Experiencing the body as play

FF Mueller, R Byrne, J Andres… - Proceedings of the 2018 …, 2018 - dl.acm.org
Games research in HCI is continually interested in the human body. However, recent work
suggests that the field has only begun to understand how to design bodily games. We …

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

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AP De Albuquerque, J Kelner - Journal of Systems Architecture, 2019 - Elsevier
Toys are play products designed for leisure and social play activities. Today, play products
increasingly incorporate hardware and software computation, often connecting to online …

Podoportation: Foot-based locomotion in virtual reality

J Von Willich, M Schmitz, F Müller, D Schmitt… - Proceedings of the …, 2020 - dl.acm.org
Virtual Reality (VR) allows for infinitely large environments. However, the physical
traversable space is always limited by real-world boundaries. This discrepancy between …

Integrated exertion—understanding the design of human–computer integration in an exertion context

J Andres, N Semertzidis, Z Li, Y Wang… - ACM Transactions on …, 2023 - dl.acm.org
Human–computer interaction (HCI) is increasingly interested in supporting exertion
experiences so more people can benefit from physical activity. So far, most systems have …

What can HCI learn from sexual consent? A feminist process of embodied consent for interactions with emerging technologies

Y Strengers, J Sadowski, Z Li, A Shimshak… - Proceedings of the …, 2021 - dl.acm.org
Sexual consent has undergone a transformation toward an “enthusiastic” feminist model that
emphasizes consent as an ongoing and voluntary process of negotiation and affirmation …

Lipio: Enabling lips as both input and output surface

A **gu, Y Tanaka, P Lopes - Proceedings of the 2023 CHI Conference …, 2023 - dl.acm.org
We engineered LipIO, a novel device enabling the lips to be used simultaneously as an
input and output surface. LipIO comprises two overlap** flexible electrode arrays: an …

Adding proprioceptive feedback to virtual reality experiences using galvanic vestibular stimulation

M Sra, A Jain, P Maes - Proceedings of the 2019 CHI conference on …, 2019 - dl.acm.org
We present a small and lightweight wearable device that enhances virtual reality
experiences and reduces cybersickness by means of galvanic vestibular stimulation (GVS) …

Electrical, vibrational, and cooling stimuli-based redirected walking: Comparison of various vestibular stimulation-based redirected walking systems

S Hwang, J Lee, Y Kim, Y Seo, S Kim - … of the 2023 CHI Conference on …, 2023 - dl.acm.org
Redirected walking (RDW) is a technology that enables users to walk seamlessly in an
enormous virtual space within a narrow real space while avoiding collisions with physical …

Understanding kinaesthetic creativity in dance

S Hsueh, SF Alaoui, WE Mackay - … of the 2019 CHI Conference on …, 2019 - dl.acm.org
Kinaesthetic creativity refers to the body's ability to generate alternate futures in activities
such as role-playing in participatory design workshops. This has relevance not only to the …