6 research outputs found

    Automatic Recognition of Playful Physical Activity Opportunities of the Urban Environment

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    We investigate deep neural networks in recognizing playful physical activity opportunities of the urban environment. Using transfer learning with a pre-trained Faster R-CNN network, we are able to train a parkour training spot detector with only a few thousand street level photographs. We utilize a simple and efficient annotation scheme that only required a few days of annotation work by parkour hobbyists, and should be easily applicable in other contexts, e.g. skateboarding. The technology is tested through parkour spot exploration and visualization experiments. To inform and motivate the technology development, we also conducted an interview study about what makes an interesting parkour spot and how parkour hobbyists find spots. Our work should be valuable for researchers and practitioners of fields like urban design and exercise video games, e.g., by providing data for a location-based game akin to Pokémon Go, but with parkour-themed gameplay and challenges.Peer reviewe

    Using and facilitating social videogames as warm-ups for embodied design

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    Warm-ups, as preliminary activities to physical training, are an inherent part of any physical exercise and sports practice. Rooted in the concept of embodied cognition, embodied design is a paradigm that shifts the focus of interaction design from external artefacts and devices to the human body (Svanæs & Barkhuus, 2020). A body-centred design emphasises the importance of having the human body at the centre of the entire design cycle, conveying movement, physical expressivity, feelings, and aesthetics, in a design process that uses the body as both a resource and target. Designing with the body is, therefore, a physically demanding activity that requires a specific set of warm-ups to educate and prepare designers mentally, socially, and physically for the act of embodied design. We propose social videogames as a resourceful framework for creating such a set of warm-up exercises. This paper presents a methodology comprising off-the-shelf commercial videogames whose rules have been adapted for embodied design. Three studies have been executed to validate the game's capacity as warm-up activity and icebreaker for embodied creativity and to study the conditions for an optimal method facilitation to external instructors in preparation for an applied session. The method applied is qualitative and quantitative feedback data gathered from the three studies using questionnaires, tests, observation, and open interviews. The results of the series of studies showed the potential of the proposed methodology as warm-ups for teaching, training, and practising embodied design, as well as giving insights on how to facilitate it. Overall, the game-based warm-ups for embodied design preparation using off-the-shelf movement games have a social and playful nature. The proposed twisted gameplays make them suitable to exert body moves and get ready to think and design with their bodies. The study on facilitation shows the need for a preparation session supported by an experienced person. However, one introductory session is enough for the toolbox to become an easily configurable resource that adapts to the facilitator's needs and goals. We suggest including sample implementation cases along with instruction cards of the embodied games. Further, the warm-up games are customisable using the toolbox's modifier cards.

    MeCaMInD.eu - Movement-Based Method Collection

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    The Method Cards for Movement-based Interaction Design (MeCaMInD) project is an ambitious initiative funded by the EU through the Erasmus+ strategic partnership program. Our primary objective is to introduce movement as an integral component in the design process of new practices, artifacts, and interaction designs for sports and physical activities. The intent is to drive the development of more sustainable movement technologies and sports concepts, enhancing health and well-being for people across Europe.MeCaMInD is a cooperative endeavour involving six prestigious institutions: the University of Southern Denmark, Aalto University, Malmö University, Universidad Carlos III de Madrid, the University of Twente, and Uppsala University. We are committed to creating and enhancing a movement-based creative design environment. The project caters to students and design professionals, providing an array of tools and methods.The movement-focused design approach aims to rethink how technology can be integrated more naturally and engagingly into our daily lives and activities. MeCaMInD envisions a future where technology, sports, and movement fuse seamlessly to promote an active, healthy, and joyful lifestyle

    Restorative play: Videogames improve player wellbeing after a need-frustrating event

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    People often use videogames to restore wellbeing after negative experiences in day-to-day life. Although some research suggests that play can restore wellbeing, few studies have investigated the means by which restoration occurs. We employed self-determination theory (SDT) to understand how and to what degree play improves wellbeing after a needfrustrating event, and how players understand experiences of competence in play.Sixty-five participants worked at a competence manipulation task prior to playing a competence-satisfying videogame. Competence, affect, and vitality improved during play, and in-game experiences of need frustration were observed to effectively predict post-play negative affect. Post-experiment interviews indicate that videogames are seen to support competence relative to perceived skill, extending our knowledge of how design can support competence and restoration. We demonstrate that play can restore wellbeing, present need frustration as a means to explain negative experiences with interactive systems, and discuss effects of design on competence

    Self-Determination Theory in HCI Games Research: Current Uses and Open Questions

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    Self-Determination Theory (SDT), a major psychological theory of human motivation, has become increasingly popular in Human-Computer Interaction (HCI) research on games and play. However, it remains unclear how SDT has advanced HCI games research, or how HCI games scholars engage with the theory. We reviewed 110 CHI and CHI PLAY papers that cited SDT to gain a better understanding of the ways the theory has contributed to HCI games research. We find that SDT, and in particular, the concepts of need satisfaction and intrinsic motivation, have been widely applied to analyse the player experience and inform game design. Despite the popularity of SDT-based measures, however, prominent core concepts and mini-theories are rarely considered explicitly, and few papers engage with SDT beyond descriptive accounts. We highlight conceptual gaps at the intersection of SDT and HCI games research, and identify opportunities for SDT propositions, concepts, and measures to more productively inform future work.Peer reviewe
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