Abstract
This paper reports on the design of a vision-based exercise monitoring system. The system aims to promote well-being by making exercise sessions enjoyable experiences, either through real-time interaction and instructions proposed to the user, or via experience sharing or group gaming with peers in a virtual community. The use of avatars is explored as means of representation of the user’s exercise movements or appearance, and the system employs user-centric approaches in visual processing, behavior modeling via history data accumulation, and user feedback to learn the preferences. A preliminary survey study has been conducted to explore the avatar preferences in two user groups.
The original version of this chapter was revised: The copyright line was incorrect. This has been corrected. The Erratum to this chapter is available at DOI: 10.1007/978-3-642-02315-6_30
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© 2009 ICST Institute for Computer Science, Social Informatics and Telecommunications Engineering
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Aghajan, Y., Lacroix, J., Cui, J., van Halteren, A., Aghajan, H. (2009). Home Exercise in a Social Context: Real-Time Experience Sharing Using Avatars. In: Nijholt, A., Reidsma, D., Hondorp, H. (eds) Intelligent Technologies for Interactive Entertainment. INTETAIN 2009. Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, vol 9. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-02315-6_3
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DOI: https://doi.org/10.1007/978-3-642-02315-6_3
Publisher Name: Springer, Berlin, Heidelberg
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