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Exertion Game Design for Fitness

This document describes a final year project submitted by three students - Talha Ubaid, Waleed Javed, and Muneeb Aslam - for their computer science degree. The project aims to design a criminal detection system using facial recognition technology. The document includes sections on project details, an abstract, acknowledgements, a table of contents, and references. It was supervised by Rana Muhammad Ajmal and submitted to the Department of Computer Science at The Hajvery University in Lahore, Pakistan in October 2016.

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0% found this document useful (0 votes)
105 views67 pages

Exertion Game Design for Fitness

This document describes a final year project submitted by three students - Talha Ubaid, Waleed Javed, and Muneeb Aslam - for their computer science degree. The project aims to design a criminal detection system using facial recognition technology. The document includes sections on project details, an abstract, acknowledgements, a table of contents, and references. It was supervised by Rana Muhammad Ajmal and submitted to the Department of Computer Science at The Hajvery University in Lahore, Pakistan in October 2016.

Uploaded by

Dilawar Aheer
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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Criminal Detection System Using Facial

Recognition
Final Year Project
Session 2012-2016
Batch 13/13A/3

A project submitted in partial fulfilment of the Degree of


BS/M.Sc.in Computer Science

Presented by:
Reg. No.23-171
Reg. No. 22-122
Reg. No. 23-187

Talha Ubaid
Waleed Javed
Muneeb Aslam

Department of Computer Science


The Hajvery University, Lahore, Pakistan
26 October 2016

Project Detail

Sr.
#

Roll Number

Students Name

23-171

Talha Ubaid

23-122

23-187

Waleed Javed
Muneeb Aslam

Name of Supervisor:

Rana Muhammad Ajmal

Signature:

_____________________

Name of External Examiner:

_____________________

Name of Institution:

_____________________

Designation:

_____________________

Signature:

_____________________

Dean, Faculty of Computer Science: _____________________


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

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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___________________

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List of Tables
Table. 1
Table. 2
Table. 3
Table. 4
Table. 5
Table. 6

Game Installation Testing


Game Client Server Testing
Physical Player Testing
Sound And Animation Of Ball Testing
Virtual Player Testing
Ball Speed Increasing

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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

Overview of the working of air tennis game


Table tennis for three
Jogging over a distance
Air tennis game
Case design of air tennis game
Overview of waterfall model
Simple overview of exertion game
Four lenses for exertion framework
The exertion framework
Taxonomy of exertion game
An accelerometer
Work break down structure of air tennis game
Overview of art work
Environment and character creation for table tennis game
Overview of all the animations
Overview of working of gyroscope scanner
Overview of level creation
Activity diagram of air tennis game
Sequence diagram for air tennis game
Class diagram of air tennis game
Network diagram of air tennis game
Collaboration of air tennis game

List of Abbreviations
3d

3 dimensional______________________14

RAM

Random Access Memory_____________14

PS3

Play Station 3______________________37

MEMS

Micro electromechanical system_______38

INT

Integer___________________________49

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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
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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.

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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

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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

Figure.1. Overview of the working of Air tennis game

1.2 Problem Statement


There might be some problem in adjusting the game elements so that the game
delivers desirable experience to the player. The quality of the playing experience
in exertion games arises from the interaction between the psychological and
physiological balance. Thus balancing should begin by defining the desired
balance between physical and mental activities. In any case the goal of balancing
the skill challenge is to provide rewarding experience for players by providing
them with an appropriate amount of challenges and successful experience. Overall
the goal is to avoid the experiences of anxiety, fatigue and boredom.

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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

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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.

1.4. Project Scope


This kind of project do have a wide scope, and especially in country like Pakistan
or others countries where these kind of technological games are too much
expensive. If these types of games are developed in Pakistan software market it
will be great help for the peoples, who cannot afford XBOX 360 and expensive
game like that and cannot buy body movement games or exertion games for their
children. If more work done on these types of games, censors and exertion
framework it can help developers in developing many others applications.
More games could be developed using the same techniques like basketball,
cricket, football and many other sports game.
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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.

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Figure. 2. Table Tennis for three

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.

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Figure 3 Jogging over a distance.

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.

