skip to main content
10.1145/3679318.3685356acmotherconferencesArticle/Chapter ViewAbstractPublication PagesnordichiConference Proceedingsconference-collections
research-article
Open access

SixFeet Reimagined - An Interactive Exercise System to Support Sport Specific Training in Pandemic Times.

Published: 13 October 2024 Publication History

Abstract

COVID-19 impacted the way we live and experience sports. At various times during the pandemic, it was virtually impossible to meaningfully engage in team sports. In this paper, we present a system built on the basis of the existing SixFeet platform, a corona-safe, multi-player sports installation that enables its users to play sports at a safe social distance while interacting in a shared physical space. SixFeet consists of interactive LED stations that are equipped with proximity sensors that record the presence of a player. It uses this information to steer players along safe running paths on the playing field. We designed training exercises for SixFeet that embody relevant sport-specific skills. We did this in the context of field hockey. In a use study, we investigated the technical performance and user experience of SixFeet. Results show that participants kept a safe social distance; that SixFeet-exercises were significantly more enjoyable than ‘traditional’ corona-safe exercises and that SixFeet-enabled exercises better supported the training of sport-specific skills than ‘traditional’ corona-safe exercises. With this study, we show how a simple low-cost tool can be designed and implemented to support the training of sport-specific skills, especially in pandemic times.

