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Remote Impact

Boxing over a Distance

Florian 'Floyd' Mueller, Matthew Karau, Costas Bissas, Cindy Jeffers, Elena Corchero, Richard Wilson, Andrea Taylor, Stefan Agamanolis

Remote Impact is a "Sports over a Distance" game that enables a full body contact experience between geographically distant players. The game encourages extreme physical exertion and, unlike the Nintendo Wii and other console games, it recognises and registers intense brute force. The physical intensity of the game contributes to general fitness, weight loss and stress relief at the same time it allows you to socialise and create new friendships over a distance in a fun way.

Current widespread communication technologies can support generic messaging and business-oriented tasks, but they do not adequately facilitate the building of trust between distance persons. On the other hand, traditional contact sports like football, rugby, and martial arts are well known for their effectiveness in social bonding and teambuilding. Remote Impact aims to provide these benefits to participants who are in different places.

A life-sized silhouette of the remote participant is projected on the interface, which resembles a mattress standing against a wall. A unique sensing system measures the location and intensity of each impact. Players can punch, kick, or throw their entire bodies against their projected opponent, and the system recognises when there has been a hit or a miss. Players can dodge hits by ducking or moving out of the way, just as in real sports. More points are scored by hitting your opponent harder. At the end of a specific time interval, the player with the most points wins. Players can also talk to and hear each other through a voice connection between the locations.

Uses

  • Remote Impact could allow friends and family members who live apart to engage in a full-body exertion exercise experience together in a playful environment without anybody getting hurt.

  • Schools could install Remote Impact to allow students to participate in sports and exercise together with students in other schools, possibly very far away.

  • Teambuilding coaches could use Remote Impact to increase the effectiveness of teams that work across continents.

  • Event companies or networking organisations could use the system to break the ice between remote participants and build a sense of togetherness.

  • Health club companies with multiple locations could offer dedicated installations to allow members to work out with their distributed friends in connected gyms.

    Commercialisation

    We are now commercialising this concept. We can build custom installations to suit individual requirements. Contact us for more information on hiring or purchase opportunities or if you are interested in supporting the development of products like this.

    Publications

  • Florian Mueller, Stefan Agamanolis, Martin Gibbs, and Frank Vetere, Remote Impact - Shaadowboxing over a Distance, Proceedings of CHI 2008 Conference OzCHI 2007 Australasian Computer-Human Interaction Conference, Florence, Italy, 5 - 10 April 2008, ACM Digital Library. (PDF)

  • Florian Mueller, Stefan Agamanolis, Frank Vetere, and Martin Gibbs, Brute Force as Input for Networked Gaming, CHI 2008 Extended Abstracts on Human Factors in Computing Systems, Adelaide, Australia, 28 - 30 November 2007, ACM Digital Library. (PDF)

    Video

  • Watch a video about Remote Impact: Windows Media Video

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