertion games , 2014, Advances in Computer Entertainment.
[19] Johanna Höysniemi,et al. International survey on the Dance Dance Revolution game , 2006, CIE.
[20] Matthew K. Miller,et al. Effects of balancing for physical abilities on player performance, experience and self-esteem in exergames , 2014, CHI.
[21] S. Kuys,et al. Is the Wii Fit™ a new-generation tool for improving balance, health and well-being? A pilot study , 2010, Climacteric : the journal of the International Menopause Society.
[22] Ernest Adams,et al. Game Mechanics: Advanced Game Design , 2012 .
[23] M. Csíkszentmihályi. Flow: The Psychology of Optimal Experience , 1990 .
[24] Robin Hunicke,et al. AI for Dynamic Difficulty Adjustment in Games , 2004 .
[25] E. Deci,et al. When Trying to Win , 1981 .
[26] M. Kafri,et al. Nintendo Wii Sports and Wii Fit Game Analysis, Validation, and Application to Stroke Rehabilitation , 2011, Topics in stroke rehabilitation.
[27] Jeffrey Heer,et al. Balancing exertion experiences , 2012, CHI.