{'fraction_non_alphanumeric': 0.0249798549556809, 'fraction_numerical': 0.0136986301369863, 'mean_word_length': 4.886255924170616, 'pattern_counts': {'":': 0, '<': 0, '<?xml version=': 0, '>': 0, 'https://': 0, 'lorem ipsum': 0, 'www.': 0, 'xml': 0}, 'pii_count': 0, 'substrings_counts': 0, 'word_list_counts': {'cursed_substrings.json': 0, 'profanity_word_list.json': 0, 'sexual_word_list.json': 0, 'zh_pornsignals.json': 0}}
Adding Interactivity to BalanSAR: a Spatial Augmented Reality Game for Balancing in Physical Education

It is very important to learn balancing skills during childhood. Balancing is an essential motor skill to adopt and maintain an active lifestyle. Currently, balancing skills are often practiced in a traditional way in Physical Education (PE). BalanSAR adds Spatial Augmented Reality (SAR) to traditional balancing exercises in PE, by projecting (interactive) animations on the floor and surrounding gym equipment such as a bench. The purpose of this study was to examine the feasibility and user-experience of several non- and semi-interactive versions of BalanSAR among youth. We conducted three studies. In study 1 50 6- to 9-year old children were observed while balancing on a bench with non-interactive floating bubbles and swimming fishes projected around the bench. Based on the results of study 1, in study 2 a semi-interactive version of BalanSAR was developed and tested among 31 6- to 10-year old children. In study 3, 27 students designed, developed and tested 12 Wizard of Oz prototypes of BalanSAR. Based on the outcomes of the three studies recommendations for future interactive versions of BalanSAR have been formulated.