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...
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...
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...
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...
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...