References

[1]
Blazepod 2022. 2022. Light up your training. https://blazepod.eu/?utm_source=organic&utm_medium=redirect
[2]
Mahmoud A Alomari, Omar F Khabour, and Karem H Alzoubi. 2020. Changes in physical activity and sedentary behavior amid confinement: the BKSQ-COVID-19 project. Risk Management and Healthcare Policy 13 (2020), 1757.
[3]
David Altimira, Florian" Floyd" Mueller, Jenny Clarke, Gun Lee, Mark Billinghurst, and Christoph Bartneck. 2016. Digitally augmenting sports: an opportunity for exploring and understanding novel balancing techniques. In Proceedings of the 2016 CHI conference on human factors in computing systems. 1681–1691.
[4]
2021 Arcadia.2022. The future of sports is now. https://www.arcadia.tv
[5]
Hayden P Baker, Sean Pirkle, Michael Cahill, Manoj Reddy, Daniel Portney, and Aravind Athiviraham. 2021. The injury rate in National Football League players increased following cancellation of preseason games because of COVID-19. Arthroscopy, sports medicine, and rehabilitation 3, 4 (2021), e1147–e1154.
[6]
Thomas Beelen, Robert Blaauboer, Noraly Bovenmars, Bob Loos, Lukas Zielonka, Robby W. van Delden, Gijs Huisman, and Dennis Reidsma. 2013. The art of tug of war: investigating the influence of remote touch on social presence in a distributed rope pulling game. In Advances in Computer Entertainment(Lecture Notes in Computer Science, Vol. 8253), Dennis Reidsma, Haruhiro Katayose, and Anton Nijholt (Eds.). Springer International Publishing, Boekelo, Netherlands, 246–257. https://doi.org/10.1007/978-3-319-03161-3_17
[7]
Stuart JH Biddle and Mavis Asare. 2011. Physical activity and mental health in children and adolescents: a review of reviews. British journal of sports medicine 45, 11 (2011), 886–895.
[8]
Egon Brunswik. 1956. Perception and the representative design of psychological experiments. Univ of California Press, California.
[9]
Feifei Bu, Jessica K Bone, John J Mitchell, Andrew Steptoe, and Daisy Fancourt. 2021. Longitudinal changes in physical activity during and after the first national lockdown due to the COVID-19 pandemic in England. Scientific reports 11, 1 (2021), 1–10.
[10]
Rachel B. Clancy, Matthew P. Herring, Tadhg Eoghan MacIntyre, and Mark J. Campbell. 2016. A review of competitive sport motivation research. Psychology of Sport and Exercise 27 (2016), 232–242.
[11]
Vanda Correia, João Carvalho, Duarte Araújo, Elsa Pereira, and Keith Davids. 2019. Principles of nonlinear pedagogy in sport practice. Physical education and sport pedagogy 24, 2 (2019), 117–132.
[12]
Mihaly Csikszentmihalyi and Mihaly Csikzentmihaly. 1990. Flow: The psychology of optimal experience. Vol. 1990. Harper & Row New York.
[13]
Keri L Denay, Rebecca G Breslow, Meredith N Turner, David C Nieman, William O Roberts, and Thomas M Best. 2020. ACSM call to action statement: COVID-19 considerations for sports and physical activity. Current sports medicine reports 19, 8 (2020), 326–328.
[14]
Van der Wiel & Verstand. 2024. Smart Distancing System. https://jolanvanderwiel.com/projects/smart-distancing-system/experiments/smart-distancing-system/
[15]
Matt Dicks, Keith Davids, and Duarte Araujo. 2008. Ecological psychology and task representativeness: implications for the design of perceptual-motor training programmes in sport. The Routledge handbook of biomechanics and human movement science (2008), 129–139.
[16]
Rochelle Eime, Jack Harvey, Melanie Charity, Aurelie Pankowiak, and Hans Westerbeek. 2022. The impact of COVID-19 restrictions on Australians’ frequency and duration of participation in different types of sport and physical activity. BMC Sports Science, Medicine and Rehabilitation 14, 1 (2022), 1–19.
[17]
EmbeddedFitness. 2024. SmartClips, makes training fun, effective and measurable. https://www.embeddedfitness.nl/smartclips-sport/?lang=en
[18]
Yu Feng, Thierry Marchal, Ted Sperry, and Hang Yi. 2020. Influence of wind and relative humidity on the social distancing effectiveness to prevent COVID-19 airborne transmission: A numerical study. Journal of aerosol science 147 (2020), 105585.
[19]
FitLightCorp. 2021. FitLight. https://www.fitlighttraining.com
[20]
Maiken Hillerup Fogtmann. 2011. Designing bodily engaging games: learning from sports. In Proceedings of the 12th Annual Conference of the New Zealand Chapter of the ACM Special Interest Group on Computer-Human Interaction. 89–96.
[21]
Maiken Hillerup Fogtmann, Kaj Grønbæk, and Martin Kofod Ludvigsen. 2011. Interaction technology for collective and psychomotor training in sports. In Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology. 1–8.
[22]
Hugo Folgado, Koen APM Lemmink, Wouter Frencken, and Jaime Sampaio. 2014. Length, width and centroid distance as measures of teams tactical performance in youth football. European journal of sport science 14, sup1 (2014), S487–S492.
[23]
Tracy Fullerton. 2014. Game design workshop: a playcentric approach to creating innovative games. CRC press.
[24]
Eszter Füzéki, David A Groneberg, and Winfried Banzer. 2020. Physical activity during COVID-19 induced lockdown: recommendations. Journal of Occupational Medicine and Toxicology 15, 1 (2020), 1–5.
