WearLove: Affective Communication via Wearable Device with Gamification

Y. Joi, Beom Taek Jeong, Jin Hwang Kim, K. Park, Taehyun Lee, Jun-Dong Cho
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引用次数: 16

Abstract

In this paper, we present WearLove, a wrist-worn device and mobile application for enhancing affective communication between users. It enables two users to send a heart symbol to each other's wristband monitors by touching the sensor on the band. Given that the gamification causes the user motivation, we add the gamification elements to the app. The more they express their love to each other via the wristband, the bigger a tree will be grown in the app. By using WearLove, we would like to figure out it can actually enhance the affective communication between users. Add to this, we also investigate the gamification elements in the app can evoke the user motivation for affective communication. To address these questions, three group interviews were conducted during one hour for each couple. (N = 6, 3 couples) Results indicated that WearLove may evoke user motivation for affective communication. Key findings and limitations are going to be discussed in the paper.
穿戴式恋爱:通过可穿戴设备与游戏化进行情感交流
在本文中,我们提出了WearLove,一种腕带设备和移动应用程序,用于增强用户之间的情感交流。它可以让两名用户通过触摸腕带上的传感器向对方的腕带监视器发送心形符号。考虑到游戏化会引起用户的动机,我们在应用中加入了游戏化的元素。用户通过手环向对方表达的爱意越多,应用中的一棵树就会长得越大。通过使用WearLove,我们想知道它是否真的可以增强用户之间的情感交流。除此之外,我们还研究了应用中的游戏化元素是否能够激发用户进行情感交流的动机。为了回答这些问题,对每对夫妇在一小时内进行了三次小组访谈。(N = 6,3对)结果表明,WearLove可以激发用户进行情感交流的动机。本文将讨论主要发现和局限性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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