Exertion Game Design for Fitness
Exertion Game Design for Fitness
Recognition
Final Year Project
Session 2012-2016
Batch 13/13A/3
Presented by:
Reg. No.23-171
Reg. No. 22-122
Reg. No. 23-187
Talha Ubaid
Waleed Javed
Muneeb Aslam
Project Detail
Sr.
#
Roll Number
Students Name
23-171
Talha Ubaid
23-122
23-187
Waleed Javed
Muneeb Aslam
Name of Supervisor:
Signature:
_____________________
_____________________
Name of Institution:
_____________________
Designation:
_____________________
Signature:
_____________________
_____________________
Signature
Abstract
A simple video game is an electronic game that involves some of the human
interaction to generate some visual feedback to the user on some video device like
T.V or some computer monitor or any kind of display device that can produce a
two dimensional image or 3 dimensional image. As the time passes the technology
have moved towards more advanced world and a new modern technological era
has been started, by which the video games has gone more advanced from T.V or
some computer to laptops and mobiles and people started playing more games on
mobiles and their smart phones. Although there might be some educational games
that can help to achieve the goals of students. Some games might also help
students to get educated and spread knowledge.
There might be many advantages in playing video games nowadays and with the
inventions of home based video games like XBOX One and PlayStation 4 there
had been a great increase in video games. But coming to the drawbacks of the
video games: Due to the increase in the technology everyone wants to play games
on their mobiles and laptops and ruined us in many ways as video games or
mobile games does not require any physical effort which can affect persons in
their mental and physical condition. Video or mobile games do not require any
kind of body movement. Medically it has been proved that if a child does not do
any kind of body movement it might affect in their growth and in some cases it
can also lead to some abnormal mental condition if gets too much interacted with
the mobile games.
The goal of our project is to introduce and design some game that do need some
body movement that a person needs in daily needs and to reduce the drawbacks of
physical fitness that a normal video game do have. The game we are introducing is
Air tennis game. Although there might be some of the android smart phones game
that need to invest some body movement because of having some kind of motion
detection but they also need a very little amount of body movement. But air tennis
game is a kind of re-exertion game. Re-exertion games are those types of games
that needs some physical efforts and we need to do some physical movements to
play those games. This paper will introduce an exertion framework as a way to
think and talk about exertion games, both for their formative design accumulative
analysis. This exertion framework is based on the ways on how we can formulate
the body investing in game directed exertion. Unlike traditional computer games,
there are several physical health benefits in playing exertion games. This thesis
contributes an understanding of exertion games to support researchers and
designers to create more engaging exertion games.
Acknowledgement
At the beginning of the program it was warned to all students that the completion
of the final year project will require a lot of work and it is a 1 year project that we
have to complete it in 4 5 months. Looking back on this semester, I can confirm
it really did require a lot of work, dedication and motivation. But not only from the
students! The driving force behind the final year project is people those are truly
dedicated to offer in the form of a final year project and also in the best way
possible.
Therefore we would like to specially thank a person for investing their time in our
Final Year Project program, Prof. Rana M. Ajmal Supervisor of Final Year
Project. I would like to thanks his support for students as our project supervisor.
This person made it possible for us to finish our final project before the original
final deadline.
Last but not the least we would like to thanks our parents. Without their support
we probably would not have started with the Software Engineering program in the
first place.
Table of Contents
1. Introduction
1.1. Objective____
1.2. Problem Statement___
1.3. Assumption And Constraints
1.3.1. Assumption
1.3.2. Constraints
1.4. Project Scope
2. Requirement Analysis
2.1. Literature Review / Existing System Study
2.2. Stakeholders (Actors)
2.3. Requirement Elicitations
2.3.1. Functional Requirement
2.3.2. Non Functional Requirement
2.3.3. Requirement Traceability Matrix
2.4. Use Case Description
2.5. Case Design
2.6. Software Development Life Cycle
2.6.1. Why Waterfall Modal
3. Exergames Or Exertion Games
3.1. The Exertion Framework
3.1.1. Four Lenses
3.1.2. The Responding Body
3.1.3. The Moving Body
3.1.4. The Sensing Body
3.1.5. The Relating Body
3.2. Exertion Games Schemas
3.2.1. Uncertainty Of Exertions
3.2.2. Awareness Of Exertions
3.2.3. Expression Of Exertion
3.2.4. Rhythm Of Exertion
3.2.5. Risk Of Exertion
3.2.6. Understanding The Exertion
3.3. Exertion Game In The Lab
3.3.1. Energy Expenditure
3.3.2. Physiological Outcomes
3.3.3. Body Composition
3.3.4. Falls And Balance In Order Result
3.3.5. Upper Extremely Dysfunction
3.4. Exertion Games Beyond The Lab
3.5. Taxonomy Of Exertion Games
3.5.1. Exertion And Non Exertion
3.5.2. Competitive And Non-Competitive
3.5.3. Parallel And Non-Parallel
3.5.4. Combat And Object
3.6. Usefulness Of Exertion Games
3.7. Usability And Game Controller
10
12
13
15
15
15
15
16
16
19
20
20
21
21
21
22
23
23
25
26
27
27
28
28
28
29
30
30
31
31
31
32
32
32
33
33
33
33
33
34
35
35
35
35
36
36
4. Gyroscope Sensor
5. Accelerometer
5.1. How Accelerometer Works In Air Tennis Game
6. System Design
6.1. Work Breakdown Structure
6.1.1. Artworks
6.1.2. Sounds
6.1.3. Physics
6.1.4. Gyroscope Sensor
6.1.5. Level Creation
6.2. Activity Diagram
6.3. Sequence Diagram
6.4. Class Diagram
6.4.1. Splash Screen
6.4.2. Main Menu
6.4.3. Physical Player Class
6.4.4. Data To Server Class
6.4.5. Virtual Player
6.5. Network Diagram
6.6. Collaboration Diagram
7. Software Testing
7.1. Test Cases
8. Conclusion
8.1. Problem Faced And Problem Learned
8.2. Project Summary
8.3. Future Work
9. References___________________
37
37
39
39
40
41
42
43
44
45
46
48
49
50
50
52
52
52
54
55
56
56
62
63
63
64
66
List of Tables
Table. 1
Table. 2
Table. 3
Table. 4
Table. 5
Table. 6
56
57
58
59
60
61
List of Figures
Figure. 1
Figure. 2
Figure. 3
Figure. 4
Figure. 5
Figure. 6
Figure. 7
Figure. 8
Figure. 9
Figure. 10
Figure. 11
Figure. 12
Figure. 13
Figure. 14
Figure. 15
Figure. 16
Figure. 17
Figure. 18
Figure. 19
Figure. 20
Figure. 21
Figure. 22
List of Abbreviations
3d
3 dimensional______________________14
RAM
PS3
MEMS
INT
Integer___________________________49
12
13
14
17
20
22
24
25
27
31
35
36
37
38
39
40
41
42
44
45
50
51
1. Introduction
A video game is an electronic game that needs some kind of human interaction
with the user interface of the game to generate some kind of visual feedbacks on
some kind of television, computer monitor or any type of display device that can
produce two or three dimensional images. A common video game is usually
played with computer keyboard, some kind or remote or any kind of emulator.