[25]
Kathrin Maria Gerling, Matthew Miller, Regan L Mandryk, Max Valentin Birk, and Jan David Smeddinck. 2014. Effects of balancing for physical abilities on player performance, experience and self-esteem in exergames. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. 2201–2210.
[26]
GhostPacer. 2020. The Ghost Pacer: Supercharge your workout with a holographic training partner. https://ghostpacer.com/
[27]
Roland Graf, Sun Young Park, Emma Shpiz, and Hun Seok Kim. 2019. iGYM: A Wheelchair-Accessible Interactive Floor Projection System for Co-located Physical Play. In Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems. 1–6.
[28]
Rob Gray. 2019. Sports training technologies. Skill Acquisition in Sport: Research, Theory and Practice (2019).
[29]
Rob Gray. 2019. Sports training technologies: achieving and assessing transfer. In Skill Acquisition in Sport. Routledge, 203–219.
[30]
Derek Patrick Hales. 2005. Factor validity, invariance, and comparison of several measures of physical activity enjoyment. Ph. D. Dissertation. University of Georgia.
[31]
Franklin M Henry. 1958. Specificity vs generality in learning motor skills. Proc Coll Phys Educ Assoc 61 (1958), 126–128.
[32]
IOC. 2021. Tokyo 2020 Playbooks. https://olympics.com/ioc/tokyo-2020-playbooks
[33]
IOC. 2022. Beijing 2022 Playbooks. https://olympics.com/ioc/beijing-2022-playbooks
[34]
IOC*NSF. 2021. Zo Sport Nederland.
[35]
Hiroshi Ishii, Craig Wisneski, Julian Orbanes, Ben Chun, and Joseph A. Paradiso. 1999. PingPongPlus: design of an athletic-tangible interface for computer-supported cooperative play. In Proceedings of the SIGCHI conference on Human Factors in Computing Systems. 394–401. https://doi.org/10.1145/302979.303115
[36]
Mads Møller Jensen, Kaj Grønbæk, Nikolaj Thomassen, Jacob Andersen, and Jesper Nielsen. 2014. Interactive football-training based on rebounders with hit position sensing and audio-visual feedback. International Journal of Computer Science in Sport 13, 1, part 2 (2014), 57–68.
[37]
Mads Møller Jensen, Majken Kirkegaard Rasmussen, Florian “Floyd” Mueller, and Kaj Grønbæk. 2015. Designing training games for soccer. interactions 22, 2 (2015), 36–39.
[38]
Igor Jukic, Julio Calleja-González, Francesc Cos, Francesco Cuzzolin, Jesús Olmo, Nicolas Terrados, Nenad Njaradi, Roberto Sassi, Bernardo Requena, Luka Milanovic, 2020. Strategies and solutions for team sports athletes in isolation due to COVID-19., 56 pages.
[39]
Raine Kajastila, Leo Holsti, and Perttu Hämäläinen. 2016. The Augmented Climbing Wall: High-Exertion Proximity Interaction on a Wall-Sized Interactive Surface. In Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems (San Jose, California, USA). Association for Computing Machinery, New York, NY, USA, 758–769. https://doi.org/10.1145/2858036.2858450
[40]
Kalman J Kaplan. 1977. Structure and process in interpersonal “distancing”. Environmental psychology and nonverbal behavior 1, 2 (1977), 104–121.
[41]
Ono Kenji. 2021. Unique correlation between the novel coronavirus and Ring Fit Adventure. https://mediag.bunka.go.jp/article/article-17762/
[42]
Burrows Kirsty, Maiyegun Olawale, Rhind Daniel, and Rozga Dorothy. 2020. An Overview of the Sport-Related Impacts of the COVID-19 Pandemic on Children. UN: Centre for Sport and Human Rights 35 (2020).
[43]
Miran Kondric, Joško Sindik, Gordana Furjan-Mandic, and Bernd Schiefler. 2013. Participation motivation and student’s physical activity among sport students in three countries. Journal of sports science & medicine 12, 1 (2013), 10.
[44]
Ilari Kuitunen, Mikko M Uimonen, and Ville T Ponkilainen. 2021. Team-to-team transmission of COVID-19 in ice hockey games–a case series of players in Finnish ice hockey leagues. Infectious Diseases 53, 3 (2021), 201–205.
[45]
Pascal Landry and Narcis Pares. 2014. Controlling and modulating physical activity through interaction tempo in exergames: A quantitative empirical analysis. Journal of Ambient Intelligence and Smart Environments 6, 3 (2014), 277–294.
[46]
Amanda Loudin. 2021. Amid pandemic, e-cycling flourishes and gets seriously competitive. https://www.washingtonpost.com/health/pandemic-boosts-ecycling-races/2021/02/19/2ffcd8a8-55d8-11eb-a08b-f1381ef3d207_story.html
[47]
Angelika H Mader and Wouter Eggink. 2014. A design process for creative technology. In 16th International Conference on Engineering and Product Design, E&PDE 2014. The Design Society, 568–573.
[48]
Grazia Maugeri, Paola Castrogiovanni, Giuseppe Battaglia, Roberto Pippi, Velia D’Agata, Antonio Palma, Michelino Di Rosa, and Giuseppe Musumeci. 2020. The impact of physical activity on psychological health during Covid-19 pandemic in Italy. Heliyon 6, 6 (2020), e04315.
[49]
Andrew W McHill and Evan D Chinoy. 2020. Utilizing the National Basketball Association’s COVID-19 restart “bubble” to uncover the impact of travel and circadian disruption on athletic performance. Scientific Reports 10, 1 (2020), 1–7.
[50]
Gary E Meek, Ceyhun Ozgur, and Kenneth Dunning. 2007. Comparison of the t vs. Wilcoxon signed-rank test for Likert scale data and small samples. Journal of modern applied statistical methods 6, 1 (2007), 10.
