11. |
- Nylander, Stina, et al.
(författare)
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HCI and Sports
- 2014. - 11
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Konferensbidrag (refereegranskat)abstract
- Sport is an area in which the number of available computing devices is growing rapidly. However, HCI has so far devoted rather little attention to the sports domain. This workshop aims to form a community around sports by gathering existing activity in the HCI domain, thus starting a discussion on what HCI can contribute to the sports domain, as well as what HCI can gain from studying sports.
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12. |
- Nylander, Stina, et al.
(författare)
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HCI and sports
- 2015
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Ingår i: interactions. - : Association for Computing Machinery (ACM). - 1072-5520 .- 1558-3449. ; 22:2, s. 30-31
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Tidskriftsartikel (refereegranskat)abstract
- Sports are an important part of many people’s lives. They are rewarding and motivating, but people appreciate them for a variety of reasons: Sports are personal and social, are fun but have health benefits, and can also be both enjoyable and painful. While motivation, fun, and sociality are elements often used as starting points in interaction design, we argue that for many athletes, these elements are already present and do not need to be specifically designed for. In this special section we have selected work that complements such an approach by focusing on novel viewpoints on interaction design in sports.
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13. |
- Nylander, Stina, et al.
(författare)
-
HCI and sports
- 2014
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Ingår i: CHI '14 Extended Abstracts on Human Factors in Computing Systems. - New York, NY, USA : ACM Press. - 9781450324748 ; , s. 115-118
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Konferensbidrag (refereegranskat)abstract
- Sport is an area in which the number of available computing devices is growing rapidly. However, HCI has so far devoted rather little attention to the sports domain. This workshop aims to form a community around sports by gathering existing activity in the HCI domain, thus starting a discussion on what HCI can contribute to the sports domain, as well as what HCI can gain from studying sports.
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14. |
- Patibanda, Rakesh, et al.
(författare)
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Auto-Paizo Games : Towards Understanding the Design of Games That Aim to Unify a Player's Physical Body and the Virtual World
- 2023
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Ingår i: Proceedings of the ACM on Human-Computer Interaction. - : Association for Computing Machinery (ACM). - 2573-0142. ; 7:CHI PLAY, s. 893-918
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Tidskriftsartikel (refereegranskat)abstract
- Most digital bodily games focus on the body as they use movement as input. However, they also draw the player's focus away from the body as the output occurs on visual displays, creating a divide between the physical body and the virtual world. We propose a novel approach - the "Body as a Play Material"- where a player uses their body as both input and output to unify the physical body and the virtual world. To showcase this approach, we designed three games where a player uses one of their hands (input) to play against the other hand (output) by loaning control over its movements to an Electrical Muscle Stimulation (EMS) system. We conducted a thematic analysis on the data obtained from a field study with 12 participants to articulate four player experience themes. We discuss our results about how participants appreciated the engagement with the variety of bodily movements for play and the ambiguity of using their body as a play material. Ultimately, our work aims to unify the physical body and the virtual world.
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15. |
- Walmink, Wouter, et al.
(författare)
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Displaying Heart Rate Data on a Bicycle Helmet to Support Social Exertion Experiences
- 2014
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Ingår i: TEI '14. - New York, NY, United States : Association for Computing Machinery (ACM). - 9781450326353 ; , s. 97-104
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Konferensbidrag (refereegranskat)abstract
- 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.
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