skip to main content
10.1145/2702613.2732848acmconferencesArticle/Chapter ViewAbstractPublication PageschiConference Proceedingsconference-collections
Work in Progress

Having Fun Over a Distance: Supporting Multiplayer Online Ball Passing Using Multiple Sets of Kinect

Published: 18 April 2015 Publication History

Abstract

We present Alone Together, a collaborative virtual ball playing environment augmented with three sets of Microsoft Kinect. The play environment fulfills a 'sport over the distance' them via the attempt to mimic the real world ball-passing exercise (or rehabilitation sessions) except that the players can be miles away from each other, and they interact without a physical ball. Moreover, our system allows each player to see the other two and their physical environment respectively, which is a combination of the physical world where players are situated and the virtual world where they play with each other. Kinect sensors are used to map players' action into a virtual world including the passing of the virtual ball. The system prototype was tested with two groups of players; a revised version was pilot tested with 48 players and lead to the final version of the system. Pilot testing results were encouraging in that players reported collective fun and increased social bonding. Meanwhile, player anonymity increased players' willingness to play the virtual-ball game with a stranger, which indicates that the game might be more suitable for those with less social fluency.

References

[1]
Baudisch, P., Pohl, H., Reinicke, S., Wittmers, E., Lühne, P., Knaust, M., Köhler, S., Schmidt, P. and Holz, C. Imaginary reality gaming: ball games without a ball. In Proc. Of UIST, ACM Press (2013), 405--410.
[2]
Beelen, T., Blaauboer, R., Bovenmars, N., Loos, B., Zielonka, L., Delden, R. van., Huisman, G., and Reidsma, D. The Art of Tug of War: Investigating the Influence of Remote Touch on Social Presence in a Distributed Rope Pulling Game. In Proc. ACE 2013. Springer, pp 246--257.
[3]
Göbel, S., Geiger, C., Heinze, C. and Marinos, D. Creating a virtual archery experience. In Proc. AVI'2012, May 26--28, 2010, Rome, Italy.
[4]
Harper, R. and Mentis, H. The mocking gaze: the social organization of kinect use. In Proc. of CSCW'2013, ACM Press (2013), 167--180.
[5]
Mueller, F., and Agamanolis, S. Sports over a distance, Computers in Entertainment (CIE), 3, 3 (2005).
[6]
Mueller, F., Gibbs, M. R. and Vetere, F. Towards understanding how to design for social play in exertion games. Personal and Ubiquitous Computing, 14, 5(2010), 417--424.
[7]
Nacke, L.E., Kalyn, M., Lough, C., and Mandryk, R. L. Biofeedback Game Design: Using Direct and Indirect Physiological Control to Enhance Game Interaction. In Proc. of CHI 2011, ACM Press (2011), 103--112.
[8]
Tomas, B. A survey of visual, mixed, and augmented reality gaming. Computers in Entertainment, 10, 3, ACM Press (2012), 1--33.

Cited By

View all
  • (2022)Tailor My ZwiftProceedings of the ACM on Human-Computer Interaction10.1145/35467516:MHCI(1-23)Online publication date: 20-Sep-2022
  • (2019)Cross-Car, Multiplayer Games for Semi-Autonomous DrivingProceedings of the Annual Symposium on Computer-Human Interaction in Play10.1145/3311350.3347166(467-480)Online publication date: 17-Oct-2019
  • (2018)Assessment of the utility of gesture-based applications for the engagement of Chinese children with autismUniversal Access in the Information Society10.1007/s10209-017-0562-817:2(275-290)Online publication date: 1-Jun-2018
  • Show More Cited By

Index Terms

  1. Having Fun Over a Distance: Supporting Multiplayer Online Ball Passing Using Multiple Sets of Kinect

      Recommendations

      Comments

      Information & Contributors

      Information

      Published In

      cover image ACM Conferences
      CHI EA '15: Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems
      April 2015
      2546 pages
      ISBN:9781450331463
      DOI:10.1145/2702613
      Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

      Sponsors

      Publisher

      Association for Computing Machinery

      New York, NY, United States

      Publication History

      Published: 18 April 2015

      Check for updates

      Author Tags

      1. Kinect
      2. gesture control
      3. social presence
      4. spatially distributed environment
      5. user experience

      Qualifiers

      • Work in progress

      Funding Sources

      • Wenzhou Kean University

      Conference

      CHI '15
      Sponsor:
      CHI '15: CHI Conference on Human Factors in Computing Systems
      April 18 - 23, 2015
      Seoul, Republic of Korea

      Acceptance Rates

      CHI EA '15 Paper Acceptance Rate 379 of 1,520 submissions, 25%;
      Overall Acceptance Rate 6,164 of 23,696 submissions, 26%

      Upcoming Conference

      CHI 2025
      ACM CHI Conference on Human Factors in Computing Systems
      April 26 - May 1, 2025
      Yokohama , Japan

      Contributors

      Other Metrics

      Bibliometrics & Citations

      Bibliometrics

      Article Metrics

      • Downloads (Last 12 months)7
      • Downloads (Last 6 weeks)1
      Reflects downloads up to 17 Feb 2025

      Other Metrics

      Citations

      Cited By

      View all
      • (2022)Tailor My ZwiftProceedings of the ACM on Human-Computer Interaction10.1145/35467516:MHCI(1-23)Online publication date: 20-Sep-2022
      • (2019)Cross-Car, Multiplayer Games for Semi-Autonomous DrivingProceedings of the Annual Symposium on Computer-Human Interaction in Play10.1145/3311350.3347166(467-480)Online publication date: 17-Oct-2019
      • (2018)Assessment of the utility of gesture-based applications for the engagement of Chinese children with autismUniversal Access in the Information Society10.1007/s10209-017-0562-817:2(275-290)Online publication date: 1-Jun-2018
      • (2017)Gestures From the Point of View of an AudienceProceedings of the 2017 CHI Conference on Human Factors in Computing Systems10.1145/3025453.3025641(5284-5294)Online publication date: 2-May-2017
      • (2016)A Comparative Study of Applying Low-Latency Smoothing Filters in a Multi-kinect Virtual Play EnvironmentHCI International 2016 – Posters' Extended Abstracts10.1007/978-3-319-40542-1_23(144-148)Online publication date: 22-Jun-2016
      • (2016)Engaging Chinese Children with Autism to Interact with Portable Hand- and Finger-Gesture Based Applications: Experiment and ReflectionsLearning and Collaboration Technologies10.1007/978-3-319-39483-1_51(562-572)Online publication date: 21-Jun-2016

      View Options

      Login options

      View options

      PDF

      View or Download as a PDF file.

      PDF

      eReader

      View online with eReader.

      eReader

      Figures

      Tables

      Media

      Share

      Share

      Share this Publication link

      Share on social media