Nowadays with the increase in the social websites and social networking, several
games were developed that can be played with any person sitting anywhere in the
world via internet, mostly known as online multiplayer games. Some people might
think these video games are useless and wastage of time, but on the other hand
some plays for some kind of entertainment mostly children. There are some
advantages of video games especially for children, like by playing educational
games they get something to learn from these educational games. Educational
games resolve around the utilization of memorization for children. It helps
children to increase capacity of childs memory by remembering some aspects in
order to solve the game, memorize critical sequences for solving the game.
Playing games on internet teach young children to utilize the mouse, keyboard
properly and general internet navigation. Most games require children to think
three steps ahead in order to solve and complete levels. These help children to
develop their logic, their accuracy and their ability to think outside the box. Video
games helps children to develop their hand-eye coordination by controlling the
game with their hands and control what is happening at the same time. The games
that include maps or some management games can help to increase their reading
skills and practical thinking. Researchers have also revealed and proved that
children who experience attention disorder can be cured by using online games.
Overall there are number of advantages playing video and internet games. There
might be many other advantages also but video games do have disadvantages also.
Playing too much video game can cause the children to become game addicted.
Spending most of the time in front of the screen and not enough social interaction
can cause the children to become shy and aggressive and lead with the tendency to
lose control. It can negatively affect the mental health of gamers and lead to the
reduced contact with the environment around. This can lead to a lack of interest in
daily activities and hobbies. But the main disadvantage of playing too much video
games is physical health. Personal physical health can be seriously damaged and
impacted using too much video games habit. Gamers become lazy and usage of
too much video games neglect necessary activities such as exercise. Every aspects
of an activity have its advantages and disadvantages, so is the law of nature.
While reading some researches and having a friendly conversation with some
researchers we found that theres are 90% chances of children getting lazy, if they
10 of 67
26 October 2016
used to play internet games or some kind of computer games in their daily life.
And while searching for the reason that why do children gets lazy? We found our
answer. The reason is because not having any kind of body movement while
playing video games. They just have to do an eye-hand coordination and only
these body movements are not enough for children to grow enough as normal. The
doctors even confirmed through their researches that a child who plays well with
their full body movement will grow faster than those children who usually sit or
dont do some kind of physical activities that include body movement. Even an
elder person do have same kind of problem of becoming lazy if they plays too
much of video games. Apart from that some kind of video games are also
developed that need some kind of body movement like XBOX. They do include
some kind of sensors that detect the body movement and with the help of those
movements children can complete the game levels. But XBOX or other games that
include censors are too much expensive that not a normal person can buy for his
child, so our aim is to develop a kind of game that include some kind of simple
censor that a normal man could buy this game and his child will not get a problem
of getting lazy.
According to our research the best way of accomplishing our goal is exertion
games. Exertion games are those games that need us to invest some kind of
physical effort to play this game. But how much physical effort will be needed for
this game to play and how it can support our physical health, it all depends on how
do we design this game for engaging exertion experience. The exertion game will
be based on four perspective i.e. the Responding body, Moving body, Sensing
body and Relating body.
The goal of our project is to develop a video game named Air tennis game a type
of Re-exertion game. It will be completely based on exertion framework, to
remove the bad aspects that a normal video game can have on our physical health.
This game does include some kind of body movements to control the game and
pass the level. It do include a censor named for the body detection of the player.
It includes a virtually created ball. The rule of table tennis goal is simple enough
that two players will play the game with a wooden table tennis bat in their hand
and pass the ball with that bat to the other player. Our video game will also follow
the same rule, but one the player in our game is virtually created. As soon as the
player hit the ball using some of the body movement and with the help of censor
for the detection of the body movement, that virtually created automated player
will also hit the ball and pass it again to the user. In the later sections it will be
discussed more descriptively. By using this technique of playing table tennis ball
the children if get addicted with this video game, they dont have to suffer with the
diseases related to physical fitness like laziness or growth problem.
11 of 67
26 October 2016
Apart from just the development of our game this thesis will also give other
researchers and developers a good idea of developing a game with censor, exertion
framework and how could the remove the problem of physical fitness. In short the
developers will get new idea of developing the game that might be more attractive,
need more interaction from users with their body movements and develop a highly
profile game using low budget.