[51]
Jacob Meyer, Cillian McDowell, Jeni Lansing, Cassandra Brower, Lee Smith, Mark Tully, and Matthew Herring. 2020. Changes in physical activity and sedentary behavior in response to COVID-19 and their associations with mental health in 3052 US adults. International journal of environmental research and public health 17, 18 (2020), 6469.
[52]
Florian “Floyd” Mueller, Stefan Agamanolis, Martin R. Gibbs, and Frank Vetere. 2008. Remote impact: shadowboxing over a distance. In CHI’08 extended abstracts on Human factors in computing systems. ACM, 2291–2296.
[53]
Florian “Floyd” Mueller, Stefan Agamanolis, and Rosalind Picard. 2003. Breakout for Two: An example of an Exertion Interface for Sports over a Distance. In Ubiquitous computing. 2–3.
[54]
Florian “Floyd” Mueller, Luke Cole, Shannon O’Brien, and Wouter Walmink. 2006. Airhockey over a distance: a networked physical game to support social interactions. In Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology. 70–es.
[55]
Florian “Floyd” Mueller, Darren Edge, Frank Vetere, Martin R. Gibbs, Stefan Agamanolis, Bert Bongers, and Jennifer G. Sheridan. 2011. Designing sports: a framework for exertion games. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. 2651–2660.
[56]
Florian “Floyd” Mueller and Martin R. Gibbs. 2007. A physical three-way interactive game based on table tennis. In Proceedings of the 4th Australasian conference on Interactive entertainment. Citeseer, 1–7.
[57]
Florian “Floyd” Mueller, Martin R. Gibbs, and Frank Vetere. 2008. Taxonomy of exertion games. In Proceedings of the 20th Australasian Conference on Computer-Human Interaction: Designing for Habitus and Habitat. 263–266.
[58]
Florian “Floyd” Mueller, Frank Vetere, Martin R. Gibbs, Stefan Agamanolis, and Jennifer G. Sheridan. 2010. Jogging over a distance: the influence of design in parallel exertion games. In Proceedings of the 5th ACM SIGGRAPH Symposium on Video Games. 63–68.
[59]
Benjamin M Ogles and Kevin S Masters. 2000. Older vs. younger adult male marathon runners: participative motives and training habits.Journal of Sport Behavior 23, 2 (2000).
[60]
Sigrid BH Olthof, Wouter GP Frencken, and Koen APM Lemmink. 2015. The older, the wider: On-field tactical behavior of elite-standard youth soccer players in small-sided games. Human Movement Science 41 (2015), 92–102.
[61]
Sigrid BH Olthof, Wouter GP Frencken, and Koen APM Lemmink. 2019. When something is at stake: Differences in soccer performance in 11 vs. 11 during official matches and training games. Journal of strength and conditioning research 33, 1 (2019), 167.
[62]
Ana Paludo, Kathleen Karpinski, Shauane Silva, Michal Kumstát, Zuzana Sajdlová, and Zoran Milanovic. 2022. Effect of home training during the COVID-19 lockdown on physical performance and perceptual responses of team-sport athletes: A mini-review. Biology of Sport 39, 4 (2022), 1095–1102.
[63]
Michael W. Passer. 1981. Children in sport: Participation motives and psychological stress. Quest 33, 2 (1981), 231–244.
[64]
Javier Peña, Albert Altarriba-Bartés, Jordi Vicens-Bordas, Beatriz Gil-Puga, Gerard Piniés-Penadés, Clàudia Alba-Jiménez, Jordi Merino-Tantiñà, Arnau Baena-Riera, Eduard Loscos-Fàbregas, and Martí Casals. 2021. Sports in time of COVID-19: Impact of the lockdown on team activity. Apunts Sports Medicine 56, 209 (2021), 100340.
[65]
Stefanie Pietsch, Stefanie Linder, and Petra Jansen. 2021. Well-being and its relationship with sports and physical activity of students during the coronavirus pandemic. German Journal of Exercise and Sport Research (2021), 1–8.
[66]
Stefanie Pietsch, Stefanie Linder, and Petra Jansen. 2022. Well-being and its relationship with sports and physical activity of students during the coronavirus pandemic. German Journal of Exercise and Sport Research 52, 1 (2022), 50–57.
[67]
Ross A Pinder, Keith Davids, Ian Renshaw, and Duarte Araújo. 2011. Representative learning design and functionality of research and practice in sport. Journal of Sport and Exercise Psychology 33, 1 (2011), 146–155.
[68]
Pitk. 2022. Reaction Lights. https://lummic.com/en
[69]
Dees Postma, Annabelle de Ruiter, Dennis Reidsma, and Champika Ranasinghe. 2022. SixFeet: An Interactive, Corona-Safe, Multiplayer Sports Platform. In Sixteenth International Conference on Tangible, Embedded, and Embodied Interaction. 1–7.
[70]
Dees Postma, Sander ten Brinke, Robby van Delden, and Dennis Reidsma. 2022. Coaxing: An Empirical Exploration of a Novel Way to Nudge Athletic Performance in Sports. In International Conference on Persuasive Technology. Springer, 174–189.
[71]
Dees Postma, Robby W. van Delden, Jeroen H. Koekoek, Wytse W. Walinga, Ivo van Hilvoorde, Bert Jan F. van Beijnum, Fahim A. Salim, and Dennis Reidsma. 2022. A Design Space of Sports Interaction Technology. Foundations and Trends® in Human–Computer Interaction 16, 2 (2022), pages TBD.
[72]
