Skip to main content

Distributed Embodied Team Play, a Distributed Interactive Pong Playground

  • Conference paper
  • First Online:
Intelligent Technologies for Interactive Entertainment (INTETAIN 2016 2016)

Abstract

This paper presents work in the field of distributed exertion games, which are controlled by moving the body. People play these games together while being located at different places in the world. The novel contribution of this paper is the introduction of distributed team play in which both collocated and distributed players participate. In our Distributed Interactive Pong Playground (DIPP) players bounce a ball towards a goal by moving, walking, and running around in a 5.3 by 5.3 m interactive playground. We investigate whether we can increase coordination in movement between players by changing the game to enforce teamwork. This was done by letting the players in a team control one end each of a shared paddle, as opposed to both players having separate paddles. Although the results should be taken with care, the comparisons do indicate that we could steer the amount of coordination between players in this way. Furthermore, we investigated the effect of distributed team play on the level of coordination. The results indicate that coordination goes down if the teammate is at another location. In this distributed team setting, enforced team work through a connected paddle still leads to a higher level of measured coordination. In contrast, our current analysis of self-reported social presence did not show a clear difference, not favoring enforced team work nor a particular team distribution. With the DIPP and this study we provide a new direction for distributed exertion games with a focus on aspects of team play.

This paper builds on Steven Gerritsen’s Master’s thesis work [5].

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 39.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Notes

  1. 1.

    Introduced in 1986, idea by Doug Black and Norman White, http://v2.nl/archive/works/telephonic-arm-wrestling, last visited 27-2-2016.

  2. 2.

    Ramseyer and Tsacher also incorporated Pearson’s r as a core part in their automatic measurement of synchrony [19]. They used temporal correlations and nifty corrections for random correlations. For our study we will keep to correlating (windowed) average concurrent speeds over entire sessions.

References

  1. Aron, A., Aron, E.N., Smollan, D.: Inclusion of other in the self scale and the structure of interpersonal closeness. J. Pers. Soc. Psychol. 63(4), 596–612 (1992)

    Article  Google Scholar 

  2. Beelen, T., Blaauboer, R., Bovenmars, N., Loos, B., Zielonka, L., Delden, R., Huisman, G., Reidsma, D.: The art of tug of war: investigating the influence of remote touch on social presence in a distributed rope pulling game. In: Reidsma, D., Katayose, H., Nijholt, A. (eds.) ACE 2013. LNCS, vol. 8253, pp. 246–257. Springer, Heidelberg (2013). doi:10.1007/978-3-319-03161-3_17

    Chapter  Google Scholar 

  3. Desmet, P., Hassenzahl, M.: Towards happiness: possibility-driven design. In: Zacarias, M., Oliveira, J.V. (eds.) Human-Computer Interaction: The Agency Perspective. SCI, vol. 396, pp. 3–27. Springer, Heidelberg (2012). doi:10.1007/978-3-642-25691-2_1

    Chapter  Google Scholar 

  4. Field, A.: Discovering Statistics Using SPSS, 3rd edn. SAGE Publications, Thousand Oaks (2005)

    MATH  Google Scholar 

  5. Gerritsen, S.: Using teamwork to enhance the social presence on a distributed playground. Master’s thesis, University of Twente, Enschede, The Netherlands (2015)

    Google Scholar 

  6. Harms, C., Biocca, F.: Internal consistency and reliability of the networked minds measure of social presence. In: Proceedings of the 7th Annual International Workshop on Presence (2004)

    Google Scholar 

  7. Isbister, K., Mueller, F.: Guidelines for the design of movement-based games and their relevance to HCI. Hum.-Comput. Interact. 30(3–4), 366–399 (2015)

    Article  Google Scholar 

  8. Landry, P., Pares, N.: Controlling and modulating physical activity through interaction tempo in exergames: a quantitative empirical analysis. J. Ambient Intell. Smart Environ. 6(3), 277–294 (2014)

    Google Scholar 

  9. Moreno, A., van Delden, R., Poppe, R., Reidsma, D., Heylen, D.: Augmenting playspaces to enhance the game experience: a tag game case study. Entertain. Comput. 16, 67–79 (2016). http://www.sciencedirect.com/science/article/pii/S1875952116300106

