Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play最新文献

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Whack-a-Ball: An Exergame Exploring the Use of a Ball Interface for Facilitating Physical Activities 打球:一种探索使用球界面促进身体活动的游戏
Rongqi Bei, Yixuan Li, Xin Tong
{"title":"Whack-a-Ball: An Exergame Exploring the Use of a Ball Interface for Facilitating Physical Activities","authors":"Rongqi Bei, Yixuan Li, Xin Tong","doi":"10.1145/3450337.3483465","DOIUrl":"https://doi.org/10.1145/3450337.3483465","url":null,"abstract":"Sedentary lifestyles have posed threats to people’s physical and mental well-being worldwide. Researchers developed exergames to address people’s sedentary lifestyle by encouraging body movement through an entertaining game approach. Our research proposed an innovative ball interface and evaluated the effects of the ball interface on physical activities with and without extra weights. We conducted a user study with 14 participants to evaluate their experiences and physical activities elicited in three interface conditions: Mouse, Ball, and Weighted Ball.We collected participants’ heart rate (HR), Borg Rating of Perceived Exertion (RPE), and Self-Assessment Manikin ratings (SAM), and conducted a semi-structured interview.We found that both the Ball and Weighted Ball conditions facilitated moderate-intensity workouts and more physical activities than the at-rest and the Mouse conditions. However, we didn’t observe any significant improvement of physical activities in the Weighted Ball condition compared to the Ball condition. Our research contributes to the exergames research field and HCI community by bringing more understanding and insights towards the ball interface, including participants’ acceptance and experiences, the ball interface’s effectiveness of fostering physical activities, and design considerations for future research.","PeriodicalId":427412,"journal":{"name":"Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125450402","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 2
Through the Zoom Glass: Drawing Design Inspiration from Mediated Playful Interactions with Food and Child Personas 通过变焦镜:从食物和儿童角色的介导的有趣互动中汲取设计灵感
Yoram Chisik, Marie-Monique Schaper, Ferran Altarriba Bertran, Ruxandra Lupu, Laetitia Barbu, Laia Turmo Vidal, Erik Lloyd Nilsen, Saumya Gupta, Cristina Valero
{"title":"Through the Zoom Glass: Drawing Design Inspiration from Mediated Playful Interactions with Food and Child Personas","authors":"Yoram Chisik, Marie-Monique Schaper, Ferran Altarriba Bertran, Ruxandra Lupu, Laetitia Barbu, Laia Turmo Vidal, Erik Lloyd Nilsen, Saumya Gupta, Cristina Valero","doi":"10.1145/3450337.3483452","DOIUrl":"https://doi.org/10.1145/3450337.3483452","url":null,"abstract":"In this paper we describe our experiences in running a workshop aimed at exploring the use of playful food interactions as a means of uncovering design insights for child oriented food technologies and experiences. The workshop was originally planned as an in-person event in which we could jointly experience the gustatory and olfactory elements of the food items at hand and interact with their tactile properties. However, as a result of the COVID-19 (coronavirus) pandemic, we converted the workshop into a virtual event in which participants had to convey their multisensory food experiences and ideas through the limited sight and sound capabilities offered by online platforms such as Zoom and Miro. We report on the methods used and reflect on how the constraints of digital mediation and the desire of participants to overcome these constraints shaped the experience and outcome of the workshop.","PeriodicalId":427412,"journal":{"name":"Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124326912","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
RelicVR: A Virtual Reality Game for Active Exploration of Archaeological Relics RelicVR:一款主动探索考古遗迹的虚拟现实游戏
Yilin Liu, Yiming Lin, Rongkai Shi, Yiming Luo, Hai-Ning Liang
{"title":"RelicVR: A Virtual Reality Game for Active Exploration of Archaeological Relics","authors":"Yilin Liu, Yiming Lin, Rongkai Shi, Yiming Luo, Hai-Ning Liang","doi":"10.1145/3450337.3483507","DOIUrl":"https://doi.org/10.1145/3450337.3483507","url":null,"abstract":"Digitalization is changing how people visit museums and explore the artifacts they house. Museums, as important educational venues outside classrooms, need to actively explore the application of digital interactive media, including games that can balance entertainment and knowledge acquisition. In this paper, we introduce RelicVR, a virtual reality (VR) game that encourages players to discover artifacts through physical interaction in a game-based approach. Players need to unearth artifacts