1.1. Objectives
As discussed in the earlier sections about advantages and disadvantages about the
video games and mentioning about the physical fitness problems that might occur
due to the video games. One of our objective have been cleared that why we
developed this game. We developed this game that a child or a person who plays
this game will dont have to suffer any kind of physical fitness disease. We just
want to explore the new gaming genre known as exergaming or exertion games
because these games wanted to combination of exerting bodily movement with
computer gaming. The reason of using exertion framework and developing
exertion game is that these games require excessive physical effort from the player
which surely will remove the disadvantage of physical fitness from our game. Our
object also include that other game developer might do think out of the box and
instead of developing only android and window based games, they develop this
kind of games that gamers especially children and teenagers incorporate more
physical activities by engaging them through exertion game instead of playing
game on mobile or some other computer device that just need eye-hand
cooperation. A question will arise in mind while reading this thesis will be why Air
tennis game? Why not any other like basketball, cricket or some other sports
game. Theres a reason behind it also, some children or teenagers who just have a
knowledge about operating a mouse and keyboard and only how to play some
simple games and havent played any advanced game before, this game can
helpful for those persons also for getting more advanced techniques on how to
play games with body movements and censors, while tennis table game is the most
simpler game according to us instead of some cricket, basketball or some other
sports game because it do have simple runs, and very simple to play, the player
just have to pass the ball to the other user, and if any player failed to hit, might get
a negative score. And off course same rules are being implemented in our game,
and for a non-techno person while playing this game will surely dont have any
kind of problem regarding understanding of the game. By seeing this kind of
advance game, a question will surely arises in our mind about the cost of the
game, and because of having expensive games in the market that uses censors and
the reason behind the cost of those games is expenditures while developing the
game. They use expensive censors for efficient and fast working of the game. But
at the time of developing this game we do have a mind set for the budget, because
according to us higher the expenditures for developing the game, higher will be
12 of 67
26 October 2016
the cost of the game. We have used a low cost and an efficient censor gyroscope
in our game for identifying the changings in direction of the body and to observe
the spinning motion and other low cost censor named accelerometer for the
measurements of bending and directional motion of a mobile phone. Because of
the low expenditures, the game will be selling at low price and even a person
having low-income can take benefit of this advanced game. Then the reason
behind using only of exertion framework and why not other frameworks for
developing this game also include our objective. The objective behind this reason
is that the exertion framework is an open-source framework and can be used by
anyone. The usage of exertion framework is for their ease of understanding, so that
the developers who are developing game applications for mobile and computer can
also start developing these kinds of advanced games without wasting their time.
Client
Send Request
Gyroscope
Accelerometer
Response
Exertion
Framework
Send Request
Server
Artificially created
Response
Virtual Player
USER
13 of 67
26 October 2016
The result of our research clearly shows that enthusiasm of players dropped very
rapidly if the physical endurance of players differed rapidly. For example if the
opponent team was very overpowering, the other team easily gave up without
trying. For the solution of this kind of problem we have developed a virtually
created automatic player that will always have an option to lose the game if the
real player is tough and powered and trained enough for air tennis game. And as
the level moves the virtually created automatic player will start increasing his
speed of playing as the level rises up. Such a system could motivate certain
players to play more intensively. Furthermore a personal trainer type of elements
could more be implemented in the game as a trainer option that might teach a new
person on how to play a game.
The other problem that might arise in the game could be the playing time that
might affect the game performance for getting slow and might be a problem for a
censor to play for a long time. But our aim and objective for developing this game
is to keep person fitness. So by seeing both of these objectives the only way we
could find is to make our virtual player intelligent. According to our search a
normal child could do any kind of body movement for 15 minutes and then he
must have to wait and take rest. According to this research we found we made our
virtual player intelligent enough that for 20 minutes our virtual player will increase
his playing speed slowly and hit the tennis ball at speed that the ball will be clear
enough for a person but after 20 minutes the ball will increase fast enough that it
will be non-visible for a person eye and he will have to lose. By applying this
scheme in our game development we will also helping the person to develop his
stamina and muscular strength by doing body movements and also keeping our
game performance remain constant.
The other problem also includes the game controller, like purchasing some game
controller or some other special required hardware to play these kinds of body
movement games. But we are using any kind of android smart phones that have a
built in accelerometer sensor. The mobile client will send any kind of body
movement done and it will be captured by the gyroscope censor. Almost 75% 80% peoples nowadays are using smart phone with the android operating system
installed, and there might be no problem of purchasing a game controller.
The other problem that most of the advanced games usually have is hardware
requirement. The client side is fully based on java and does not require any kind of
fast speed internet connection because it is a single player game. Having a benefit
of java based game; this game does not require any specific hardware like VGA
Card, 3d Card, any kind of specific RAM or Processor. The server side of the
game can be used on any kind of PC just having a Java installed on it and the
emulator for the game is android smart phone and an accelerometer built-in censor
in mobile phones so it also needs an application to be installed. The mobile
14 of 67
26 October 2016
application could be installed in any kind of smart phone but having an android
operating system, and it doesnt also need any kind of specific requirement for
mobile phone.
1.3. Assumption And Constraints
1.3.1. Assumptions
The game Air tennis developed by us comprises of the following assumptions
By playing this game daily a person will have a positive effect in his health,
including stamina strength and muscular strength.
This game can help in children growth and maintain their physical fitness.
Helps the child to have better understanding of advance technology
Can improve the mental condition of a child and support them of having a
sense of achievement
Help in improving or maintaining eye vision in most cases by watching at
the balls and concentrating on it.
1.3.2. Constraint
Following are constraints of Air tennis game
Two censors are being used in this game and both of them have to stay in
shortest distance to work accurately and effectively.
A person might not concentrate on the ball when it is in full speed if his eye
sights are weak, resulting in more negative eye sights.
A person might take some rest after 10 20 minutes for a short time.
26 October 2016
Other games including arcade or car racing games could also be developed
using exertion framework and using the same censors.
Much application for fitness like gym exercise, jogging application could
also be developed using exertion framework.
Educational applications for children studying in play groups could also be
developed. For pointing out the alphabets asked or giving the answers by
censors. By doing this they will certainly have entertainment and love for
study.
Application used for learning some kind of fighting activities like karate,
boxing and others could also be developed using these censors and
framework.
Even according to some research papers heart based games could also be
designed and developed in which the game is controlled by using the heart
beats.
Medical applications could also be developed for the motion detection and
body movement of any patient.