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Figure 4. Air Tennis game

2.2. Stakeholder list (Actors)


The project developed by us i.e. Air tennis game was a broad project so obviously
it would need a technological team to work on it. Our team include 4 team
members
Talha
Waleed Malik
Muneeb Aslam Jutt
There are two types of team members considered in our Air tennis game; the
people who interact with the technology directly and who had a role in developing
project and all type of project interactions and those are our team members. All the
team members played a vital role in developing this game and accomplishing the
project before the deadline. While the other stakeholders are indirect stakeholders
like our Professor and friends and others persons whose suggestions help us to
complete the project especially our Final Project Supervisor Prof. Rana M. Ajmal.
His suggestions and time was very precious for us in developing and completing
the project.

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2.3. Requirement Elicitations


We expect our game i.e. Air tennis game to provide as much body
movements to the physical user playing this game as a teenager or a child
wants in his daily life and this can only be done by making our virtual
player intelligent enough for this task.
The expected services we could expect from our system are
o Better and quick response from the virtual player when ball passed
to it by the physical player
o Accurate detection from the sensor being used in the system for the
detection of the body movement
o Efficient detection by the sensor so both the server and the client
should respond properly
o Fast performance

2.3.1. Functional Requirement


The functional requirement of any application depends on three questions
What the system is expected to provide
How the system should respond if particular input or situation is provided
to the system.
What the system should do.
As we mentioned in our earlier sections, this game was basically developed not
just to play a simple table tennis game on computer or laptop, but also to have
some physical activities and body movement, which are compulsory for a child
or a teenager. The only output being provided to the use is of the ball that will
be shot by the physical player and the virtual player. We expect our system and
virtual player to shot the ball in such a manner that a physical player will have
enough body. For example, if the virtual player shots the ball in the left
direction for 20 30 times and then at the opposite direction for 20 30 times
the physical player will not have much body movement and exclude our main
objective of the game. So the virtual player would be expected to shot the ball
in random positions so that the physical player should have to do some kind of
body movement.
The only input we are providing to the user is by sending the ball towards the
virtual player through accelerometer sensor and that input will be scanned by
the gyroscope sensor at the server end. So we should expect from that server to
scan the body movements and measure those inputs accurately, efficiently and
high performance, so both the server and the client should respond accurately.

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2.3.2. Non-Functional Requirement


Sensors used for the development of the games They are cheap and
can perform better for these kind of games. Because of their nonexpensiveness, game developed will be also of low-cost.
Usage of memory is very low to make the game possible for the best
performance.
These games could be installed on any computer or laptop and client
application that will be used as emulator can be installed using any
smartphone and doesnt need any kind of specific hardware or any kind
of internet access
2.3.3. Requirement Traceability Matrix
Following are the requirement traceability matrix of Air Tennis game
Game and Emulator should be installed properly on laptop and mobile
respectively
Accelerometer sensor should measure the bending and action produce
by the mobile properly
Gyroscope sensor should observe the spinning motion and identify the
changes in direction properly
Virtual player at server end should respond properly by input given by
the client.

2.2.

Use Case Description

Install the server


Install the client with Gyroscope Scanner
Start the game at both ends
Physical player will be at client end and always start the game
Start game by playing shot with the movement by mobile
Accelerometer will generate image and send the motion
If a body movement and ball shot by mobile, the gyroscope scope will
observe the motion and if any changes in direction, gyroscope will detect
it.
Virtual user will respond and shot the ball and pass it again to the
physical player

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2.3.

Case Design

Start the game

Shot the ball and generate


action

SERVER

Generate picture using


accelerometer sensor

ClientDevelopment Life Cycle


2.4. Software

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

System and software requirement


Analysis
Design
Coding
Testing
Figure 5. Case Design of Air Tennis Game
Operations
2.4.1. Why Waterfall Model?

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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

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Coding

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Testing

Operation

Figure 6. Overview of Waterfall Model

3. Exergames Or Exertion Games


Exergaming is not a new phenomenon basically. In 1980s it was introduced with
the Atari 2600s footpad controller and popularized in 1990s with the product
Konamis Dance Revolution. However in the recent years the development of
motion based controllers has facilitated the advent of the exertion games genre.
Currently, exertion games are specifically associated with the Nintendo Wii games
console and recent research has used it as test beds in many different contexts.
Some of the researches have shown that exertion games could be more effectively
used for exercising purposes. On the other hand in 2009 Daley has criticized all
the previous studies and researcher and calls for the more methodologically robust
research. He argues that although studies have produced some encouraging results
regarding the energy expenditures and physical fitness due to exertion games but
active game is no substitute for real sports. For example in the Wii Sports, players
are required to move their bodies in order to control the visual characters in the
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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.

