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OZCHI
2009
ACM
15 years 11 months ago
Having fun at home: interleaving fieldwork and goal models
We aim to make sense of a perplexing human experience (fun) as it occurs in a recently discovered place for sociotechnical study (the home). Our toolkit includes technology probes...
Sonja Pedell, Tim Miller, Frank Vetere, Leon Sterl...
OZCHI
2009
ACM
15 years 11 months ago
Technological approaches to promoting physical activity
This paper reflects on the HCI community’s current and potential contributions to the problem of promoting physical activity. It does so by first presenting a conceptual overvie...
Julie Maitland, Katie A. Siek
ACMACE
2009
ACM
15 years 10 months ago
Towards tailoring player experience in physical Wii games: a case study on relaxation
In this study we construct an artificial neural network model of players’ relaxation preferences while playing a physical Wii game. Developed technology will assist game designe...
Patrick Jarnfelt, Sebbe Selvig, Dajana Dimovska
ACMACE
2009
ACM
15 years 10 months ago
An in-game reporting tool for pervasive games
Pervasive and location-based games are played in the real world rather than on the screen of a computer or mobile device. This makes them difficult to study. Since players move ar...
Annika Waern, Zeynep Ahmet, Daniel Sundström
HAPTICS
2008
IEEE
15 years 10 months ago
A Vibrotactile Device for Display of Virtual Ground Materials in Walking
We present a floor tile designed to provide the impression of walking on different ground materials, such as gravel, carpet, or stone. The device uses affordable and commerciall...
Yon Visell, Jeremy R. Cooperstock, Bruno L. Giorda...