- Innovative Human-Technology Interaction
- Interactive and Immersive Displays
- Digital Games and Media
- Educational Games and Gamification
- Virtual Reality Applications and Impacts
- Persona Design and Applications
- Tactile and Sensory Interactions
- Impact of Technology on Adolescents
- Green IT and Sustainability
- Technology Use by Older Adults
- Usability and User Interface Design
- Context-Aware Activity Recognition Systems
- Child Development and Digital Technology
- Augmented Reality Applications
- Artificial Intelligence in Games
- EEG and Brain-Computer Interfaces
- Sport Psychology and Performance
- Human-Automation Interaction and Safety
- Multimedia Communication and Technology
- Sleep and Wakefulness Research
- Sports Performance and Training
- Music Technology and Sound Studies
- Medical Imaging Techniques and Applications
- Adventure Sports and Sensation Seeking
- Radiation Detection and Scintillator Technologies
Monash University
2020-2025
RWTH Aachen University
2024
University of Kaiserslautern
2018-2023
University of Koblenz and Landau
2023
DNV (Norway)
2022
Technical University of Munich
2020-2021
Australian Regenerative Medicine Institute
2021
RMIT University
2012-2020
Technical University of Darmstadt
2019
Aalborg University
2018
Intimacy is a crucial element of domestic life, and many interactive technologies designed for other purposes have been appropriated use within intimate relationships. However, there deficit in current understandings how are used relationships, to design support acts. In this paper we report on work that has addressed these deficits. We cultural probes contextual interviews ethnographically informed techniques investigate From empirical generated thematic understanding intimacy the...
Exertion games require investing physical effort. The fact that such can support health is tempered by our limited understanding of how to design for engaging exertion experiences. This paper introduces the Framework as a way think and talk about Games, both their formative summative analysis. Our based on ways in which we conceive body game-directed exertion, supported four perspectives (the Responding Body, Moving Sensing Body Relating Body) three gaming (rules, play context). illustrates...
Human-Computer Integration (HInt) is an emerging paradigm in which computational and human systems are closely interwoven. Integrating computers with the body not new. however, we believe that rapid technological advancements, increasing real-world deployments, growing ethical societal implications, it critical to identify agenda for future research. We present a set of challenges HInt research, formulated over course five-day workshop consisting 29 experts who have designed, deployed...
An Exertion Interface is an interface that deliberately requires intense physical effort. Interfaces have applications in "Sports over a Distance", potentially capitalizing on the power of traditional sports supporting social bonding. We designed, developed, and evaluated allows people who are miles apart to play physically exhausting ball game together. Players interact through life-size video-conference screen using regular soccer as input device. The users said they got know other player...
People in close relationships, who are separated by distance, often have difficulty expressing intimacy adequately. Based on the results of an ethnographic study with couples, a prototype was developed to test feasibility technology domain intimacy. Hug Over Distance is air-inflatable vest that can be remotely triggered create sensation resembling hug. Although couples did not consider useful their daily lives, served provoke and stimulate design ideas from during participative workshops. An...
A new set of computationally-augmented games have emerged recently that require the user to move their body. These exertion are believed contribute social, mental and in particular, physical benefits, marking a change how we perceive computer gaming. However, although these commercial success, research is lacking theoretical understanding analyse existing guide future designs. We present initial investigations towards taxonomy such with focus on social aspects, based work traditional play...
Movement-based digital games are becoming increasingly popular, yet there is limited comprehensive guidance on how to design these games. We present a set of guidelines for movement-based game that has emerged from our research-based development practice. These have been examined and refined by 14 experts with experience in the academic, independent commercial domains. contextualize using current findings about interaction design, taken both published research papers venues. Our primary...
Regular breathing exercises can be a beneficial part of leading healthy life. Digital games may have the potential to help people practice in an engaging way, however designing exercise is not well understood. To contribute such understanding, we created Life Tree as culmination three prototypal games. virtual reality (VR) game which player controls growth tree by practicing pursed-lip breathing. We selected VR head-mounted display technology because it allows players focus and limit...
In this paper, we advocate a novel approach of representing physical activity in the form material artifacts. By designing such representations, aim to understand what these artifacts might offer terms reflecting upon activity. For example, types affect do artifacts, ones' create for user' order advance understanding, designed system called SweatAtoms that transforms data based on heart rate into 3D printed We conducted an 'in wild study' by deploying our six households where participants...
