[HTML][HTML] Wearable gaming technology: A study on the relationships between wearable features and gameful experiences

N Xi, J Chen, S Jabari, J Hamari - International Journal of Human …, 2024 - Elsevier
With the parallel advancement and evolution of psycho-physiological sensors, haptics, and
overall wearable computing, wearable devices have become a mainstay in everyday life …

Interactive feedforward for improving performance and maintaining intrinsic motivation in VR exergaming

SC Barathi, DJ Finnegan, M Farrow, A Whaley… - Proceedings of the …, 2018 - dl.acm.org
Exergames commonly use low to moderate intensity exercise protocols. Their effectiveness
in implementing high intensity protocols remains uncertain. We propose a method for …

Virtual performance augmentation in an immersive jump & run exergame

C Ioannou, P Archard, E O'neill… - Proceedings of the 2019 …, 2019 - dl.acm.org
Human performance augmentation through technology has been a recurring theme in
science and culture, aiming to increase human capabilities and accessibility. We investigate …

Designing'True Colors' A Social Wearable that Affords Vulnerability

E Dagan, E Márquez Segura… - Proceedings of the …, 2019 - dl.acm.org
Vulnerability is a common experience in everyday life and is frequently perceived as a flaw
to be excised in technology design. Yet, research indicates it is an essential aspect of …

Worker Activity Recognition in Manufacturing Line Using Near-body Electric Field

S Suh, VF Rey, S Bian, YC Huang… - IEEE Internet of …, 2023 - ieeexplore.ieee.org
Manufacturing industries strive to improve production efficiency and product quality by
deploying advanced sensing and control systems. Wearable sensors are emerging as a …

Hands as a controller: User preferences for hand specific on-skin gestures

I Bostan, OT Buruk, M Canat, MO Tezcan… - Proceedings of the …, 2017 - dl.acm.org
Hand-specific on-skin (HSoS) gestures are a trending interaction modality yet there is a gap
in the field regarding users' preferences about these gestures. Thus, we conducted a user …

A 2nd person social perspective on bodily play

FF Mueller, Z Li, R Byrne, YD Mehta, P Arnold… - Proceedings of the 2019 …, 2019 - dl.acm.org
Recent HCI work on digital games highlighted the advantage for designers to take on a 1st
person perspective on the human body (referring to the phenomenological" lived" body) and …

It made more sense: Comparison of user-elicited on-skin touch and freehand gesture sets

H Havlucu, MY Ergin, I Bostan, OT Buruk… - Distributed, Ambient and …, 2017 - Springer
Research on gestural control interfaces is getting more widespread for the purpose of
creating natural interfaces. Two of these popular gesture types are freehand and on-skin …

Personal space in play: Physical and digital boundaries in large-display cooperative and competitive games

RR Wehbe, T Dickson, A Kuzminykh… - Proceedings of the …, 2020 - dl.acm.org
As multi-touch displays grow in size and shrink in price, they are more commonly used as
gaming devices. When co-located users play games on a single, large display, establishing …

ClothFace: Battery-free user interface solution embedded into clothing and everyday surroundings

A Mehmood, H He, X Chen, A Vianto… - 2020 IEEE 8th …, 2020 - ieeexplore.ieee.org
This paper introduces ClothFace, a passive ultrahigh frequency (UHF) radio frequency
identification (RFID)-based user interface solution, which can be embedded into clothing …