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SixFeet: An Interactive, Corona-Safe, Multiplayer Sports Platform

Research output: Chapter in Book/Report/Conference proceeding › Conference contribution › Academic › peer-review

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Abstract

The global COVID-19 pandemic left few facets of our lives unchanged, including the possibility to play organised sports. Many gyms and sports clubs had to shut down due to social distancing measures, which resulted in reduced physical activity. Co-located group sports that promote social interaction and fun became almost impossible. This lack of physical interaction combined with social isolation and confinement have shown negative impacts on physical and mental well-being of people (for example, lack of motivation, anxiety, low immunity, low academic performance, negative mood and feelings) especially in children and young adults. Recent research therefore recommends exploring more creative approaches that allow physical activities during a pandemic, especially the ones that increase social interaction and engagement and allow users to share the same physical space. Towards this, we developed SixFeet, a novel digital-physical sports platform that allows its participants to play rigorous, collaborative sports-At a six feet distance. SixFeet ensures that the players are 1.5m away from each other at all times without them noticing it or without them having to worry about the social distancing measures. We developed a prototypical implementation of SixFeet and conducted a pilot study to evaluate its technical feasibility and practicality as well as obtain a first insight into user experience with the platform. Results show that participants never came within 1.5 meters of one another, felt connected nevertheless and were physically exerted. This paper presents the design and architecture of SixFeet, results of the preliminary user study, and a discussion on the versatility of SixFeet in accommodating training for different sports in times of a pandemic.

Original languageEnglish
Title of host publicationTEI '22
Subtitle of host publicationProceedings of the 16th International Conference on Tangible, Embedded, and Embodied Interaction
Place of PublicationNew York, NY
PublisherACM Publishing
Pages1-7
Number of pages7
ISBN (Print)9781450391474
DOIs
Publication statusPublished - 13 Feb 2022
Event16th International Conference on Tangible, embedded, and embodied interaction, TEI 2022 - KAIST, Korean Advanced Institute of Science & Technology, Daejeon, Korea, Democratic People's Republic of
Duration: 13 Feb 2022 → 16 Feb 2022
Conference number: 16
https://tei.acm.org/2022/

Conference

Conference16th International Conference on Tangible, embedded, and embodied interaction, TEI 2022
Abbreviated titleTEI 2022
Country/TerritoryKorea, Democratic People's Republic of
CityDaejeon
Period13/02/22 → 16/02/22
Internet address

UN SDGs

This output contributes to the following UN Sustainable Development Goals (SDGs)

  1. SDG 4 - Quality Education
    SDG 4 Quality Education

Keywords

  • COVID-19 pandemic
  • Exertion Games
  • mental and physical well being
  • social isolation
  • Sports Interaction Technology
  • SportsHCI
  • 22/2 OA procedure

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