Information Technology Reference
In-Depth Information
In this paper, we investigate the effects of introducing technology that facilitates a
social interaction through real-time sharing of biometric data in an indoor gym
context, thereby enabling competition in an otherwise non-competitive sport setting.
We report on a study with 20 indoor cyclists, who were equipped with a smartphone
running an application, called Race By Hearts (RBH), that enables interaction
between cyclists by dynamically displaying and sharing heart rate (HR) data in real-
time.
The results from our studies showed that sharing biometric data facilitates a social
relation, motivates indoor cyclists to increase their effort, and improves the enjoyment
of the fitness activity. Furthermore, we identified important challenges in terms of
exasperation and discouragement, which can occur when introducing a competitive
element in an exercise situation. Finally, we discuss how technology can facilitate
different kinds of competition in non-competitive sports and change the original
opponent format.
1.1
Indoor Cycling
Indoor cycling, also often referred to as spinning, is a high-intensity exercise where
indoor cyclists use stationary bikes with adjustable resistance to follow the music and
verbal instruction given by an indoor cycling instructor. The instructor instructs the
indoor cyclists to adjust the resistance, the riding style (sitting / standing), and the
cadence during class. Often the stationary bikes are placed in a half-moon cycle so
that the cyclists face the indoor cycling instructor and vice versa. Because the bikes
are stationary, heart rate belts and bike-mounted watt displays are the only measures
the indoor cyclists can use to monitor their effort level.
The intensity of an indoor cycling class is very dependent on the chosen music, the
elements in the particular program planned by the instructor, and instructor's ability to
motivate the athletes during the class, which is why no two indoor classes are the
same.
2
Related Work
Below we present related research in the area of using technology to improve or
enhance enjoyment and social interaction within fitness and exertion games.
The HeartLink project by Curmi et al. is an example of a study investigating the
effects of sharing biometric data within the field of sports. Curmi et al. found that
sharing real-time biometric data on Facebook strengthened the social tie between
athlete and her Facebook friends [3]. Moreover, the study found that athletes were
more motivated during the sport event.
Fish'n'Steps is a social computer game, where each participant has a “personal
fish” in a virtual aquarium together with other participants' fish [5]. The size of the
fish is linked to the amount of steps taken, making it possible for the participants to
see how they (their fish) compare to each of the other participants (fish). Being able to
see the other participants fish created a stimulating challenge and provided a
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