Security applications could also be developed by using exertion framework
and some censors and cameras for the detection of the body movement of
any particular person and if detects anyone doing any activity that seems to
be suspicious the detector could detect.
2. Requirement Analysis
2.1. Literature Review / Existing System Study
The flow theory (Csikszentmihalyi, 1991) forms the basis to design exertion
games, because it offers a global model for participation (Sweetser Wyeth, 2005;
Kiili and Lainema, 2008). This flow theory has been applied in different fields
including sports, digital games and education. The table tennis game using
exertion framework and censors have been developed before but in some different
manner, and named as Table tennis for three. This game accommodates three
players at three different tables rather than two player at one table. Each player
will set up an identical setup which includes a ball a paddle and a modified table
tennis ball. A screen will be setup and a player will hold a paddle against the table
tennis table. All the three player will hit the ball one by one sitting anywhere in the
world and if all the three players hits successfully , all the players will get positive
scores. The goal of developing this game was to interact with any person
anywhere in the world and do something entertaining.
16 of 67
26 October 2016
There are other kind of technological aspects also that has been developed using
exertion framework, which proves exertion framework is not only for advanced
gaming, it can be used in other way also. Software has been developed named
jogging over a distance, which is a jogging support system. The aim of this
system is to support social joggers i.e. people who use exercise to socialize and
socialize through the exercise.
For the successful completion of this project they wear a heart rate monitor, a
headset, a minicomputer and a mobile phone with joggers. Before run, the user
enter the heart beat in the system. Each jogger hears the spatialized audio made
from their distant jogger partner. The spatialized audio appears to come from the
front, side or rear, according to whether the users heart rate is lower than, equal to
or, greater than that of their partners. The built in audio will tell the user whether
they want to slow their speed, speed up while running to stay with their partner.
17 of 67
26 October 2016
Another very application named Remote impact has been developed through
exertion framework and this application is inspired by combat sport which
encourage intense physical exertion. In this game, each player communicates with
the padded playing surface. The shadow from both the remote and the physical
player are project onto that padded playing surface. Now both the player will try to
hit their opponent by the shadow projecting onto that padded surface. Points will
be awarded to the player who will hit the most to the opponent.
Despite on the difference of these three systems, it can be clearly seen the common
features of these three systems. These games support physical effort through
gaming experience. The development of these applications that uses Exertion
framework shows that the developer just need the player to do some kind of
physical activities, despite of just playing a game. We just have taken our idea
from one of these 3 applications table tennis for three, but we developed our
application in a totally different manner. As discussed earlier this application
needs three players, but we think of developing the same application but the other
player will be created virtually instead of waiting for someone to join the game
and that virtual player will be intelligent enough which knows when the player
stamina would fall and he has to take a little rest resulting in physical player lost
the game. Unlike table tennis for three we are not using any kind of backboard, we
are taking advantage of mobile phone and attach an accelerometer in that mobile,
even some mobile do have a built-in accelerometer sensor, and a gyroscope censor
at the server end which will monitor the movement. We integrate our concept into
exertion framework to develop our game.
18 of 67
26 October 2016
19 of 67
26 October 2016
20 of 67
26 October 2016
2.2.
21 of 67
26 October 2016
2.3.
Case Design
SERVER
After a long research we considered using waterfall model for our game
development process because of having some advantages and easiness as
compared to the other software development life cycles models, because waterfall
model can be more helpless in large projects like game development or any
software development which are long time projects.
sensor
Detect fall model
Following are the phases followedGyroscope
in order for
the water
the motion
22 of 67
26 October 2016
The only reason behind using the waterfall model for our game development is
giving high priority to the documentation such as requirement documentation and
design documentations. The reason for the priority to documentation is that if any
team members quit the project before the completion of the development. The new
team members that will take place of the other will dont have to face any kind of
difficulty regarding understanding of the project. He can understand the project
and the past work by reading that documentation and recover the project from the
loss. For example if a new project member doesnt know anything about the fully
working design of the project he should be able to familiarize the design by
reading the design documentation.
Theres also one more benefit of the waterfall model that helps our project.
Waterfall model helps in reducing the cost and can help in reducing time wastage
in the software development at later stages. For example, if any bug is found in
some stage ( such as requirement specification) it is cheaper and efficient to fix
these types of bugs on the early stages but if the same bug found in the later
stages, it might be difficult to fix it.
In short, waterfall model is the best choice where the requirement and scope is
fixed.
Requirements
Analysis
Design
23 of 67
Coding
26 October 2016
Testing
Operation
26 October 2016
game, but the body movements are quite small. However more research and try
outs have been conducted in order to make game more active.
In 2000 Exergaming came to media attention when Bill Gates showcase the
gaming bike in 2003 and hosted a pavilion dedicated to video game technology
that also worked as sports and exercise equipment. In 2005 Kinetic brought the
first multifunction exergame hardware was released named EyeToy. In 2006 the
launch of Gamercize, combining traditional fitness equipment with game consoles
to make the players physical movement into game controllers. In 2006 Nintendo
Wii brought the acceleration detection with the Wii Remote and in the late 2007,
Nintendo released the exergame Wii Fit, which utilize the new peripheral, the Wii
Balance Board.
Other examples of exergaming also includes Positive Gaming IDANCE, iStep,
Cobalt Flux, Cyber coach, Cybex Tracer, Lightspace PlayFloor, Playmotion.
Exertion can be best defined as the act of exerting, involving skeletal muscles,
which result in physical fatigue, often associated with physical state. An exertion
game has an input mechanism in which the user is intentionally investing physical
exertion. Such a exertion interface is defined as physically exhausting and
requiring intense physical effort. The goal of the game is impossible to reach for
the player except by means of varying degrees of gross motor competency.
Exertion games that require intense physical effort from their players are believed
to be able to work against the prevailing computer gaming image of facilitating the
modern worlds sedentary lifestyles. Clinicians have discovered the potential of
such games to address the obesity epidemics and are concluding studies to test
these games effectiveness in motivating gamers, especially children and teenager,
to incorporate more physical activities into their daily life by engaging them to
play exertion games. Exertion games have been discovered as one of the best
purpose of doing rehabilitation to make traditionally repetitive boring exercise into
more fun. Exertion games are also attracting new audience that have previously
not been catered of offering a transition in the user experience.
