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	<title>The Quest for the Perfect ExerGame &#187; Talks</title>
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	<link>http://www.gamersizescience.org</link>
	<description>The Quest for the "Perfect" ExerGame</description>
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		<title>Embodied Interaction Update</title>
		<link>http://www.gamersizescience.org/2008/06/embodied-interaction-update/</link>
		<comments>http://www.gamersizescience.org/2008/06/embodied-interaction-update/#comments</comments>
		<pubDate>Mon, 16 Jun 2008 19:04:52 +0000</pubDate>
		<dc:creator>GamerSize</dc:creator>
				<category><![CDATA[Quest]]></category>
		<category><![CDATA[Talks]]></category>

		<guid isPermaLink="false">http://www.gamersizescience.org/?p=61</guid>
		<description><![CDATA[I was at the seminar today focusing on embodied interaction and computational thinking. It was very much proof of concept research and in many ways the embodied interaction part was a way of trying to make learning about computing principles fun for children.
The prototype system basically consisted of a set of wearable 2D barcodes positioned [...]]]></description>
			<content:encoded><![CDATA[<p>I was at the seminar today focusing on embodied interaction and computational thinking. It was very much proof of concept research and in many ways the embodied interaction part was a way of trying to make learning about computing principles fun for children.</p>
<p>The prototype system basically consisted of a set of wearable 2D barcodes positioned at various sites on the body, a webcam and a wiimote. This allowed the user to interact with the interface on the screen and move around and have this captured by the system. The basic concept was that of a &#8220;magic mirror&#8221; where the user is &#8220;dressed up&#8221; on screen and can act out a story.</p>
<p>It looked great fun and just shows what you can do with a few cheap components. Not only was the talk interesting, it stimulated some lively discussion. I had already been thinking about the continuum between &#8220;embodied technology&#8221; and &#8220;a technologized body&#8221; but another dimension emerged, that is the balance between real and virtual objects. More specifically, I could imagine an &#8220;ExerGame&#8221; that involved more that just an exercise interface, but rather a mixture of real and virtual objects that needs <strong>physical effort </strong>to manipulate them in order to play the game.</p>
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		<title>Go for the Burn &#8211; Games for Health 2008 Presentation</title>
		<link>http://www.gamersizescience.org/2008/05/go-for-the-burn-games-for-health-2008-presentation/</link>
		<comments>http://www.gamersizescience.org/2008/05/go-for-the-burn-games-for-health-2008-presentation/#comments</comments>
		<pubDate>Mon, 12 May 2008 12:18:37 +0000</pubDate>
		<dc:creator>GamerSize</dc:creator>
				<category><![CDATA[Talks]]></category>

		<guid isPermaLink="false">http://www.gamersizescience.org/?p=23</guid>
		<description><![CDATA[Here is a cut down flash version of the slides from my presentation at Games for Health 2008 entitled &#8220;Go for the Burn &#8211; Designing Body-Movement Controlled Video Games to Maximize Energy Expenditure&#8221;.
Link to Slides.
]]></description>
			<content:encoded><![CDATA[<p>Here is a cut down flash version of the slides from my presentation at Games for Health 2008 entitled &#8220;Go for the Burn &#8211; Designing Body-Movement Controlled Video Games to Maximize Energy Expenditure&#8221;.</p>
<p>Link to <a onclick="window.open(this.getAttribute('href')); return false;" href="http://www.gamersizescience.org/wp-content/uploads/2008/05/gofortheburncutdown_screen.swf"><span style="color: #0000a0;">Slides</span></a>.</p>
]]></content:encoded>
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		<slash:comments>2</slash:comments>
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