Dees B.W. Postma, Robby W. van Delden, Wytse Walinga, Jeroen Koekoek, Bert-Jan F. van Beijnum, Fahim A. Salim, Ivo M. van Hilvoorde, and Dennis Reidsma. 2019. Towards Smart Sports Exercises: First Designs. In Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts (Barcelona, Spain) (CHI PLAY ’19 Extended Abstracts). Association for Computing Machinery, New York, NY, USA, 619–630. https://doi.org/10.1145/3341215.3356306
[73]
ReactionXLimited. 2022. ReactionX. https://www.reactionx.co.uk
[74]
Miriam Reiner, Christina Niermann, Darko Jekauc, and Alexander Woll. 2013. Long-term health benefits of physical activity–a systematic review of longitudinal studies. BMC public health 13, 1 (2013), 1–9.
[75]
Ian Renshaw, Keith Davids, Duarte Araújo, Ana Lucas, William M Roberts, Daniel J Newcombe, and Benjamin Franks. 2019. Evaluating weaknesses of “perceptual-cognitive training” and “brain training” methods in sport: An ecological dynamics critique. Frontiers in psychology 9 (2019), 362004.
[76]
Dhruv R Seshadri, Mitchell L Thom, Ethan R Harlow, Colin K Drummond, and James E Voos. 2021. Case report: return to sport following the COVID-19 lockdown and its impact on injury rates in the German soccer league. Frontiers in sports and active living 3 (2021), 604226.
[77]
Steven Skultety. 2011. Categories of Competition. Sport, Ethics and Philosophy 5, 4 (2011), 433–446. https://doi.org/10.1080/17511321.2011.561255
[78]
SmartGoals. 2022. SmartGoals. https://smartgoalstraining.com
[79]
Martin Stevens, Petra Moget, Mathieu HG De Greee, Koen APM Lemmink, and Piet Rispens. 2000. The Groningen Enjoyment Questionnaire: a measure of enjoyment in leisure-time physical activity. Perceptual and motor skills 90, 2 (2000), 601–604.
[80]
Stephanie Stockwell, Mike Trott, Mark Tully, Jae Shin, Yvonne Barnett, Laurie Butler, Daragh McDermott, Felipe Schuch, and Lee Smith. 2021. Changes in physical activity and sedentary behaviours from before to during the COVID-19 pandemic lockdown: a systematic review. BMJ open sport & exercise medicine 7, 1 (2021), e000960.
[81]
Igor Tak, Jiri Rutten, Wouter van Goeverden, and Maarten Barendrecht. 2022. Sports participation and injury related to the COVID-19 pandemic: will data support observations from clinicians and athletes?, e001317 pages.
[82]
Bruno Travassos, Ricardo Duarte, Luís Vilar, Keith W. Davids, and Duarte Araújo. 2012. Practice task design in team sports: Representativeness enhanced by increasing opportunities for action. Journal of sports sciences 30, 13 (2012), 1447–1454.
[83]
Robertus Wilhelmus van Delden, Alejandro Manuel Moreno Celleri, Ronald Walter Poppe, Dennis Reidsma, and Dirk K.J. Heylen. 2014. Steering Gameplay Behavior in the Interactive Tag Playground. In Proceedings of the European Conference on Ambient Intelligence, AmI 2014, Revised Selected Papers(Lecture Notes in Computer Science), Emile Aarts, Boris de Ruyter, Panos Markopoulos, Evert van Loenen, Reiner Wichert, Ben Schouten, Jacques Terken, Rob van Kranenburg, Elke den Ouden, and Gregory O’Hare (Eds.). Springer, Germany, 145–157. https://doi.org/10.1007/978-3-319-14112-1 10.1007/978-3-319-14112-1 ; European Conference on Ambient Intelligence, AmI 2014 ; Conference date: 11-11-2014 Through 13-11-2014.
[84]
Robby W. van Delden, Alejandro M. Moreno Celleri, Ronald W. Poppe, Dennis Reidsma, and Dirk K.J. Heylen. 2017. A thing of beauty: Steering behavior in an interactive playground. In Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems. 2462–2472.
[85]
Hoi Yat Vico Lau, Mingda Xu, Lin Wang, Benjamin J Cowling, and Zhanwei Du. 2021. COVID-19 Importation Risk From Olympic Athletes Prior to the Tokyo 2020 Olympics. (2021).
[86]
Symeon P Vlachopoulos, Costas I Karageorghis, and Peter C Terry. 2000. Motivation profiles in sport: A self-determination theory perspective. Research quarterly for exercise and sport 71, 4 (2000), 387–397.
[87]
Deborah P Vossen. 2004. The nature and classification of games.Avante 10, 1 (2004).
[88]
Darren ER Warburton and Shannon SD Bredin. 2016. Reflections on physical activity and health: what should we recommend?Canadian Journal of Cardiology 32, 4 (2016), 495–504.
[89]
Darren ER Warburton and Shannon SD Bredin. 2017. Health benefits of physical activity: a systematic review of current systematic reviews. Current opinion in cardiology 32, 5 (2017), 541–556.
[90]
Jad Adrian Washif, Siti Fuzyma Ayu Mohd Kassim, Philip Chun Foong Lew, Christabelle Sheau Miin Chong, and Carl James. 2021. Athlete’s perceptions of a “quarantine” training camp during the COVID-19 lockdown. Frontiers in sports and active living 2 (2021), 622858.
[91]
Margaret Whitehead. 2010. Physical literacy: Throughout the lifecourse. Routledge.
[92]
Wikipedia. 2020. NBA Bubble. https://en.wikipedia.org/wiki/2020_NBA_Bubble
[93]
t World Health Organization 2010. Global recommendations on physical activity for health. World Health Organization.
[94]
YalpInteractive. 2021. YalpMemo. https://www.yalp.com/playground-equipment/yalp-memo-play-pillars/
[95]
Lining Yao, Sayamindu Dasgupta, Nadia Cheng, Jason Spingarn-Koff, Ostap Rudakevych, and Hiroshi Ishii. 2011. Rope Revolution: tangible and gestural rope interface for collaborative play. In Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology. 1–8.
[96]
Zwift. 2021. Zwift. https://www.zwift.com/

