A Design Space of Sports Interaction Technology

DBW Postma, RW van Delden… - … and Trends® in …, 2022 - nowpublishers.com
With this monograph we introduce a new, systematic taxonomy of Sports Interaction
Technology (Sports ITech) that defines a design space of existing and future work in this …

The aesthetics of heat: guiding awareness with thermal stimuli

M Jonsson, A Ståhl, J Mercurio, A Karlsson… - Proceedings of the TEI' …, 2016 - dl.acm.org
In this paper we discuss the design process and results from a design exploration on the use
of thermal stimuli in body awareness exercises. A user-study was performed on an …

Point of no Undo: Irreversible Interactions as a Design Strategy

B Rossmy, N Terzimehić, T Döring, D Buschek… - Proceedings of the …, 2023 - dl.acm.org
Despite irreversibility being omnipresent in the lifeworld, research on interactions making
use of irreversibility in computing systems is still in the early stages. User freedom–provided …

The body of the gamer: game art and gestural excess

TH Apperley - Digital Creativity, 2013 - Taylor & Francis
Where is the body of the gamer in game art? While game art explores the materiality of
digital games through examinations of the glitch, and in-game performances, it is less …

Dead fun: uncomfortable interactions in a virtual reality game for coffins

J Brown, K Gerling, P Dickinson, B Kirman - Proceedings of the 2015 …, 2015 - dl.acm.org
Uncomfortable interactions are a common aspect of daily life, and have been explored in
Human-Computer Interaction; yet little is known about uncomfortable gaming experiences …

Ingestible sensors as design material for bodily play

Z Li, Y Wang, S Greuter, FF Mueller - Extended Abstracts of the 2020 CHI …, 2020 - dl.acm.org
Ingestible sensors are pill-like digital sensors performing sensing functions inside the
human body. Such technology is becoming increasingly common in clinical uses. However …

[图书][B] Rethinking pain in person-centred health care: Around recovery

S Buetow - 2020 - taylorfrancis.com
This book explores how person-centred health care could be refined to help persons
alleviate pain-related distress and construct pain as a potentially positive experience …

[HTML][HTML] Shocking grasps: An archaeology of electrotactile game mechanics

D Parisi - Game Studies, 2013 - gamestudies.org
In this archaeological analysis of gamic electroshock, I link recent electric shock game
machines such as PainStation andTekken Torture to prior ludic and therapeutic …

A Study on the limitation of Nintendo Wii using physical interactive interface

JW Lee, JS Yoon - Journal of Korea Game Society, 2011 - koreascience.kr
For development of physical interactive game recognized as next generation game, this
study examines the present situation of physical interactive games and analyzes the …

체감형인터페이스를사용하는닌텐도위(Wii) 의한계에대한연구

이장원, 윤준성 - 한국게임학회논문지, 2011 - dbpia.co.kr
차세대 게임으로 주목받는 체감형 게임의 발전을 위해서, 본 연구는 현재 체감형 게임의 현황을
파악하고, 하드웨어보다 미흡한 콘텐츠 개발의 문제점을 분석한다. 우선, 체감형 게임 콘텐츠가 …