The first of the gamified concepts is SIMON.
The training outcomes are accuracy and attention of the player.
SIMON is a combination of a martial arts training dummy and the 1978 classic toy, SIMON.
The dummy has an array of pressure sensors with lights that come on and off in either pre-determined or random sequences. These pressure points are arranged across the torso and forearms of the dummy.
Rather than a 'follow me' game play like the 1978 game, the new game is a bit more like the arcade game Whack-a-rat.
When a light is activated the player must hit it to gain points.
More points could be awarded for faster reaction times.
When the light is deactivated a hit may count for nothing, or may deduct points.
Pressure sensors can also record the impact, awarding more points for soft hits and less for harder hits.
The training outcomes are accuracy and attention of the player.
SIMON is a combination of a martial arts training dummy and the 1978 classic toy, SIMON.
The dummy has an array of pressure sensors with lights that come on and off in either pre-determined or random sequences. These pressure points are arranged across the torso and forearms of the dummy.
Rather than a 'follow me' game play like the 1978 game, the new game is a bit more like the arcade game Whack-a-rat.
When a light is activated the player must hit it to gain points.
More points could be awarded for faster reaction times.
When the light is deactivated a hit may count for nothing, or may deduct points.
Pressure sensors can also record the impact, awarding more points for soft hits and less for harder hits.
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