    Article  Google Scholar 

  10. Mueller, F., Agamanolis, S.: Sports over a distance. Comput. Entertain. 3(3), 1–11 (2005)

    Article  Google Scholar 

  11. Mueller, F., Agamanolis, S.: Sports over a distance. Pers. Ubiquit. Comput. 11(8), 633–645 (2007)

    Article  Google Scholar 

  12. Mueller, F., Bianchi-Berthouze, N.: Evaluating exertion games. In: Bernhaupt, R. (ed.) Evaluating User Experience in Games. Human-Computer Interaction Series, pp. 187–207. Springer, Heidelberg (2010)

    Chapter  Google Scholar 

  13. Mueller, F.F.: Long-distance sports. In: Computers in Sports, pp. 1–27. WIT Press, UK (2008)

    Google Scholar 

  14. Mueller, F.F., Agamanolis, S., Gibbs, M.R., Vetere, F.: Remote impact: shadowboxing over a distance. In: Extended Abstracts on Human Factors in Computing Systems, CHI 2008, pp. 2291–2296 (2008)

    Google Scholar 

  15. Mueller, F.F., Cole, L., O’Brien, S., Walmink, W.: 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, ACE 2006, p. 70. ACM Press (2006)

    Google Scholar 

  16. Mueller, F.F., Edge, D., Vetere, F., Gibbs, M.R., Agamanolis, S., Bongers, B., Sheridan, J.G.: Designing sports: a framework for exertion games. In: Proceedings of the 2011 Annual Conference on Human Factors in Computing Systems, CHI 2011, pp. 2651–2660 (2011)

    Google Scholar 

  17. Mueller, F.F., Gibbs, M.: A physical three-way interactive game based on table tennis. In: Proceedings of the 4th Australasian conference on Interactive Entertainment, IE 2007, pp. 1–7 (2007)

    Google Scholar 

  18. Mueller, F.F., Vetere, F., Gibbs, M.: The design of networked exertion games. JVRB - J. Virtual Reality Broadcast. 5(13) (2008). doi:10.20385/1860-2037/5.2008.13

  19. Ramseyer, F., Tschacher, W.: Nonverbal synchrony in psychotherapy: coordinated body movement reflects relationship quality and outcome. J. Consult. Clin. Psychol. 79(3), 284–295 (2011)

    Article  Google Scholar 

  20. Snibbe, S.S., Raffle, H.S.: Social immersive media: pursuing best practices for multi-user interactive camera/projector exhibits. In: Proceedings of the Conference on Human Factors in Computing Systems, pp. 1447–1456 (2009)

    Google Scholar 

  21. Sween, J., Wallington, S.F., Sheppard, V., Taylor, T., Llanos, A.A., Adams-Campbell, L.L.: The role of exergaming in improving physical activity: a review. J. Phys. Act. Health 11(4), 864–870 (2014)

    Article  Google Scholar 

  22. van Delden, R., Moreno, A., Reidsma, D., Poppe, R., Heylen, D.: Steering gameplay behavior in the interactive tag playground. In: Proceedings of European Conference on Ambient Intelligence, pp. 145–157 (2014)

    Google Scholar 

  23. Delden, R., Reidsma, D.: Meaning in life as a source of entertainment. In: Reidsma, D., Katayose, H., Nijholt, A. (eds.) ACE 2013. LNCS, vol. 8253, pp. 403–414. Springer, Heidelberg (2013). doi:10.1007/978-3-319-03161-3_30

    Chapter  Google Scholar 

Download references

Acknowledgements

This publication was supported by the Dutch national program COMMIT.

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Robby van Delden .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2017 ICST Institute for Computer Sciences, Social Informatics and Telecommunications Engineering

About this paper

Cite this paper

van Delden, R., Gerritsen, S., Reidsma, D., Heylen, D. (2017). Distributed Embodied Team Play, a Distributed Interactive Pong Playground. In: Poppe, R., Meyer, JJ., Veltkamp, R., Dastani, M. (eds) Intelligent Technologies for Interactive Entertainment. INTETAIN 2016 2016. Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, vol 178. Springer, Cham. https://doi.org/10.1007/978-3-319-49616-0_12

Download citation

  • DOI: https://doi.org/10.1007/978-3-319-49616-0_12

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-49615-3

  • Online ISBN: 978-3-319-49616-0

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics