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11]). , connecting with a coach or other exercisers) may be a powerful way to provide the coaching and social support that motivate people to stay with their exercise routine. An important element in the overall user experience is the entertainment factor. In , the authors present a comprehensive survey of the area of computational entertainment with several examples spanning the concept of entertainment in ambient intelligence environments, both within and beyond the smart home. One way to monitor and provide feedback about the exercise movements of an exerciser, while also introducing the notion of entertainment and gaming, is through the use of a real-time image processing system.
Socially aware, Computation and Communication. Computer. IEEE CS Press, Los Alamitos (2005) 3. : Interactive Environments for Music and Multimedia. ACM Multimedia Systems, Special issue on Audio and Multimedia 7(1), 32–47 (1999) 4. : Toward Communicating Expressiveness and Affect in Multimodal Interactive Systems for Performing Art and Cultural Applications. IEEE Multimedia 12(1), 43–53 (2005) 5. : An Architecture for Emotional Agents. IEEE Multimedia 5(4), 24–33 (1998) 6. : Application of multimedia techniques in the physical rehabilitation of Parkinson’s patients.
The questions related to the degree of acceptance for sharing each avatar type with a coach, peers in the user’s network, and other unknown people. Factors such as enjoyment, comfort, and helpfulness of using an avatar when exercising were also included in the questionnaire. 28 Y. Aghajan et al. SPA Questionnaire Teenagers (Palo Alto) Survey Participants Results Working Adults (Eindhoven) User Preferences Questionnaire Fig. 9. Components of the user preference survey We administered an anonymous survey to males and females of two diﬀerent age groups, namely high school students in California and working adults in the Netherlands.