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Magazine: Current Issue

Current Issue

SECTION: Features

Health, fun, and engagement: Computing technologies that support physical activity

More and more interactive systems accompany us when we engage in physical activity. But can technologies actually make sports more fun? Or perhaps we will become better at sports through technology?

By Paweł W. Woźniak, Pascal Knierim, Matthias Hoppe

HTML | In the Digital Library
Tags: Mixed / augmented reality, Ubiquitous and mobile devices, Virtual reality

Computing technologies to increase access to physical activity for people with visual impairments

Understanding how to develop technologies that make exercise more accessible to people with visual impairments, particularly in the form of body-based movement and public spaces.

By Kyle Rector

HTML | In the Digital Library
Tags: Assistive technologies, Interactive games, People with disabilities

Running Wheel: How an exergame can motivate people to perform repetitive, tedious exercises

Running on a treadmill or cycling on an exercise bike are often monotonous and hard-to-keep habits. Comparatively, social relationships in team sports play an important role to motivate participants. What happens when you combine both activities into one virtual environment?

By Luciana Nedel, Rodrigo Moni, Mateus Nunes

HTML | In the Digital Library
Tags: Collaborative and social computing, Virtual worlds software

The past, the present, and the future of fitness tracking

The gym of the future will be the quintessence of truly invisible ubiquitous technology that automatically recognizes and tracks the workout progress of each person

By Rushil Khurana

HTML | In the Digital Library
Tags: Ubiquitous and mobile devices

Body-positive computing as a means to counteract normative biases in fitness trackers

Fitness trackers are rigidly defining what it means to be healthy and who "counts" as healthy. Body-positive computing can provide an alternative that allows people to engage with technologies more on their terms.

By Katta Spiel

HTML | In the Digital Library
Tags: Ubiquitous and mobile devices, User characteristics

Superhuman sports --- a testing ground for augmenting our senses

This article reviews recent developments in superhuman sports with regard to extending the human body and augmenting the playing field, and gives an outlook on future research directions.

By Kai Kunze, Stephan Lukosch

HTML | In the Digital Library
Tags: Interactive games, Mixed / augmented reality

Sports and machine learning: How young people can use data from their own bodies to learn about machine learning

In order to foster interest in machine learning among young people, presented are simple and effective ways to engage kids using sensors on their own bodies.

By Abigail Zimmermann-Niefield, R. Benjamin Shapiro, Shaun Kane

HTML | In the Digital Library
Tags: Computer-assisted instruction, Computing education programs, K-12 education, Machine learning

Data in motion: Supporting youth interest in athletics through multimodal data analytics

Engagement in STEM learning using athletics and data analytics allows young people to use customizable technological devices to analyze performance.

By Melissa Perez, Stephanie Jones, JaCoya Thompson, Marcelo Worsley

HTML | In the Digital Library
Tags: Collaborative learning, Computing education programs, Data analytics, Multimedia and multimodal retrieval

Esports as a catalyst for connected learning: the North America Scholastics Esports Federation

Collegiate esports' rising popularity has created a host of new educational and research opportunities, ranging from understanding and modeling these communities to expanding programs beyond college into high-school learning environments.

By Je Seok Lee, Constance Steinkuehler

HTML | In the Digital Library
Tags: Computer games, Computing organizations, Education, Massively multiplayer online games