Games research in HCI is continually interested the human body. However, recent work suggests that field has only begun to understand how design bodily games. We propose games advancing from playing with digital content using a keyboard, bodies play content, towards future where we experience our as play. To guide designers supporting players their play, present two phenomenological perspectives on body (Körper and Leib) articulate suite of tactics own other people's work. hope this paper,...
Jogging is a popular exertion activity. The abundance of jogging apps suggests to us that joggers can appreciate the opportunity for technology support experience. We want take this investigation step further by exploring if, and how, robotic systems designed built flying system, quadcopter, as companion studied its use with 13 individual joggers. By analyzing their experiences, we derived three design dimensions describe space companions: Perceived Control, Focus Bodily Interaction....
The field of Sports Human-Computer Interaction (SportsHCI) investigates interaction design to support a physically active human being. Despite growing interest and dissemination SportsHCI literature over the past years, many publications still focus on solving specific problems in given sport. We believe benefit generating fundamental knowledge for more broadly advance as whole. To achieve this, we aim identify grand challenges SportsHCI, which can help researchers practitioners developing...
Prior research around the design of interactive systems has highlighted benefits supporting embodiment in everyday life. This resulted creation body-centric that leverage movement. However, these advances movement life, aligning with theory, so far focused on sensing as opposed to facilitating We present PneuMa, a novel wearable system can facilitate life through pneumatic-based bodily extensions. showcase three examples: "Pardon?", moving ear forward; "Greetings", hand towards "Bye-bye"...
Conventional web interfaces respond to and consider only mouse clicks when defining a user model. We have extended this take into account all movements on page as an additional layer of information for inferring interest. developed straightforward way record page, conducted study analyze investigate behavior trends. found certain behaviors, common across many users, which are useful content providers in increasing the effectiveness their interface design.
Exertion activities, such as jogging, require users to invest intense physical effort and are associated with social health benefits. Despite the benefits, our understanding of exertion activities is limited, especially when it comes experiences. In order begin how design for technologically augmented experiences, we present "Jogging over a Distance", system in which spatialized audio based on heart rate allowed runners far apart Europe Australia run together. Our analysis revealed certain...
People often engage in physical activity with others, yet wearable technologies like heart rate monitors typically focus on individual usage. In response, we discuss the potential of displays a social context, by means an augmented cycling helmet that data. We studied how pairs cyclists engaged this setup and found access to another person's data can result interplay which turn supports engagement exertion activity. Through our design process study, reveal key dimensions designing for uses...
Exercising with others, such as jogging in pairs, can be socially engaging. However, if exercise partners have different fitness levels then the activity too strenuous for one and not challenging enough other, compromising engagement health benefits. Our system, Jogging over a Distance, uses heart rate data spatialized sound to create an equitable, balanced experience between joggers of who are geographically distributed. We extend this prior work by analyzing 32 detail how specific design...
Advances in sensing technologies have led to research into exertion games that support physically effortful experiences. Despite the existence of theoretical frameworks can be used analyze such experiences, there are few tools hands-on practice game design. To address this, we present a set design cards based on "Exertion Framework", grounded our experience creating for over decade. We results demonstrating value and utility these Exertion Cards studies their use three workshops held seven...
Self-monitoring offers benefits in facilitating awareness about physical exercise, but such data-centric activity may not always lead to an enjoyable experience. We introduce EdiPulse a novel system that creates treats offer playful reflections on everyday through the appealing medium of chocolate. translates self-monitored data from into small 3D printed chocolate treats. These (< 20 grams total) embody four forms: Graph, Flower, Slogan and Emoji. deployed our across 7 households studied...
Movement-based digital games are becoming increasingly popular, yet there is limited comprehensive guidance on how to design these games. In this article we discuss a set of guidelines for movement-based game that were initially presented at CHI 2014 (Mueller & Isbister, 2014). These developed through reflection upon our research-based development practice and then validated refined interviews with 14 experts experience in the academic, independent, commercial domains. article, provide an...
Exertion activities, such as jogging, provide many health benefits, but exercising on your own can be considered disengaging. We present our system 'Joggobot', a flying robot accompanying joggers. Our design process revealed preliminary insights into how to robots for exertion and address emerging challenges. summarize these the four themes: 'embodiment', 'control', 'personality' 'communication', which mark initial starting points towards understanding activities. hope work guides inspires...
While exertion games facilitate, and benefit from, social play, most merely support players acting independently. To help designers explore the richness of play in games, we present design dimension “bodily interplay” that gives critical focus to how players’ bodies interact with one another. We offer two broad categories bodily interplay— parallel interdependent —to explain can facilitate independent offensive/defensive-type experiences. These be applied both physical virtual space, by...