- Innovative Human-Technology Interaction
- Interactive and Immersive Displays
- Virtual Reality Applications and Impacts
- Tactile and Sensory Interactions
- Digital Games and Media
- Technology Use by Older Adults
- Gaze Tracking and Assistive Technology
- Adventure Sports and Sensation Seeking
- Mind wandering and attention
- Sleep and related disorders
- Educational Games and Gamification
- Flow Experience in Various Fields
- Impact of Technology on Adolescents
- Sleep and Wakefulness Research
- Personal Information Management and User Behavior
- Face Recognition and Perception
Monash University
2022-2025
University of Technology Sydney
2023-2025
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"...
The human-computer interaction community has evolved from using body-sensing to body-actuating technologies, transforming the body's role a mere input an input-output medium. With body-sensing, separation between human and computer is clear, allowing for easy understanding of who in control. However, with this diminishes. These technologies integrate more closely our bodies, where both user technology can share control over their bodily interactions. In workshop, we will explore notion...
Spectating digital games can be exciting. However, due to its vicarious nature, spectators often wish engage in the gameplay beyond just watching and cheering. To blur boundaries between players, we propose a novel approach called "Fused Spectatorship", where watch their hands play by loaning bodily control computational Electrical Muscle Stimulation (EMS) system. showcase this concept, designed three loan over both EMS system them these competitive collaborative games. A study with 12...
Our bodies play an important part in our remembering practices, for example when we can remember passwords by typing, even if cannot verbalise them. An increasing number of technologies are being developed to support remembering. However, so far, they seem have not taken the opportunity yet through bodily movements. To better understand how design such embodied remembering, conducted a diary study with 12 participants who recorded their experiences everyday life over three-week period....
The emerging concept of "computational food" focusing on the material affordances when designing food interactions is gaining traction in Human-Food Interaction (HFI). However, prior HFI research has not yet substantively investigated dynamic nature computational from its creation to consumption, limiting our understanding complex among creators, food, and consumers. In response, paper shifts perspective towards dynamics through a study cooperation with chefs gastronomists. Utilizing...
Prior research has offered a plethora of wearables centred around sensing bodily actions ranging from more explicit data, such as movement and physiological response, to implicit information, ocular brain activity. Bodily augmentations that physically extend the user's body along with altering schema image have been proposed recently well, owing factors accessibility improving communication. However, these attempts usually consisted uncomfortable interfaces either restrict or are intrusive...
Gaze aversion is embedded in our behaviour: we look at a blank area to support remembering and creative thinking, as social cue that are thinking. We hypothesise person's gaze experience can be mediated through technology, turn supporting embodied cognition. In this design exploration present six ideas for interactive technologies mediate the experience. One of these developed into "GazeAway": prototype swings screen wearer's field vision when they perform aversion. Six participants...
Applying the theory of Embodied Cognition through design allows us to create computational interactions that engage our bodies by modifying body schema. However, in HCI, most these interactive experiences have been stationed around creating sensing-based systems leverage body's position and movement offer an experience, such as games using Nintendo Wii Xbox Kinect. In this work, we created two pneumatic inflatables-based prototypes actuate support embodied cognition scenarios altering user's...
Water's pleasant nature and associated health benefits have captivated the interest of HCI researchers. Prior WaterHCI work mainly focused on advancing instrumental applications, such as improving swimming performance, less designing systems that support interacting with technology in water more playful contexts. In this regard, we propose floatation tanks research vehicles to investigate design interactive experiences. Employing somaesthetic design, developed a extended reality tank...
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"...
Lucid dreaming, characterized by an awareness of being in a dream, offers individuals the ability to control dream content, which leads various benefits such as entertainment, improved mental well-being, reduced concurrent nightmares, skills enhancement, creative inspiration, and problem-solving. However, manipulating content can be challenging even experienced lucid dreamers may encounter difficulties. To address this challenge, we present DreamCeption, innovative prototype designed...
Spectating digital games can be exciting. However, due to its vicarious nature, spectators often wish engage in the gameplay beyond just watching and cheering. To blur boundaries between players, we propose a novel approach called "Fused Spectatorship", where watch their hands play by loaning bodily control computational Electrical Muscle Stimulation (EMS) system. showcase this concept, designed three loan over both EMS system them these competitive collaborative games. A study with 12...