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Figure 7. Simple Overview of Exertion Games

3.1. The Exertion Framework


The exertion game we developed has helped us to understand the user experience
with the new interactive system, especially exergame. We use this knowledge to
construct theoretical framework that can give designer a language to talk about
exertion games and guide the development of new exertion experience and
exertion games. While designing and developing exertion games we first have to
think exerting body as an onion with 4 layers.

3.1.1. Four Lenses


Four lenses provides enough detail and abstract to analyse a new system that
feature the human body. As such our perspective of the human body is similarly
structured using four lenses.

The responding body


The moving body
The sensing body
The relating body

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.

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Figure 8. Four Lenses for Exertion Framework

3.1.2. The Responding Body


This layers concerns how the body responds to the exercise. This is basically the
view of the internal state of the body on how body reacts and changes it state as
the time passes as a result of the exertion Any activity from an outer layer that
require a physiological response from the inner layer. The Responding Body
emphasizes how both corporeality and temporality, or the body and change, are at
the heart of peoples experience of exertion. The body reacts to physical activity
internally to respond in a way to maintain balance. The users heart rate might
increase, breathing becomes more frequent and sweating might occur. These are
the consequences that might occur due to exercise, the user has not consciously
initiated, but is usually aware of.
In our Air Table Tennis Game, the external responses such as sweating and
panting
might can occur as an internal response of the body because of
playing too much game repeatedly and player might became exhausted very
quickly and needed resting breaks. This is the reason we have set an automated
break if the players keeps on playing for repetitive 15 20 mints.
3.1.3. The Moving Body
The moving body focuses on the repositioning of the muscular body parts relative
to each other during physical activity. The moving body is the combination of
temporality and spatiality. This lens highlights the movement characteristics such
as intensity and consciousness. This lens also highlights our proprioceptive sense
in which we can feel where our hand is in relation to our nose even when our eyes
are closed. According to the layer 1if we move our body our body responds
internally but not necessarily vice versa. This sense governs users awareness of the
position of the body parts. This sense is also called bodily intelligent where people
have to react without thinking about every single movement.

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3.1.4. The Sensing Body


The sensing body describes how to body is sensing and experiencing the world.
Most of the popular sports games involves any kind of physical object, which aid
in shaping the exertion activity. The physical object may include from basic
equipments like balls to very specialized equipment like bicycle. The physical and
technological environment used in games also shape the activity. For example
Playing a game in stadium is not as same as playing the same game in park, and
running in a park is not as same as running in treadmill. For technology design,
this might mean that instead of equipping user with the sensor, we could also put
sensor in the ball.
The sensing body aims to provide contextual perspective, giving prominence to
the body and its interaction with the word. This perspective differentiate Exertion
games from conventional sport in that world of exertion games consist of both
physical and virtual object and spaces. Adopting this lens of the Sending body, this
lens highlights interaction with the physical ball in Air tennis game.
3.1.5. The Relating Body
The most outer layer i.e. The Relating body circumscribe the way in which bodies
and peoples relate to one another through any digital technology. These social
interactions are extremely varied, mediated by a wide range of roles, such as the
cooperation between the players, opponents and the audience. Social perception of
exertion also helps to understand the barriers and motivators of exercise. Studies
that focus on physical activity participation was confirmed that the social
interaction are among the most common reasons for people to be physically
active. This makes designing a networked version much easier than designing a
networked version. Using this lens of the Relating body in our game Air tennis
game, this lens illustrate how players relates to abstract virtual blocks that are
shared amongst the virtual and the physical players.

3.2. Exertion Game Schemas


Exertion games is basically based on the digital games, so we borrowed the game
schemas from the game literature.
Rule
Play
Culture
Each of this game schemas help us to explore to understand the formal structure of
the game, the experience of the person involved and the large context in which the
game take place in exertion game. In exertion game 2 elements of each are
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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.

