406 research outputs found

    Jogging at CHI

    Get PDF
    HCI is increasingly paying attention to sports, and more and more CHI attendees are aiming to maintain being physically active while attending CHI. In response, we offer a SIG on the topic of sports-HCI and conduct it in a sportive way: we will go out of the conference venue and jog around San Jose while discussing the role of HCI in relation to sports. The goal is to actively shape the future of the field of sports-HCI

    The Exercise Intention-Behavior Gap:Lowering the Barriers through Interaction Design Research

    Get PDF

    Jogging at CHI

    Full text link

    Embedding a Crowd inside a Relay Baton:A Case Study in a Non-Competitive Sporting Activity

    Get PDF
    This paper presents a digital relay baton that connects long-distance runners with distributed online spectators. Such baton broadcasts athletes’ live locative data to a social network and communicates back remote-crowd support through haptic and audible cheers. Our work takes an exploratory design approach to bring new insights into the design of real-time techno-mediated social support. The prototype was deployed during a 170-mile charity relay race across the UK with 13 participants, 261 on-line supporters, and collected a total of 3153 ‘cheers’. We report on the insights collected during the design and deployment process and identify three fundamental design considerations: the degree of expressiveness afforded by the system design, the context applicability, and the data flow within the social networ

    Embedding a Crowd inside a Relay Baton:A Case Study in a Non-Competitive Sporting Activity

    Get PDF
    This paper presents a digital relay baton that connects long-distance runners with distributed online spectators. Such baton broadcasts athletes’ live locative data to a social network and communicates back remote-crowd support through haptic and audible cheers. Our work takes an exploratory design approach to bring new insights into the design of real-time techno-mediated social support. The prototype was deployed during a 170-mile charity relay race across the UK with 13 participants, 261 on-line supporters, and collected a total of 3153 ‘cheers’. We report on the insights collected during the design and deployment process and identify three fundamental design considerations: the degree of expressiveness afforded by the system design, the context applicability, and the data flow within the social networ

    Co-located Augmented Play-spaces:Past, Present, and Perspectives

    Get PDF
    In recent years, many different studies regarding Co-located Augmented Play-spaces (CAPs) have been published in a wide variety of conferences and journals. We present an overview. The work presented in these papers includes end user's perspectives as well as researcher's perspective. We place these within four aspects in this review: 1) Argumentation, the underlying reasons or the higher end goals to investigate interactive play from a user's perspective, 2) Systems, the kind of systems that are created, this includes their intended use which fits the end user's perspective, 3) Evaluation, the way in which the researchers evaluate the system, 4) Contribution, the goal of the studies from the researcher's perspective; what does the study contribute to the research community. CAPs are often multimodal in nature; this survey pays attention to the multimodal characteristics in relation to all four aspects. This overview contributes a clearer view on the current literature, points out where new opportunities lie, and hands us the tools for what we think is important: bringing the end-user and research perspective together in intervention based evaluations. In short, this paper discusses CAPs: their past, the present, and the perspectives

    Designing brutal multiplayer video games

    Get PDF
    Non-digital forms of play that allow players to direct brute force directly upon each other, such as martial arts, boxing and full contact team sports,are very popular. However, inter-player brutality has largely been unexplored as a feature of digital gaming. In this paper, we describe the design and study of 2 multi-player games that encourage players to use brute force directly against other players. Balance of Poweris a tug-of-war style game implemented with Xbox Kinect, while Bundleis a playground-inspired chasing game implemented with smartphones. Two groups of five participants(n=10) played both games while being filmed, and were subsequently interviewed. A thematic analysis identified five keycomponents ofthe brutalmultiplayer video gameexperience, which informsa set of sevendesign considerations.This work aims to inspire the design of engaging game experiences based on awareness and enjoyment of our own and others’ physicality
    • …
    corecore