2,088 research outputs found

    Platform Competition as Network Contestability

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    Recent research in industrial organisation has investigated the essential place that middlemen have in the networks that make up our global economy. In this paper we attempt to understand how such middlemen compete with each other through a game theoretic analysis using novel techniques from decision-making under ambiguity. We model a purposely abstract and reduced model of one middleman who pro- vides a two-sided platform, mediating surplus-creating interactions between two users. The middleman evaluates uncertain outcomes under positional ambiguity, taking into account the possibility of the emergence of an alternative middleman offering intermediary services to the two users. Surprisingly, we find many situations in which the middleman will purposely extract maximal gains from her position. Only if there is relatively low probability of devastating loss of business under competition, the middleman will adopt a more competitive attitude and extract less from her position.Comment: 23 pages, 3 figure

    Observations on Experience and Flow in Movement-Based Interaction

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    Movement-based interfaces assume that their users move. Users have to perform exercises, they have to dance, they have to golf or football, or they want to train particular bodily skills. Many examples of those interfaces exist, sometimes asking for subtle interaction between user and interface and sometimes asking for ‘brute force’ interaction between user and interface. Often these interfaces mediate between players of a game. Obviously, one of the players may be a virtual human. We embed this interface research in ambient intelligence and entertainment computing research, and the interfaces we consider are not only mediating, but they also ‘add’ intelligence to the interaction. Intelligent movement-based interfaces, being able to know and learn about their users, should also be able to provide means to keep their users engaged in the interaction. Issues that will be discussed in this chapter are ‘flow’ and ‘immersion’ for movement-based interfaces and we look at the possible role of interaction synchrony to measure and support engagement

    Rift Racers - Effect of Balancing and Competition on Exertion, Enjoyment, and Motivation in an Immersive Exergame

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    By immersing themselves in a game users may exert themselves more than they would in every day life. One important driving factor in games and many forms of exercise is competition, at once engaging socially in the activity and trying to outdo an opponent or oneself. Large differences in fitness levels make competition infeasible between some opponents, but exergaming can remedy this with the use of balancing via exertion.We developed a fully immersive virtual cycling race and balanced the competition between opponents by scaling their speed according to how close they were to their target heart rate. Incorporating a virtual reality headset and a vibrant 3D world, users were exhilarated and pushed themselves to high levels of exertion. Our results suggest that balanced games can reduce the performance gap between opponents, and might increase motivation and enjoyment for users with lower fitness level. However, heart-rate balancing might be demotivating for very fit users. </p

    Haptic rules! augmenting the gaming experience in traditional games: the case of Foosball

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    Haptic sensations are a crucial aspect of everyday interaction. We touch, lift, move, and probe objects in our everyday activities. However, whilst the importance of haptic feedback has often been emphasized in gaming, haptics has been rarely used to enhance the experience in traditional (non-digital) games. In the last 50 years, technological advancement has allowed an easier access to haptic feedback. Digital games have exploited such access mainly (1) to enhance visual and acoustic feedback, and (2) to reproduce realistic feedbacks in augmented and virtual environments. Here, we re-think haptic feedback by focusing on game augmentation to enrich the gaming experience and gameplay in non-technological games. We describe the design process that led us to define the concept of “haptic rules” as haptic-based enhancement in interference play, where haptic feedback is delivered by users to users within the game as a further mode of interaction. We apply the idea of haptic rules to the game of foosball, evaluating the effect on the gameplay and user experience

    Shared User Interfaces of Physiological Data: Systematic Review of Social Biofeedback Systems and Contexts in HCI

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    As an emerging interaction paradigm, physiological computing is increasingly being used to both measure and feed back information about our internal psychophysiological states. While most applications of physiological computing are designed for individual use, recent research has explored how biofeedback can be socially shared between multiple users to augment human-human communication. Reflecting on the empirical progress in this area of study, this paper presents a systematic review of 64 studies to characterize the interaction contexts and effects of social biofeedback systems. Our findings highlight the importance of physio-temporal and social contextual factors surrounding physiological data sharing as well as how it can promote social-emotional competences on three different levels: intrapersonal, interpersonal, and task-focused. We also present the Social Biofeedback Interactions framework to articulate the current physiological-social interaction space. We use this to frame our discussion of the implications and ethical considerations for future research and design of social biofeedback interfaces.Comment: [Accepted version, 32 pages] Clara Moge, Katherine Wang, and Youngjun Cho. 2022. Shared User Interfaces of Physiological Data: Systematic Review of Social Biofeedback Systems and Contexts in HCI. In CHI Conference on Human Factors in Computing Systems (CHI'22), ACM, https://doi.org/10.1145/3491102.351749

    Exergames experience in physical education : a review

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    Exergames are consoles that require a higher physical effort to play when compared to traditional video games. Active video games, active gaming, interactive games, movement-controlled video games, exertion games, and exergaming are terms used to define the kinds of video games in which the exertion interface enables a new experience. Exergames have added a component of physical activity to the otherwise motionless video game environment and have the potential to contribute to physical education classes by supplementing the current activity options and increasing student enjoyment. The use of exergames in schools has already shown positive results in the past through their potential to fight obesity. As for the pedagogical aspects of exergames, they have attracted educators’ attention due to the large number of games and activities that can be incorporated into the curriculum. In this way, the school must consider the development of a new physical education curriculum in which the key to promoting healthy physical activity in children and youth is enjoyment, using video games as a tool. In this context, the aim is to conduct a brief review of the use of exergames in physical education curriculum, exploring school curriculum, digital culture, and motivation and enjoyment for the learning processes in the video game environmen
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