Figure.9. The Exertion Framework

3.2.1 Uncertainty of Exertion


Uncertainty of Exertion can arise through the body and the object involved i.e.
think of the ball bouncing of the net in tennis. Uncertainty contributes to the
element of suspense and facilitate surprise in games through random or chances
events, which can play an important role in what make a game engaging.
In conventional button-press computer games, any chance need to be artificially
introduced through explicitly programmed code. Like in our Air tennis game the
ball bouncing at the top of the net before dropping off either side might be
controlled by some function in programming language code, which a player might

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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.

3.2.3. Expression of Exertion


This highlights that we can use our bodies for performance as a way for selfexpression, richness and expressive power of the human body affording per
formative actions. Performative actions using the body is common in sports game,
in the form of gestures used in the game such as throwing the ball towards the
opponent.
The concept of exertion as a form of expression also resonates the work on
interactive performance for an audience but extend by highlighting the various
way expressions that can be supported by the exertion. In Air tennis game the
physical player and the virtual player hit the ball only to score the points and often
smashing the ball to their heads. Such actions served as dual expressive role. The
player will always attack the other player after a loss.
3.2.4. Rhythm of Exertion
Unlike most animals , humans can feel a beat. This can be through a beat, but
human include some inner beat also which might be jogging or some dance, you
move to the beat of the music, but also to your partner, making for a spectacle
worth watching.

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3.2.5. Risk of Exertion


The risk of exertion highlights the vulnerability of the body to overexertion and
injury, However physical risk is not necessarily bad, it can also contribute to the
feeling of thrill. Some says the risk is in contact sport is one of the reason why
these games are so successful for team-building. When playing a game with some
kind of virtual like we are doing in Air tennis game an effective response will be
noticed if the character might lost or might be in some other game if some
character get injured in an exertion game results. In a bodily movement the
feeling of physical pain. This pain can obviously end the game or worse, impact
ones life well beyond gameplay. The feeling of putting the game at risk and
succeeding contributes to the engagement of sports and Exertion game alike.
Participating in exertion experience means exposing oneself to risk, and the
realization of this risk can lead to a complex emotional response such as thrill.
3.2.6. Understanding the exertion
Understanding the exertion refers to the potential of the system to support the
development of knowledge about the body. For better understanding of the
exerting body, there are two core aspects: knowledge and skills. Knowledge about
the exerting body is abstract and has an existence apart from the particular
situation that is describe or explain, For example a system could provide users
with details about their heart rate changes or something that might explain about
the body changes or information about the calories burnt. This could be used to
create novel experience, for example the winner of the game will be not the one
who will score most points but the winner will be the one who will burn most
calories.
Danger of exertions systems should be aware of the dangers when mapping
exertion actions: players who learn about their physical abilities through a nonuniform matching might overestimate the extent to which they can transfer their
virtual skills to the physical world. These types of body involvements can make
these games experiences more emotional. There is a danger of people over or
underestimating their bodily powers. For example a player might think he is a
super hero after playing a super hero game.
Having in mind these 6 elements and seeing them from the different onion layers,
helps players talk about their games and help designer to design a better game.

3.1. Exertion Games in the Lab


For understanding the relationship between the exertion games and the physical
activities, laboratory studies have compared exertion games to both traditional
seated video games and other physical games. Consistent evidence demonstrate

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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.
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Furthermore these patients displayed some improved function use of their


dominantly affected arms and hands along with the increase in joint range of
motions.

3.2. Exertion games beyond the lab


The main goal of exertion games is to made children or adults off the couch
and make them more active. Laboratory studies and some tests showed brief
increase in physical fitness as a result of playing exertion games. The study has
been revealed and showed that a children doing study over and extended period
did not show lasting changes to their exercise habits. And for the teenagers or
young children, inactive video games does not have any kind of effect in their
physical fitness as compared to the active video games.
It indicates that exertion games could benefit on mental ability and
productivity. According to some research children who do some physical
activities in daily life are active and perform better in their academic sections
than those who are not. Interestingly, academic performance improves even
when academic learning time is reduced to allow time for physical activity.

3.3. Taxonomy of exertion games


In this section we will discuss about the taxonomy or the categorization of the
exertion games. Having such a categorization provide opportunities of research
and designs, the taxonomy can be used to help understand the similarities and
differences between existing games and differences between existing games
and important to determine salient theoretical concepts. The Fig. 10 describes
the taxonomy of the exertion games.
Games

Exertion Games

Non Exertion Games

Competitive

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Non Parallel

Combat

Parallel

Object
Figure

10.

