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Designing wearable systems for sports: a review of trends and opportunities in human–computer interaction
This paper presents a literature review of human-computer interaction works on wearable
systems for sports. We selected a corpus of 57 papers and analyzed them through the …
systems for sports. We selected a corpus of 57 papers and analyzed them through the …
A Framework for Interactive Sport Training Technology
Participation in organized sport has many physical, mental, and social benefits, but there are
a variety of obstacles in joining and continued participation including access to adequate …
a variety of obstacles in joining and continued participation including access to adequate …
A review of visual strategies in pictorials
This pictorial review illustrates an array of visual strategies employed in 271 pictorials
published in DIS, C&C, and TEI conferences between 2014 and 2023. Based on a thematic …
published in DIS, C&C, and TEI conferences between 2014 and 2023. Based on a thematic …
The cost of reward: a critical reflection on thewhat',how', andwhy'of gamification for motivation in sports
Sports is greatly valued both for its internal benefits (eg, joy and fulfilment) and its external
benefits (eg, physical health). Still, many people struggle to find or uphold the motivation to …
benefits (eg, physical health). Still, many people struggle to find or uphold the motivation to …
Toward detecting the zone of elite tennis players through wearable technology
Wearable devices fall short in providing information other than physiological metrics despite
athletes' demand for psychological feedback. To address this, we introduce a preliminary …
athletes' demand for psychological feedback. To address this, we introduce a preliminary …
BraidFlow: A Flow-annotated Dataset of Kumihimo Braidmaking Activity
Entering a cognitive state of flow is a natural response of the mind that allows people to fully
concentrate and cope with tedious, and often repetitive tasks. Understanding how to trigger …
concentrate and cope with tedious, and often repetitive tasks. Understanding how to trigger …
GameFlow 2020: 15 Years of a Model of Player Enjoyment
P Sweetser - Proceedings of the 32nd Australian Conference on …, 2020 - dl.acm.org
The original GameFlow model was first published in 2005 and in the last 15 years it has
seen thousands of citations and hundreds of applications to designing and evaluating …
seen thousands of citations and hundreds of applications to designing and evaluating …
A tale of two perspectives: A conceptual framework of user expectations and experiences of instructional fitness apps
We present a conceptual framework grounded in both users' reviews and HCI theories,
residing between practices and theories as a form of intermediate-level knowledge in …
residing between practices and theories as a form of intermediate-level knowledge in …
[HTML][HTML] Flow and Physiological Response Assessment during Exercise Using Metrorhythmic Stimuli
Activity and physical effort positively affect a person's psychophysical state and emotional
experience. Interest in the phenomenon of flow, the state of perceived arousal, stems from its …
experience. Interest in the phenomenon of flow, the state of perceived arousal, stems from its …
An environment for motor skill transfer based on wearable haptic communication
We propose an environment for assisting in the transfer of motor skills by supporting
nonverbal communication with wearable haptic technology. The proposed setting comprises …
nonverbal communication with wearable haptic technology. The proposed setting comprises …