{"title":"对身体驱动游戏设计的理解","authors":"Rakesh Patibanda, Elise van den Hoven, F. Mueller","doi":"10.1145/3505270.3558367","DOIUrl":null,"url":null,"abstract":"Bodily 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 Stimulation (EMS). EMS works by passing a small amount of electricity via electrodes attached to the player’s body, contracting their muscles to actuate involuntary body movements. Our work explores this bodily I/O by creating three \"body-actuated play\" systems ranging from single-player to social game experiences. Ultimately, by studying the associated user experiences of these systems, we will deduce a prescriptive design framework for designing bodily games in which humans can use their bodies as input and output.","PeriodicalId":375705,"journal":{"name":"Extended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play","volume":"13 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2022-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"5","resultStr":"{\"title\":\"Towards Understanding the Design of Body-Actuated Play\",\"authors\":\"Rakesh Patibanda, Elise van den Hoven, F. Mueller\",\"doi\":\"10.1145/3505270.3558367\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Bodily 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 Stimulation (EMS). EMS works by passing a small amount of electricity via electrodes attached to the player’s body, contracting their muscles to actuate involuntary body movements. Our work explores this bodily I/O by creating three \\\"body-actuated play\\\" systems ranging from single-player to social game experiences. Ultimately, by studying the associated user experiences of these systems, we will deduce a prescriptive design framework for designing bodily games in which humans can use their bodies as input and output.\",\"PeriodicalId\":375705,\"journal\":{\"name\":\"Extended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play\",\"volume\":\"13 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2022-11-02\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"5\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Extended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/3505270.3558367\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Extended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3505270.3558367","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Towards Understanding the Design of Body-Actuated Play
Bodily 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 Stimulation (EMS). EMS works by passing a small amount of electricity via electrodes attached to the player’s body, contracting their muscles to actuate involuntary body movements. Our work explores this bodily I/O by creating three "body-actuated play" systems ranging from single-player to social game experiences. Ultimately, by studying the associated user experiences of these systems, we will deduce a prescriptive design framework for designing bodily games in which humans can use their bodies as input and output.