Taxonomy

of

Exertion Games

3.3.1. Exertion And Non-Exertion Games


The difference between the exertion game and the non-exertion game is we define
exertion as the act of exerting involving skeletal muscles, which result in physical
fatigue, associated with some physical sport. In exertion games it do always have a
system for input mechanism in which the user is intentionally investing some
physical exertion. In Exertion games the user has to do some kind of body
movement to play and reach the level in exertion games while in non-exertion
games the participants can achieve their goals by other means, such as moving
mouse or pressing some keyboard keys.
3.3.2. Competitive And Non-Competitive
Non-competitive are those games which does not have any kind of opponents
while the competitive games are those games which do have some opponent or
multiple opponents. An opponent in a game might be a physical player or some
virtual player who pursues the goal of the game in a manner that the result can be
compared under regulated conditions. The opponent does not assist the other
player in pursuit of the games goal, but rather is only required to provide an
obstacle preventing the player to attain the goal. If a game is competitive the goal
description highlights the goal as an end that can only be attained by one
competitor to the exclusion of an opponent.
3.3.3. Parallel and Non- Parallel
We define non-parallel game as a game that involves at least one participant who
creates or functions as an obstacle an opponent. Non parallel games involves the
concept of offence and defence during gameplay. An offensive move is a
direct attempt to attain the goal of the game while a defensive move is an attempt
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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.

3.4. Usefulness of Exertion games


Both pupils and teachers experienced exertion games as a useful application for
our daily life might be for educational purposes or some exercise purpose. The
majority of the participants who played and do have some experience regarding
exertion games felt that exertion games could motivate young people to move
more and gain health benefits. In most of the cases and according to the
observations results, participants invariably showed signs of physical efforts such
as getting out of breath, sweating and symptoms of exhaustion. Over more than
70% of children would like to play exertion games in schools, if such games will
be available, and with the help of exertion framework and developers creative
mind they could do so. Some of the adults fellows after playing exertion games
felt that they feels better than before after having some exercise in their daily life
with the help of exertion games. This was very motivating and promising result

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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.

3.5. Usability and Game Controller


For the easiness of the player we have used a mobile phone as a game controller.
And player seemed to understand the meaning and the use of the mobile phone as
a game controller. However there might be some minor problems that can occur
for a new person or for a child who havent used smart phone or touch screen
mobile phone before it might be a new thing for him. For example Most of the
child havent used smart phone at the age of 6 8 years and for them typing a user
name of installing or accessing to the application is quite a difficult task to do. But
its a mobile phone not a rocket science so might be the children will get this
technology understandable in short time. Furthermore it can be observed that using
mobile phone as the game controller should be intuitive and easy to use.
In this research we used games that were based on simple gameplay mechanics
that supported low-level motion detection. In fact the movements that players used
made for air tennis game were simple gross motor skills and were easy to perform.
Based on some observations we done for the air tennis game is that player does
not have to know exactly what movements a player will make this main thing is
that the player is moving and is having fun. It has also been noticed that player
could carry out movement more quickly if the mobile phone is in hand instead of
having a mobile phone in the pocket.

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

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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.

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Figure 11. An Accelerometer

5.1. How Accelerometer Works in Air Tennis Game


In Air Tennis Game one of the most important part is to capture the body
movement and according to that body movement the ball will be shot and send to
the virtual player. To accomplish this task we have decided to work on an
accelerometer because it is the best choice to measure the body movements. We
have assemble the accelerometer with the smart phone and when playing air tennis
ball, it will capture the images of the body movement and send it to the server end
for further processing. The Accelerometer will always works at the client end,
through which our physical player will be able to make a shot at the ball.

6. System Design
The system design illustrates all the steps and process done and accomplished for
successful development of Air Tennis game

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6.1. Work Break Down Structure

Air Tennis Game

Art Work

Concept Arts

Sounds

Voices

Physics

Character

Gyroscope
Sensor

Level Creation

Detect
Motion

Speed of
the ball

Detect
Movement
Send
to
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26 Octoberthe
2016
server
for
movement
further
processing

Increasin
g speed
of
the
ball

Animation

Character
model
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Environment
Texture
design

Human Voices
ball Voices
Music

Movement
Hand
Tennis pad
movement
Movement

Figure 12. Work Breakdown Structure of Air Tennis Game

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.