Despite the criticism, previous research suggest that gamming effort could provide
a mean to stimulate at the very least, people who are very less active. Exertion
game might have some potential use in the fight against youth overweight and
obesity. However more research will be needed to distinguish between exertion
games that contribute to increase fitness.
25 of 67
26 October 2016
The main aim of the four lenses phenomena is to provide the simple structure for
viewing the body and promoting creative design thinking when designing for
exertion games.
26 of 67
26 October 2016
27 of 67
26 October 2016
26 October 2016
particular important we found, and these can be seen from each of the onion layers
above. With this schemas we can group the concepts we identified in our
investigations of Exertion game. This concepts considered from each of our four
body lenses, offers a comprehensive breakdown of the ways in which we think and
talk about exertion experience.
The complete explanation of each concept in details and how they can be viewed
using our body lens is explained below.
29 of 67
26 October 2016
consider a bug in the game. On the other hand, in exertion games the uncertainty
can also arise through the body.
Uncertainty as exertion make designer realize that they need a relationship
between the uncertainty caused by the body and uncertainty and uncertainty
programmed in the virtual world. The physical objects such as the balls often
amplifies the body movement and draws on the nonlinearity between body
movements and effects. In air tennis game, physical player will react very
emotionally when the ball hit the edge of the table and bounces back in expected
manner as a result of lucky shots.
3.2.2. Awareness of Exertion
Digital technology can selectively hide bodily information from player as well as
reveal it so that the player can benefit from both increased and decreased
awareness of their exertion. A person awareness of the physical effort invested can
entice participants to compare their energy expenditure overtime and with others.
Alternatively, design can focus on distractions such as playing music, supporting
anti-awareness that disassociates the user from the discomfort that come with
strenuous physical activity.
30 of 67
26 October 2016
31 of 67
26 October 2016
exertion games require more energy and has the potential to raise heart rate in
comparison to traditional seated video games and rest. While playing some of the
games it has been found that some exertion games used energy is not enough
intensity to contribute towards the recommended daily amount for exercise in
children.
3.1.1. Energy expenditure
Energy expenditure while playing exertion games differs slightly from other
traditional light-to-moderate intensity physical activities. Most exertion games
elicit energy expenditure between light and moderate intensities. Exertion games
which only require upper body movement typically result in energy expenditure
equivalent to light physical activity, while physical activity and body movement
game provide activity of the least moderate intensity.
3.1.2. Physiological outcomes
Children and teenagers report enjoying Wii Fit activities and some other physical
exertion games more than inactive non-exertion games.
3.1.3. Body Composition
Some of the exertion games have examined some actual changes in body
composition over time. Some physical changes in the body have been identified in
the laboratory game play and have been found that if playing exertion games some
weight i.e. 2-5 kg can be lose over the course of the year game play with only 15
30 minutes per day.
3.1.4. Falls and balance in older adults
In healthy older adults it has been observed that exertion games can improve
mental health, improve measure of physical performance. Few exertion games
have been designed specifically for elderly, and we lack of knowledge about the
characteristic of the movement elicited by exertion games and thereby about to
train functions important for fall risk reduction. Moreover exertion games can
provide better user experience if games are developed specifically for older health.
3.1.5. Upper extremely dysfunction
Upper extremely dysfunction results from a variety of different diseases and
disorders. The degree of the dysfunction ranges from the subjects self-reported
pain, weakness and impairment of the shoulder, wrist, elbow and hand. Multiple
studies have been done in order to develop exertion games for patients displaying
these symptoms, in order to test whether these games will have some positive
effects for these patients or not and overall improvement of these types of patients.
32 of 67
26 October 2016
Exertion Games
Competitive
33 of 67
Non - Competitive
26 October 2016
Non Parallel
Combat
Parallel
Object
Figure
10.
Taxonomy
of
Exertion Games
26 October 2016
to prevent the opponent from attaining that goal such as yielding an object. This
can be better described in terms of how an athletes performance.
In parallel games these features does not exist. The participants activities are
performed independently and inconsequential. The players does not have any kind
of direct influence upon the difficulty of the task. Parallel games can be played
asynchronously, whereas non-parallel games cannot. These games are considered
as interactive and non-interactive: physical efforts to determine instructiveness
however, her work looked at nontechnologically augmented games and therefore
did not include virtually as characteristic in digital games. Our approach differs
here by not requiring physicality. While non-parallel games are competitive as
they involve an opponents and this opponents is aiming for the same target.
3.3.4. Combat And Object
As discussed there are number of exertion, competitive and non-parallel games. It
seems appropriate to introduce a new taxonomic. We define combat game as a
game in which the user tries to control the opponent. While in object game the
players tries to control an object with a direction competition with the object.
An extension in terms of a game tool is not an object: for example, if a player is
engaged in a fencing activity with a sword-like controller, the sword is not an
object in terms of determining whether the game is an object or combat game. The
sword can be regarded as an extension of the body (as could gloves in boxing),
therefore the game should be labelled as combat game.
As the goal in either a combat or an object game involves an opponent, and the
players performance highly depends on how their opponent allows them to play,
these games are necessarily competitive and non-parallel.
35 of 67
26 October 2016
which motivates us to develop an exertion game. The participants also thought that
the games could be integrated also to other subjects than physical activities.
Exertion game could be very helpful for medical purposes also if the creative mind
of any developer and researcher could work on it. Some felt that security
applications could also be developed.
4. Gyroscope Sensor
Many different sensory devices are used to determine the position and orientation
of an object. The most common of these sensors are the gyroscope and the
accelerometer. They can create a powerful array of information if combined into a
single device. A gyroscope is basically a device that uses earth gravity to help
determine orientation. Its design consist of a freely-rotating disk called a rotor,
mounted onto a spinning axis in the centre of a large and more stable wheel. As the
axis turns, the rotor remains stationary to indicate the central gravitational pull.