hidden in a clod enclosure by using available tools and physical movements. The game relies on the dynamic voxel deformation technique to allow players to chip away earth covering the artifacts. We added uncertainty in the exploration process to bring it closer to how archaeological discovery happens in real life. Players do not know the shape or features of the hidden artifact and have to take away the earth gradually but strategically without hitting the artifact itself. From playtesting sessions with eight participants, we found that the uncertainty elements are conducive to their engagement and exploration experience. Overall, RelicVR is an innovative game that can improve players’ learning motivation and outcomes of ancient artifacts.","PeriodicalId":427412,"journal":{"name":"Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play","volume":"29 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-09-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132985500","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 13
Myopic Bike and Say Hi: Games for Empathizing with The Myopic 《Myopic Bike》和《Say Hi》:与近视者共情的游戏
Xiang Li, Xiaohang Tang, Xin Tong, Rakesh Patibanda, F. Mueller, Hai-Ning Liang
{"title":"Myopic Bike and Say Hi: Games for Empathizing with The Myopic","authors":"Xiang Li, Xiaohang Tang, Xin Tong, Rakesh Patibanda, F. Mueller, Hai-Ning Liang","doi":"10.1145/3450337.3483505","DOIUrl":"https://doi.org/10.1145/3450337.3483505","url":null,"abstract":"Myopia is an eye condition that makes it difficult for people to focus on faraway objects. It has become one of the most serious eye conditions worldwide and negatively impacts the quality of life of those who suffer from it. Although myopia is prevalent, many non-myopic people have misconceptions about it and encounter challenges empathizing those who suffer from it. In this research, we developed two virtual reality (VR) games, (1) ”Myopic Bike” and (2) ”Say Hi”, to provide a means for the non-myopic population to experience the difficulties of myopic people. Our two games simulate two inconvenient daily life scenarios (riding a bicycle and greeting friends on the street) that myopic people encounter when not wearing glasses. The goal is to facilitate empathy in people with non-myopia for those who suffer from myopia. We evaluated four participants’ game experiences through questionnaires and semi-structured interviews. Overall, our two VR games can create an engaging and non-judgmental experience for the non-myopic people that has potential to facilitate empathizing with those who suffer from myopia.","PeriodicalId":427412,"journal":{"name":"Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play","volume":"60 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-09-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124849278","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 6
Explainability via Interactivity? Supporting Nonexperts’ Sensemaking of pre-trained CNN by Interacting with Their Daily Surroundings 互动性的可解释性?通过与日常环境的互动,支持非专家对预训练CNN的语义构建
Chao Wang, Pengcheng An
{"title":"Explainability via Interactivity? Supporting Nonexperts’ Sensemaking of pre-trained CNN by Interacting with Their Daily Surroundings","authors":"Chao Wang, Pengcheng An","doi":"10.1145/3450337.3483487","DOIUrl":"https://doi.org/10.1145/3450337.3483487","url":null,"abstract":"Current research on Explainable AI (XAI) heavily targets on expert users (data scientists or AI developers). However, increasing importance has been argued for making AI more understandable to nonexperts, who are expected to leverage AI techniques, but have limited knowledge about AI. We present a mobile application to support nonexperts to interactively make sense of Convolutional Neural Networks (CNN); it allows users to play with a pre-trained CNN by taking pictures of their surrounding objects. We use an up-to-date XAI technique (Class Activation Map) to intuitively visualize the model’s decision (the most important image regions that lead to a certain result). Deployed in a university course, this playful learning tool was found to support design students to gain vivid understandings about the capabilities and limitations of pre-trained CNNs in real-world environments. Concrete examples of students’ playful explorations are reported to characterize their sensemaking processes reflecting different depths of thought.","PeriodicalId":427412,"journal":{"name":"Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play","volume":"32 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-05-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115527941","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 3
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