6.1.1. Art Work


The art work basically consist of 4 parts or sections

Art Work
Concept Art
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Character Model

Environment Design

Texture

Figure.13 Overview of Artwork

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.

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Figure.14. Environment and character creation for table tennis game

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.

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Physics

Character Animation

Hand Movement

Tennis pad movement

Ball movement

Figure 15. Overview of all the animations

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.

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Gyroscope Sensor

Detect Movement

Detect Motion

Capture Movement

Send to server for further


processing

Figure 16. Overview of working of Gyroscope scanner

Figure 16. illustrate the overview working of gyroscope scanner. The


gyroscope will first detect the motion made by any human playing that game
i.e. physical player and then it will detect the movement created by the user.
After these steps gyroscope sensor will capture the movement and motion and
encode this motion and movement into string which will be send these string to
the server for further processing.

6.1.5.

Level Creation
Level Creation

Speed of the ball

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Increase the speed

Figure. 17. Overview of level creations.

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.

6.2. Activity Diagram

Client Server Connection


socket()

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START SERVER

Client Server connection

serverSocket()

26 October 2016

Data in string form

Data in string form

Data in String Form

Sensor
ActiveSensor()

Data in String form

outputStream()

Graphical Display for


result

Outputstream()

InputStream()

Inputstream()
ParseInt()

Figure 18. Activity Diagram Of Air Tennis Game

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
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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

AIR TENNIS GAME

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26 October 2016

CLIENT

GYROSCOPE

SERVER

PHYSICAL PLAYER

SENSOR

VIRTUAL
PLAYER

SEND REQUESET

SEND REQUEST

LOOP
RESPONSE FROM THE SERVER

RESULT

Figure 19. Sequence Diagram of Air Tennis Game

6.4. Class Diagram

Splash Screen
Image : JPEG

Menu Screen
Option: String
Position: Int

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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();

Figure 20. Class Diagram of Air Tennis Game

The Class diagram is a static diagram. It represents the static view of an


application. Class diagram is not only used for visualizing, describing and
documenting different system but also for constructing executable code of the
software application which shows class diagram is the most important one for
software development. Basically it is a collection of classes, interfaces,
associations. Collaborations and constraints and also known as structural diagram.

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The purpose of class diagram is


Analysis and design of the static view of an application
Describe responsibilities of a system
Base of component and development diagrams
Forward and reverse engineering
6.4.1. Splash Screen
The splash screen of any mobile application or any desktop application is the
screen which appears right after the application will be opened. And remained for
5 7 seconds just giving the view about what the game is and showing its name
and other information. This operation will be performed by using thread and that
thread will be moved to the next thread right after the time set for it. The next
Screen will be of Main Menu.
6.4.2. Main Menu
When the main menu class and activity will be opened the server connection will
also be opened and start the connection with the server. The user will see some
options regarding the game like game menu as a button and to start the game the
player will have to select and click on the start game button. And that button will
call the method Action Listener to implement the certain operation.

JButton button = new JButton("Do Something");


button.addActionListener( new ActionListener()
{
public void actionPerformed(ActionEvent e)
{
startGame();
}
});

Following will be the code use to start the server

try (
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ServerSocket serverSocket = new


ServerSocket(portNumber);
Socket clientSocket = serverSocket.accept();
PrintWriter out =
new
PrintWriter(clientSocket.getOutputStream(), true);
BufferedReader in = new BufferedReader(
new
InputStreamReader(clientSocket.getInputStream()));
)
ServerSocket is
a java.net class
that
provides
a
system-independent
implementation of the server side of a client/server socket connection. The
constructor for ServerSocket throws an exception if it can't listen on the specified
port (for example, the port is already being used).
If the server successfully binds to its port, then the ServerSocket object is
successfully created and the server continues to the next stepaccepting a
connection from a client (the next statement in the try-with-resources statement):
clientSocket = serverSocket.accept();
The accept method waits until a client starts up and requests a connection on the
host and port of this server. (Let's assume that you ran the server program on the
computer named knockknockserver.example.com.) In this example, the server is
running on the port number specified by the first command-line argument. When a
connection is requested and successfully established, the accept method returns a
new Socket object which is bound to the same local port and has its remote
address and remote port set to that of the client. The server can communicate with
the client over this new Socket and continue to listen for client connection requests
on the original ServerSocket This particular version of the program doesn't listen
for more client connection requests. However, a modified version of the program
is provided in Supporting Multiple Clients
6.4.3. Physical Player Class
In this class, mostly work done is by gyroscope sensor. First the ActiveSensor
class will be called which will make the sensor active and detect the motion and
movement generated by the physical player. The movement and motion will be
captured and converted into string.