In modern gyroscope have been introduced into consumer electronics, Since the
gyroscope allows the calculations of orientation and rotation, designers have
incorporated them into modern technology. The integration of the gyroscope has
allowed for more recognition of movement within a 3D space than the previous
lone accelerometer within a number of smartphones. Gyroscope in consumer
36 of 67
26 October 2016
electronics are frequently combined with accelerometer for more robust direction
and motion-sensing. Example of such application include smartphones such as
the Samsung Galaxy Note 4, HTC Titan, Nexus 5, IPhone 5s , Nokia 808 Pure
View and Sony Xperia, game console peripherals such as PS3 controller and Wii
Remote.
Nintendo has integrated a gyroscope into the Wii Consoles Wii remote controller
by an additional piece of hardware called Wii Motion Plus. It is also include in the
3Ds and the Wii U Gamepad, which detects movement when turning.
5. Accelerometer
An Accelerometer is a device that measure proper acceleration. Proper
acceleration is an acceleration which experience relative to free fall and is the
acceleration felt by people and objects. It is basically used in mobile phones to
detect its own acceleration and is used in mobile phones to determine the phones
orientation. An Accelerometer is able to detect acceleration through a microelectromechanical system (MEMS) which changes electrical properties such as
voltage. These changes are translated into signals, which are sent to the
appropriate software for processing.
Some smartphones contain accelerometers to user interface control often the
accelerometer is used to present landscape or portrait view, based on the way the
device is being held. Apple was the first company which include an accelerometer
in every generation of its iPhone, iPad or iPad Touch as well as every iPad nano.
Accelerometer in mobile devices can be also used as pedometers, in conjunction
with specialized application.
Exertion game Nintendos Wii game console uses a controller called Wii Remote
that contains a three-axis accelerometer and was designed primarily for motion
input. Although users also have the motion to buy the additional motion-sensitive
attachment, so that the motion could be recorded from the users hand
independently
Some mobiles do also support 3D Accelerometer that can be accessed from the
specific software. These accelerometer can be used for step recognition (counting)
in sport application, and for tap gesture recognition in the user interface. Tap
gestures can be used for controlling the music player and the sport application. For
Example, to change the next song by clothing when the device is in pocket Some
other devices also provide till sensing feature with a cheaper component, which is
not a true accelerometer.
37 of 67
26 October 2016
6. System Design
The system design illustrates all the steps and process done and accomplished for
successful development of Air Tennis game
38 of 67
26 October 2016
Art Work
Concept Arts
Sounds
Voices
Physics
Character
Gyroscope
Sensor
Level Creation
Detect
Motion
Speed of
the ball
Detect
Movement
Send
to
Caputure
26 Octoberthe
2016
server
for
movement
further
processing
Increasin
g speed
of
the
ball
Animation
Character
model
39 of 67
Environment
Texture
design
Human Voices
ball Voices
Music
Movement
Hand
Tennis pad
movement
Movement
In Fig.12 the work breakdown structure has been designed for the air tennis game.
Our work breakdown structure mainly depends of 5 sections
Art work
Sound
Physics
Gyroscope Sensor
Level Creation
The benefit behind making a break down structure of our game is to complete this
project on time and distribute the tasks between our team members, so everyone
should work for the game development and no one should have any kind of
confusion regarding his task. As we know it was a large projects, so this might be
difficult for a single person to develop this project, so it was important to divide
this project in chunks. And for dividing and having understandable work
breakdown structure is important for any project.
Art Work
Concept Art
40 of 67
26 October 2016
Character Model
Environment Design
Texture
These all art works basically depends on graphical user interface. First of all we
would be developing a concept art of our game which will represent our game to
convey our idea. We will be using some kind of animations for this. A splash
screen will be a part of the concept art and menu screen. And some of the
representation images that will show something about the table tennis game. Then
the second part of our art work is character model. We do need some of the
character as our game needs. The very first character we need for our game is a
character for virtual player. That will act as an opponent player. The second
character include in character designing is the ball. We also do need some human
characters which will represent the audience sitting in some hall or something and
the physical player will feel same as playing with some real player and in front of
audience. The third part is the environment design and it include all the
environment that we will be needing for table tennis match. Like a background
that we saw in table tennis match, the uniform that a table tennis usually wear, and
the most important of all a table for table tennis match.
41 of 67
26 October 2016
6.1.2. Sounds
This section will include all the sounds produced by the game.
Sound
Voices
Human voices
Ball voices
music
In sound section the first part is to develop some kind of voices including human
voices and ball voices. After getting these voices in mp3 extension those voices
will be implements in the game which will help in creating the table tennis
environment more creative. The human voice will normally be automatically
played if the physical player won the level and the ball sound will be played if the
virtual and the physical player will hit the ball. There will be also some
background music that will always be playing at a very low voice but can be easily
heard by human. And if the physical player will lose the match that background
music will be stop and human voices will get played automatically.
6.1.3. Physics
This section will include all the animation of characters explained below.
42 of 67
26 October 2016
Physics
Character Animation
Hand Movement
Ball movement
This section will include all the movements made by the characters and all other
animations that will be needed for the game to make a creative environment. The
first environment we will be needing for the game animation will be of the virtual
player animation. The idea of moving character animation is along with the ball so
that the character will move with the ball to hit that ball. The second and important
animation is of the hand movement. This animation is also very compulsory as it
will give hint that the ball will be or have hit The third animation will be of the
tennis pad movement in the players hand. Although it will also give some kind of
hint that in which direction the ball will b shot and the other player i.e. physical
player will shot. The next animation will be of the ball movement This is the most
important animation for the game as the whole game mostly depends on the ball.
By this animated ball the player whether virtual or physical player, both will get to
know where the ball is and whom to hit .
6.1.4. Gyroscope sensor
In this section we will describe about what function will be performed by the
gyroscope sensor.
