[HTML][HTML] A best-fit framework and systematic review of asymmetric gameplay in multiplayer virtual reality games

K Rogers, S Karaosmanoglu, D Wolf… - Frontiers in Virtual …, 2021 - frontiersin.org
Increasingly, virtual reality (VR) design and research leverages gameplay asymmetries,
flattening discrepancies of interface, abilities, information or other aspects between players …

Bad breakdowns, useful seams, and face slapping: Analysis of vr fails on youtube

E Dao, A Muresan, K Hornbæk, J Knibbe - … of the 2021 chi conference on …, 2021 - dl.acm.org
Virtual reality (VR) is increasingly used in complex social and physical settings outside of the
lab. However, not much is known about how these settings influence use, nor how to design …

Acceptability of speech and silent speech input methods in private and public

L Pandey, K Hasan, AS Arif - Proceedings of the 2021 CHI Conference …, 2021 - dl.acm.org
Silent speech input converts non-acoustic features like tongue and lip movements into text. It
has been demonstrated as a promising input method on mobile devices and has been …

Towards understanding the design of bodily integration

P Lopes, J Andres, R Byrne, N Semertzidis, Z Li… - International Journal of …, 2021 - Elsevier
In the field of human-computer interaction, the term “integration” describes an emergent
paradigm in which the human and the computer are tightly coupled. Our previous research …

Snowflakes: a prototyping tool for computational jewelry

OO Buruk, Ç Genç, İO Yıldırım, MC Onbaşlı… - Proceedings of the 2021 …, 2021 - dl.acm.org
Smart-jewelry design has many layers such as comfort, ergonomics, fashionability,
interactivity and functionality that create a complex design process, making the form …

Towards a better understanding of social acceptability

A Uhde, M Hassenzahl - Extended Abstracts of the 2021 CHI Conference …, 2021 - dl.acm.org
Social contexts play an important role in understanding acceptance and use of technology.
However, current approaches used in HCI to describe contextual influence do not capture it …

[PDF][PDF] Towards the next generation of gaming wearables

MS Oğuz'Oz'Buruk, N Xi, T Nummenmaa… - Proceedings of the …, 2021 - drive.google.com
Recent studies on gaming wearables show that wearables can contribute to the gaming
experience by bolstering performativity, facilitating social interaction, and accommodating …

Expressivity in interaction: A framework for design

M Bruns, S Ossevoort, MG Petersen - … of the 2021 CHI Conference on …, 2021 - dl.acm.org
Expressivity is frequently recurring as a term in HCI, but it is often approached from different
perspectives. Affective computing prompted research into emotional expressivity, and with …

Streaming vr games to the broad audience: A comparison of the first-person and third-person perspectives

K Emmerich, A Krekhov, S Cmentowski… - Proceedings of the 2021 …, 2021 - dl.acm.org
The spectatorship experience for virtual reality (VR) games differs strongly from its non-VR
precursor. When watching non-VR games on platforms such as Twitch, spectators just see …

Fighting fires and powering steam locomotives: Distribution of control and its role in social interaction at tangible interactive museum exhibits

L Clarke, E Hornecker, I Ruthven - … of the 2021 CHI Conference on …, 2021 - dl.acm.org
We present a video-analysis study of museum visitors' interactions at two tangible interactive
exhibits in a transport museum. Our focus is on groups' social and shared interactions, in …