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byte[] byteArray = new byte[102400];


base64String = Base64.encode(byteArray);
while ((bytesRead = fis.read(byteArray)) != -1)
{
Base64.encode(FileUtils.readFileToByteArray(file));
}

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.

6.4.5. Virtual Player


This class is basically the virtually created player and read the string data send by
the client data and respond according to it. Below is the representation of the code
on how the data will be read sent by the client i.e. the physical player

byte[] messageByte = new byte[1000];


boolean end = false;
String dataString = "";
try
{
DataInputStream in =
newDataInputStream(clientSocket.getInputStream());
int bytesRead = 0;
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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();
}

6.4.6. Network Diagram

Server

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Connection with
server

Active sensor

Send data to sever

26 October 2016

Client 4

Client 1

Establish
connections with
all clients

Accept data from


clients

Send data to
clients

Client 2

Client 4

Client 3

Connection with
server

Connection with
server

Connection with
server

Active sensor

Accept data and


process on it

Accept data and


process on it

Send data to sever

Display graphics
and animations by
using processed data

Display graphics
and animations by
using processed data

Send data to server

Send data to server

Connection
with server

Accept data
and process on
it

Display
graphics and
animations by
using
processed data

Figure 21. Network Diagram of Air Tennis Game

6.4.7. Collaboration Diagram

If no body movement
detected
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USER

26 October 2016

Gyroscope
Sensor
Input some body movement
Active Sensor
If(detection.exist)
If(socket.open)

Ballshot();

Convert Image To String Data


SERVER

convertToString();
ConverttoString();

Figure 22. Collaboration Diagram Of Air Tennis Game

7. Software Testing

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The testing of any software or any application is very important as software


depends on it. Software testing includes the process of executing a program or
application with the intent of finding software bugs, error or other defects.
Software testing is important because of the satisfaction and reliability. The
solutions and every features provided by us are fully tested and on the testing
documentation we provided the features and solutions.

7.1. Test Case


Test Case ID: 1
Test Priority
Low/Medium/High: High

Test Designed by: Talha

Module Name: Installation of


game

Test Executed by: Talha

Test Title: Installation of game


in Client and Server

Test Execution Date: 05 04


- 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

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Open Game

Game should
open

Game opened

Pass

Test Case ID: 2


Test Priority
Low/Medium/High: High

Test Designed by: Talha

Module Name: Client and


server connection

Test Executed by: Talha

Test Title: Client and server


connection

Test Execution Date: 05 04


- 2016

Description: Client and server


should be connected with each
other and a pop up will display
Table 2. Game Client Server Testing

No.

Test Steps

Expected
Result

Actual Result

Status

Start Game

Game should
be started

Game started

Pass

Client and sever

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

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connection
has been
established

Test Case ID: 3


Test Priority
Low/Medium/High: High

Test Designed by: Talha

Module Name: Shot by


physical player and ball moves
to virtual player

Test Executed by: Talha

Test Title: Shot Checking by


physical player

Test Execution Date: 05 04


- 2016

Description: A physical player


will make a shot with the
mobile emulator and ball
moves to the virtual player
Table 3. Physical Player Testing
No.

Test Steps

Expected
Result

Actual Result

Status

Physical player will


make a shot verifying
mobile emulator
working

Physical
player will
make a shot
verifying
emulator is
working

Physical
player makes
shot on ball
and emulator
works

Pass

Ball started moving

After making
shot the ball

After making
shot the ball

Pass

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should started
moving
towards the
virtual player

started
moving
towards the
virtual player

Test Case ID: 4


Test Priority
Low/Medium/High: Medium

Test Designed by: Talha

Module Name: Sound and


animation of ball

Test Executed by: Talha

Test Title: Sound and


animation created by the ball

Test Execution Date: 05 04


- 2016

Description: As soon as the


shot hit by the physical player
the ball will start animation and
some noise will be produced
Table 4. Sound and animation of ball testing

No.