43 of 67
26 October 2016
Gyroscope Sensor
Detect Movement
Detect Motion
Capture Movement
6.1.5.
Level Creation
Level Creation
44 of 67
26 October 2016
In this section, the level creation will be discussed. After some specific shots and
some specific time and after achieving the points need to complete the level, the
physical player will be moved to the next level where he would have to face the
ball in more speed and with more complexity and as much as the physical player
will pass the level he had to face more complex level with more speed.
45 of 67
START SERVER
serverSocket()
26 October 2016
Sensor
ActiveSensor()
outputStream()
Outputstream()
InputStream()
Inputstream()
ParseInt()
The activity diagram is basically drawn to show the basic dynamic aspects of the
system and it is basically a flow chart used to represent the flow form from one
activity to another. The activity diagram of Air tennis game is shown in Fig. 18. In
this diagram it is clearly shown that the user will first start the Client Server action
as mentioned it is a client server game and start the socket by calling the
startSocket() function. After the socket connection will be established the
user will do some movement and the sensor will record that detection and
46 of 67
26 October 2016
movement using ActiveSensor() method. The active sensor will convert that
movement to an encoded String through inputStream() and
outputStream() function and by the use of bufferedReader() and then
the data will be again send to the server where the server will read that data and
provide some output like hitting the ball and display some result in some graphical
form.
6.3.
Sequence Diagram
47 of 67
26 October 2016
CLIENT
GYROSCOPE
SERVER
PHYSICAL PLAYER
SENSOR
VIRTUAL
PLAYER
SEND REQUESET
SEND REQUEST
LOOP
RESPONSE FROM THE SERVER
RESULT
Splash Screen
Image : JPEG
Menu Screen
Option: String
Position: Int
48 of 67
26 October 2016
startAnimation()
Thread();
Button.ActionListener();
splashThread.start()
serverSocket();
Virtual Player
String: DataReceived
Physical Player
Int partseInt
ballImage : JPEG
inputStream();
dataToSend: String
outputStream();
socket : Socket
parseInt();
ActiveSensor();
MakeShot();
BallToString();
DATA TO SERVER
String: dataToServer
inputStream();
outputStream();
bufferedReader();
49 of 67
26 October 2016
try (
50 of 67
26 October 2016
51 of 67
26 October 2016
After converting the data into string, the string data will be send to the server.
6.4.4. Data to server class
This class will be responsible for sending the data to the to the server using
inputStream and outStream methods and bufferedReader and bufferedWriter
which will be send to the server. While the graphical representation of this data
sending and data receiving will be in form of ball shots.
26 October 2016
messageByte[0] = in.readByte();
messageByte[1] = in.readByte();
int bytesToRead = messageByte[1];
while(!end)
{
bytesRead = in.read(messageByte);
messageString += new String(messageByte, 0, bytesRead);
if (messageString.length == bytesToRead )
{
end = true;
}
}
}
catch (Exception e)
{
e.printStackTrace();
}
Server
53 of 67
Connection with
server
Active sensor
26 October 2016
Client 4
Client 1
Establish
connections with
all clients
Send data to
clients
Client 2
Client 4
Client 3
Connection with
server
Connection with
server
Connection with
server
Active sensor
Display graphics
and animations by
using processed data
Display graphics
and animations by
using processed data
Connection
with server
Accept data
and process on
it
Display
graphics and
animations by
using
processed data
If no body movement
detected
54 of 67
USER
26 October 2016
Gyroscope
Sensor
Input some body movement
Active Sensor
If(detection.exist)
If(socket.open)
Ballshot();
convertToString();
ConverttoString();
7. Software Testing
55 of 67
26 October 2016
Description: Game
Installation, Server Installation
And Client Installation
Table 1. Game Installation Testing
No.
Test Steps
Expected
Result
Actual Result
Status
Install Server
Server should
be installed
Server
installed
Pass
Install Client
Client should
be installed
Client
installed
Pass
Install Gyroscope
Gyroscope
will work
Gyroscope
works
Pass
56 of 67
26 October 2016
Open Game
Game should
open
Game opened
Pass
No.
Test Steps
Expected
Result
Actual Result
Status
Start Game
Game should
be started
Game started
Pass
Client should
be connected
with server
Client and
server
connected
Pass
Pop up display
A pop up
should display
verifying
server and
client
Popup
displayed
Pass
57 of 67
26 October 2016
connection
has been
established
Test Steps
Expected
Result
Actual Result
Status
Physical
player will
make a shot
verifying
emulator is
working
Physical
player makes
shot on ball
and emulator
works
Pass
After making
shot the ball
After making
shot the ball
Pass
58 of 67
26 October 2016
should started
moving
towards the
virtual player
started
moving
towards the
virtual player
No.
Test Steps
59 of 67
Expected
Result
Actual Result
Status
Noise
Pass
produced after
hitting the ball
26 October 2016
Animation
Pass
started after
hitting the ball
with the
mobile
emulator by
physical
player
No.
Test Steps
Expected
Result
Actual Result
Status
Ball should be
passed after
hitting by
physical
player
Ball passed
Pass
60 of 67
26 October 2016
Verifying Working of
Virtual player
Virtual player
should
respond as the
ball passed by
physical
player and
makes a hit to
the ball
Virtual player
responded and
hit the ball
Pass
No.
Test Steps
Expected
Result
Actual Result
Status
Ball speed
should start
increasing
after specific
time and
Ball speed
started
increasing
after
sometime
Pass
61 of 67
26 October 2016
specific shots
2
Ball speed
will be too
fast that it will
not be seen
less by the
normal human
eye
Ball speed is
too much fast
that cant be
seen
Pass
8. Conclusion
Air tennis game is a novel client server networked table tennis game that uses real,
physical in contrast to virtual to allow geographically distant player to play
competitively against each other. Air tennis game consist of basically 2 players
One of the player is physical player i.e. a real human while the other player is a
virtually created i.e. our server. The result of the presented studies and project are
very positive. The concepts of tested exertion games were successful although
there were only low-fidelity prototypes. It seems that there is certainly space for
physically activating games in schools. This is especially important because the
obesity and the lack of exercise seem to be the big problem with youngsters.
