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- research-articleJuly 2024
Shared Bodily Fusion: Leveraging Inter-Body Electrical Muscle Stimulation for Social Play
- Rakesh Patibanda,
- Nathalie Overdevest,
- Shreyas Nisal,
- Aryan Saini,
- Don Samitha Elvitigala,
- Jarrod Knibbe,
- Elise Van Den Hoven,
- Florian 'Floyd' Mueller
DIS '24: Proceedings of the 2024 ACM Designing Interactive Systems ConferencePages 2088–2106https://doi.org/10.1145/3643834.3660723Traditional games like "Tag" rely on shared control via inter-body interactions (IBIs) – touching, pushing, and pulling – that foster emotional and social connection. Digital games largely limit IBIs, with players using their bodies as input to control ...
- research-articleOctober 2023
Auto-Paizo Games: Towards Understanding the Design of Games That Aim to Unify a Player’s Physical Body and the Virtual World
- Rakesh Patibanda,
- Chris Hill,
- Aryan Saini,
- Xiang Li,
- Yuzheng Chen,
- Andrii Matviienko,
- Jarrod Knibbe,
- Elise van den Hoven,
- Florian ‘Floyd’ Mueller
Proceedings of the ACM on Human-Computer Interaction (PACMHCI), Volume 7, Issue CHI PLAYArticle No.: 408, Pages 893–918https://doi.org/10.1145/3611054Most 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 ...
- research-articleOctober 2023
Fused Spectatorship: Designing Bodily Experiences Where Spectators Become Players
- Rakesh Patibanda,
- Aryan Saini,
- Nathalie Overdevest,
- Maria F. Montoya,
- Xiang Li,
- Yuzheng Chen,
- Shreyas Nisal,
- Josh Andres,
- Jarrod Knibbe,
- Elise van den Hoven,
- Florian ‘Floyd’ Mueller
Proceedings of the ACM on Human-Computer Interaction (PACMHCI), Volume 7, Issue CHI PLAYArticle No.: 403, Pages 769–802https://doi.org/10.1145/3611049Spectating digital games can be exciting. However, due to its vicarious nature, spectators often wish to engage in the gameplay beyond just watching and cheering. To blur the boundaries between spectators and players, we propose a novel approach called "...
- extended-abstractNovember 2022
Towards Understanding the Design of Body-Actuated Play
CHI PLAY '22: Extended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in PlayPages 388–391https://doi.org/10.1145/3505270.3558367Bodily games often use players’ physiology as input to provide output via screen-based modalities. Game design researchers could extend the use of the body as input and output (I/O) by using body-actuating technologies such as Electrical Muscle ...
- research-articleApril 2020
EYEditor: Towards On-the-Go Heads-Up Text Editing Using Voice and Manual Input
CHI '20: Proceedings of the 2020 CHI Conference on Human Factors in Computing SystemsPages 1–13https://doi.org/10.1145/3313831.3376173On-the-go text-editing is difficult, yet frequently done in everyday lives. Using smartphones for editing text forces users into a heads-down posture which can be undesirable and unsafe. We present EYEditor, a heads-up smartglass-based solution that ...
- research-articleApril 2018Honorable Mention
Designing for Diabetes Decision Support Systems with Fluid Contextual Reasoning
CHI '18: Proceedings of the 2018 CHI Conference on Human Factors in Computing SystemsPaper No.: 625, Pages 1–12https://doi.org/10.1145/3173574.3174199Type 1 diabetes is a potentially life-threatening chronic condition that requires frequent interactions with diverse data to inform treatment decisions. While mobile technologies such as blood glucose meters have long been an essential part of this ...
- abstractMay 2017
Designing Speech, Acoustic and Multimodal Interactions
- Cosmin Munteanu,
- Pourang Irani,
- Sharon Oviatt,
- Matthew Aylett,
- Gerald Penn,
- Shimei Pan,
- Nikhil Sharma,
- Frank Rudzicz,
- Randy Gomez,
- Ben Cowan,
- Keisuke Nakamura
CHI EA '17: Proceedings of the 2017 CHI Conference Extended Abstracts on Human Factors in Computing SystemsPages 601–608https://doi.org/10.1145/3027063.3027086Traditional interfaces are continuously being replaced by mobile, wearable, or pervasive interfaces. Yet when it comes to the input and output modalities enabling our interactions, we have yet to fully embrace some of the most natural forms of ...
- short-paperSeptember 2016
Multi-modal wearable ambient display: an investigation of continuous glucose monitoring
ISWC '16: Proceedings of the 2016 ACM International Symposium on Wearable ComputersPages 24–27https://doi.org/10.1145/2971763.2971801The design of an interface for a pervasive wearable device requires attention to a wide range of user contexts, but can also leverage multi-modality in a way that mobile devices cannot. As wearable devices become more pervasively used, design paradigms ...
- abstractMay 2016
Designing Speech and Multimodal Interactions for Mobile, Wearable, and Pervasive Applications
- Cosmin Munteanu,
- Pourang Irani,
- Sharon Oviatt,
- Matthew Aylett,
- Gerald Penn,
- Shimei Pan,
- Nikhil Sharma,
- Frank Rudzicz,
- Randy Gomez,
- Keisuke Nakamura,
- Kazuhiro Nakadai
CHI EA '16: Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing SystemsPages 3612–3619https://doi.org/10.1145/2851581.2856506Traditional interfaces are continuously being replaced by mobile, wearable, or pervasive interfaces. Yet when it comes to the input and output modalities enabling our interactions, we have yet to fully embrace some of the most natural forms of ...
- research-articleDecember 2014
A structured interaction model of wearable system
HCIK '15: Proceedings of HCI KoreaPages 71–75We bring forward a novel interaction model to complement the conventional models, which cannot fully describe the interactive process of wearable devices. By using this model as a method of thinking and design tool, designers can have clearer line of ...
- research-articleFebruary 2012
SolarBurst
TEI '12: Proceedings of the Sixth International Conference on Tangible, Embedded and Embodied InteractionPages 327–328https://doi.org/10.1145/2148131.2148205Using the wearer's natural interaction with the environment, the SolarBurst necklace imbues the wearer with a sense of power, of 'superhuman', with each random burst of light. Using a 3-dimensional configuration, the necklace is made up of solar cells ...
- abstractOctober 2010
Exploring touch and breath in networked wearable installation design
MM '10: Proceedings of the 18th ACM international conference on MultimediaPages 1399–1400https://doi.org/10.1145/1873951.1874225This paper describes the artistic design concepts for the interactive wearable artworks tendrils and exhale exhibited at ACM Multimedia 2010 Interactive Art Program in Firenze Italy at the at the Palazzo Medici-Riccardi from 25 October through 6 ...
- research-articleJanuary 2010
Coming to grips with the objects we grasp: detecting interactions with efficient wrist-worn sensors
TEI '10: Proceedings of the fourth international conference on Tangible, embedded, and embodied interactionPages 57–64https://doi.org/10.1145/1709886.1709898The use of a wrist-worn sensor that is able to read nearby RFID tags and the wearer's gestures has been suggested frequently as a way to both detect the objects we interact with and to identify the interaction. Making such a prototype feasible for ...
- abstractJanuary 2010
tendrils: exploring the poetics of collective touch in wearable art
TEI '11: Proceedings of the fifth international conference on Tangible, embedded, and embodied interactionPages 397–398https://doi.org/10.1145/1935701.1935798This paper summarizes the artistic concepts underlying the design of tendrils, a responsive kinetic wearable art-work in the form of an interactive garment. The design process of tendrils is based in artistic exploration influenced by the somatic turn: ...