Test Steps

Hit the ball with the


As soon as the
mobile emulator and a physical
noise will be produced player hit the
ball with the
mobile
emulator a
small noise
will be
produced

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Expected
Result

Actual Result

Status

Noise
Pass
produced after
hitting the ball

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After hitting the ball


the ball will start
spinning with
animation and moves
to virtual player

Ball will start


spinning
animation and
moves to
virtual player

Animation
Pass
started after
hitting the ball
with the
mobile
emulator by
physical
player

Test Case ID: 5


Test Priority
Low/Medium/High: High

Test Designed by: Talha

Module Name: Virtual player

Test Executed by: Talha

Test Title: Verifying Virtual


player

Test Execution Date: 05 04


- 2016

Description: As the ball will be


passed to virtual player by
physical player, the virtual
player i.e. the server will
respond.
Table 5. Verifying virtual player testing

No.

Test Steps

Expected
Result

Actual Result

Status

Verifying ball passing

Ball should be
passed after
hitting by
physical
player

Ball passed

Pass

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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

Test Case ID: 6


Test Priority
Low/Medium/High: Medium

Test Designed by: Talha

Module Name: Increasing of


ball speed

Test Executed by: Talha

Test Title: Ball Speed


increasing

Test Execution Date: 05 04


- 2016

Description: As the physical


player keep on playing the ball
speed will be increasing after
specific shots and specific times
Table 6. Ball speed increasing testing

No.

Test Steps

Expected
Result

Actual Result

Status

After playing for


specific time notice
the ball speed will
start increasing

Ball speed
should start
increasing
after specific
time and

Ball speed
started
increasing
after
sometime

Pass

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specific shots
2

Impossible to see the


ball for a human
normal eye after 15
20 minutes

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

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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.

8.1. Problem Faced And Lesson Learned


At the time of developing this game when we heard about exertion games it was
completely a new word for us, and when heard that a game that would be played
in real time makes our eyes open but after having search and reading related
researches it was completely becoming interesting for us to work on this project. It
was a great enjoyable and learnable time we spend on this project. We learned
about how we can develop exertion games and how we can develop the virtual
player. Although it was a very tough time for us to make virtual player respond
when a real player plays a shot. It was very difficult for making animations but at
least we have done it and in a very professional manner. It was very difficult for us
to make sensor work with the mobile phones as a game controller but after having
hard work and due to fully cooperative team work we accomplished our all tasks.
And we can say developing exertion game is more fun than playing a exertion
game.

8.2. Project Summary


Our project based on game developed i.e. Air Tennis Game is an exertion game. It
is a client server network game based on real time playing. Exertion games are
those games which need some physical effort to play and achieve the level of the
game and it is one of those. It is a table tennis game and do have to follow all the
rules that normally we have in real time table tennis game. Every table tennis
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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.

8.3. Future Work


We are getting experienced about how much we have accomplished our tasks by
collecting information and impression from the persons who just tested and played
this game. And if we get positive results that are sure we will surely be
developing more efficient games using exertion framework and using some more
creative ideas. And if according to our research these games doesnt affect any
child health and make then grow faster than before, we will surely developing
more games. We will also try to make this game more efficient by putting an
option of multi-player and by putting some social interaction in the games like
having a video conferencing, audio conferencing and many other options in the
game.
In our future we planned to develop some exertion games that might be controlled
by some other emulator even more complex emulator. And try to make also some
application for physical education that might help the person for getting exercise.
We will try to develop some clinical application like application that might help
the patient in getting physiotherapy with the help of exertion games. We are also
thinking to research how to make some application using exertion framework that
might help in security threats and identification process.

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So far our work has focused on computer games in a competitive environment.


Although the encouragement of exertion seems to facilitate competitive aspects in
games, collaboration behaviour seems to be an intriguing area for future
investigation, as sport research suggests social facilitation effects among
participants. We also encourage future research that can contribute to our
understanding of exertion games in which multiple players are involved, in
particular how sociality aspects changes when terms instead of individual are
playing against one another. Furthermore, we also have yet to consider, the
influence of audience members in exertion games.

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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

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1. Appendix

Include here the 1st page of Turnitin Report


Every supervisor has his/her own Turnitin account. If not then the supervisors are requested to get
the account from Library as soon as possible.

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