Overall, the result indicated that the exertion games could motivate pupils to move
more and improve their health through gaming. In fact, players got quite intensive
workout during the playing sessions and they seemed to enjoy, the physical
activities. The results revealed that the students are willing to play exertion games
as a part of physical education or during lesson breaks. We did not find any
difference regarding genders or age based. Both sexes were equally interested on
playing tested games. It is possible that the games engaged students because they
never had played such game before. Thus in future we are going to conduct longterm studies in order to explore the playing experiences more deeply and reveal
the real impact of exertion games in players health.
The result also showed that mobile phones can be used as game controller and
game can be played on any large screen. Based on the results, we argue that the
use of mobile phone and smart phones as game controller can broaden the field of
exertion games tremendously and facilitate the diffusion of exertion games in
general. Young people have increasingly smart phones that include built in
acceleration sensors. In other word, they already have a mobile phone in their
pocket. On other hand the use of mobile phone might be prohibited or restricted in
62 of 67
26 October 2016
certain schools. That can disturb the diffusion of mobile exertion games. Mobile
phone provides a more sustainable solution for exertion games.
Generally smart phones provide several advantages for exertion games. Firstly it is
rapid to create client server software prototype. Secondly, an information related to
the game can be displayed on a screen of a phone, which is not possible using any
other game controller. It is a two way communication. During the game and play
user can send and receive information that is not visible to users. Also
individualized gaming information can be displayed on the screen. Thirdly smart
phone internal memory allow saving research data to log-files, and moreover a
player can scope out her history and progress in exertion games. Fourthly the
overwhelming feature in smart phone is a WLAN- CONNECTION, which allow
the high amount of simultaneous players, fast data transfer and wide area
connectivity.
Overall exertion games seems to motivate children a lot and they would like to
play exertion games for exercise and more fun. The result of this project indicate
that more games could be developed will have more values for children and
teenager. However more projects and researches is needed to distinguish design
principal for exertion games.
26 October 2016
game needs two players and we are providing these 2 players. The one will be a
real human i.e. physical player and the other will be the virtual player which will
respond according to the input provided by the users. As mentioned it is a real time
game and do need some body movements to play this game but obviously it also
do need some kind of game controller having sensor. Our mobile or smartphone
having a built-in accelerometer will work as a game controller. A real time person
will start the game and do have a mobile phone in his hand and with the help of
that mobile phone which will work as a game controller at that time he will shot
the ball that is also virtually created like the second player. When the shot is being
hit by the physical player the ball will be passed to the virtually created player and
doing this process the game will be played. There will be some levels also which
physical player has to achieve. If the real time player will complete the specific
stored shots and for a specific time he will be moved to the other level where he
has to face the ball with more speed and if he achieved then again the other level
and so on.
The goal of our project is to develop a video game in which a child or teenagers
have to do some kind of body movement in order to remain healthy. Because
normal video game just works and be played by a eye-hand co-ordination and do
not need any kind of body movement which stops the child growth. Our aim was
to develop something different and creative that a young child will have full
exercise while enjoying video game and we accomplished our task.
64 of 67
26 October 2016
65 of 67
26 October 2016
9. References
[1] Cooper,
S.
Get
Physical!
Entrepreneur.com.
(2004)
http://www.entrepreneur.com/Magazines/Copy_of_MA
_SegArticle/0,4453,316342,00.html
[2] Gibbs, M.R., Hew, K. and Wadley, G. Social Translucence of the Xbox
Live Voice Channel. In Proc. ICEC 2004. Springer-Verlag (2004), 377-385.
[3] Hollan, J. and Stornetta, S. Beyond Being There. In Proc. CHI 1992, ACM
Press (1992), 119-125.
[4] Ishii, H., Wisneski, C., Orbanes, J., Chun, B., and Paradiso, J.
PingPongPlus: Design of an AthleticTangible Interface for ComputerSupported Cooperative Play. In Proc. CHI 1999, ACM Press (1999), 394
401.
[5] Marriott, M.: Long-Distance Sports. The New York Times, Technology. 26
Aug (2004).
[6] Mokka S., Vtnen A., Vlkkynen P. Fitness Computer Games with a
Bodily User Interface. In Proc. ICEC 2003. ACM Press, (2003), pp 1-3.
[7] Mueller, F., Agamanolis, S., Picard, R.: Exertion Interfaces for Sports over
a Distance. In UIST 2002 ACM Symposium on User Interface Software
and Technology. ACM Press, New York (2002).
[8] Mueller, F., Agamanolis, S., Picard, R.: Exertion Interfaces: Sports over a
Distance for Social Bonding and Fun. In Proc. CHI 2003. ACM Press, USA
(2003), 561-56
[9] Mueller, F., Cole, L., OBrien, S., Walmink, W. Airhockey Over a Distance
A Networked Physical Game to Support Social Interactions. In Proc. of
Advances in Computer Entertainment Technology (ACE 2006), ACM
Press, (2006).
[10]
Mueller, F., Stevens, G., Thorogood, A., OBrien, S., Wulf, V. Sports
over a Distance. Journal of Personal and Ubiquitous Computing, Special
Issue on Movement Based Interaction (2006).
[11]
Nauright, J.: Nostalgia, Culture and Modern Sport. In Verner Mller
and John Nauright (eds.): The Essence of Sport, Odense, University Press
of Southern Denmark (2003).
[12]
Steinkamp, E.: Was ist eigentlich Sport? Wuppertal: Hans Putty,
Germany (1983).
[13]
Shanken, E.A. Tele-Agency: Telematics, Telerobotics, and the Art of
Meaning. Art Journal, Summer, 2000. Wikipedia, Table tennis,
http://en.wikipedia.org/w/ index.php?title=Table_tennis&oldid=73275664
66 of 67
26 October 2016
1. Appendix
67 of 67
26 October 2016