Index Terms

  1. SixFeet Reimagined - An Interactive Exercise System to Support Sport Specific Training in Pandemic Times.

      Recommendations

      Comments

      Information & Contributors

      Information

      Published In

      cover image ACM Other conferences
      NordiCHI '24: Proceedings of the 13th Nordic Conference on Human-Computer Interaction
      October 2024
      1236 pages
      ISBN:9798400709661
      DOI:10.1145/3679318
      This work is licensed under a Creative Commons Attribution-NonCommercial International 4.0 License.

      Publisher

      Association for Computing Machinery

      New York, NY, United States

      Publication History

      Published: 13 October 2024

      Check for updates

      Author Tags

      1. COVID-19
      2. SportsHCI
      3. embodied interaction
      4. interaction technology
      5. social distance
      6. sports

      Qualifiers

      • Research-article
      • Research
      • Refereed limited

      Conference

      NordiCHI 2024

      Acceptance Rates

      Overall Acceptance Rate 379 of 1,572 submissions, 24%

      Contributors

      Other Metrics

      Bibliometrics & Citations

      Bibliometrics

      Article Metrics

      • 0
        Total Citations
      • 132
        Total Downloads
      • Downloads (Last 12 months)132
      • Downloads (Last 6 weeks)44
      Reflects downloads up to 03 Mar 2025

      Other Metrics

      Citations

      View Options

      View options

      PDF

      View or Download as a PDF file.

      PDF

      eReader

      View online with eReader.

      eReader

      HTML Format

      View this article in HTML Format.

      HTML Format

      Login options

      Figures

      Tables

      Media

      Share

      Share

      Share this Publication link

      Share on social media