4 research outputs found

    Hanging off a bar

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    Exertion Games involve physical effort and as a result can facilitate physical health benefits. We present Hanging off a Bar, an action hero-inspired Exertion Game in which players hang off an exercise bar over a virtual river for as long as possible. Initial observations from three events with audiences ranging from the general public to expert game designers suggest that Hanging off a Bar can be engaging for players and facilitate intense exertion within seconds. Furthermore, we collected suggestions for what game elements players believe could entice them to increase their physical effort investment. These suggestions, combined with Hanging off a Bar as research vehicle due to the easy measurement of exertion through hanging time, enable future explorations into the relationship between digital game elements and physical exertion, guiding designers on how to support exertion in digital game

    Inneraction

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    Displaying heart rate data on a bicycle helmet to support social exertion experience

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    People often engage in physical activity with others, yet wearable technologies like heart rate monitors typically focus on individual usage. In response, we discuss the potential of heart rate displays in a social context, by means of an augmented cycling helmet that displays heart rate data. We studied how pairs of cyclists engaged with this setup and found that access to another person's heart rate data can result in social interplay which in turn supports engagement with the exertion activity. Through our design process and study, we reveal key dimensions of designing for social uses of heart rate data and wearable displays: temporal and spatial accessibility of data, technology support for its interpretation, and influences on heart rate. We also articulate a set of insights for designers that aim to support social exertion activities with heart rate data. As such, our work expands our understanding of wearable technologies' unique interaction opportunities

    Meaning in motion : towards the creation of embodied movement

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    In this paper we explore movement as an alternative mediator of gradients of emotion. It is studied in a case in which four different mechanically moving objects express different levels of urgency related to catching a plane. We discuss Move Boards, Acting out, tinkering and 4D sketching [1] as relevant design tools in addition to traditional idea generation tools. From the user-test we conclude 3 out of 4 robots created a highly consistent result in the recognition of the intended communicated emotion without context and within context
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