Sarah Jane Pell

ORCID: 0000-0003-2367-0341
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About
Contact & Profiles
Research Areas
  • Space exploration and regulation
  • Space Science and Extraterrestrial Life
  • Spaceflight effects on biology
  • Space Exploration and Technology
  • Innovative Human-Technology Interaction
  • Spacecraft Design and Technology
  • Interactive and Immersive Displays
  • Adventure Sports and Sensation Seeking
  • Planetary Science and Exploration
  • Augmented Reality Applications
  • Cultural Industries and Urban Development
  • Interdisciplinary Research and Collaboration
  • Educational Games and Gamification
  • Context-Aware Activity Recognition Systems
  • Astro and Planetary Science
  • Virtual Reality Applications and Impacts
  • Digital Games and Media
  • Architecture and Cultural Influences
  • Conferences and Exhibitions Management
  • Persona Design and Applications
  • Global Maritime and Colonial Histories
  • Robotics and Automated Systems
  • Art, Technology, and Culture
  • Coastal and Marine Management
  • Extracellular vesicles in disease

Monash University
2018-2024

Australian Regenerative Medicine Institute
2024

Dean College
2013-2018

RMIT University
2013-2016

MIT University
2014-2016

The University of Western Australia
2013

International Space University
2006

Recent combinations of interactive technology, humans, and water have resulted in "WaterHCI". WaterHCI design seeks to complement the many benefits engagement with aquatic domain, by offering, for example, augmented reality systems snorkelers, virtual floatation tanks, underwater musical instruments artists, robotic divers, wearables swimmers. We conducted a workshop which experts articulated field's grand challenges, aiming contribute towards systematic research agenda ultimately advance field.

10.1145/3613904.3642052 article EN 2024-05-11

People with a fear of being in water rarely engage activities and hence miss out on the associated health benefits. Prior research suggested virtual exposure to treat fears. However, when it comes water, might not capture water's immersive qualities, while real can pose safety risks. We propose extended reality combine both advantages: conducted study (N=12) where participants interacted playful water-inspired worlds floating inside floatation tank. Our findings, supported quantitatively by...

10.1145/3613904.3642285 article EN 2024-05-11

Physical games involving the use of water or that are played in a environment can be found many cultures throughout history. However, these experiences have yet to see much benefit from advancements digital technology. With advances interactive technology is waterproof, we great potential for play. This paper provides guide commencing projects aim design and develop water-play experiences. A series interaction features provided as result reflecting on prior work well our own practice...

10.1145/2793107.2793134 article EN 2015-10-05

HCI is increasingly interested in supporting people's physically active lifestyle. Adventure part of this lifestyle, and to contribute an perspective on adventure, we present autoethnographical account expedition via Nepal Mt. Everest. During expedition, the 25th 26th April 2015, two devastating earthquakes struck region. We believe can learn from such extreme experiences therefore reflect epic adventure through a set themes articulate dimensions (expected-unexpected...

10.1145/2971648.2971683 article EN 2016-09-09

Bodies of water can be a hostile environment for both humans and technology, yet they are increasingly becoming sources, sites media interaction across range academic practical disciplines. Despite the increasing number interactive systems that used in-, on-, underwater, there does not seem to coherent approach or understanding how HCI should engage with water. This workshop will explicitly address challenges designing aquatic aim articulating grand faced by WaterHCI. We first map user...

10.1145/3491101.3503723 article EN CHI Conference on Human Factors in Computing Systems Extended Abstracts 2022-04-27

Human-Computer Interaction (HCI) researchers are increasingly captivated by water interactions and hence explored interactive devices to support aquatic activities in different settings (e.g., mixed realities parks). However, our understanding of the user experience interacting with technology is still underdeveloped. To begin closing this gap, we explore flotation tanks as a setting for playful experiences. The goal associated somaesthetic design approach was sensitize body designer (the...

10.1145/3505270.3558324 article EN 2022-11-02

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...

10.1145/3611056 article EN Proceedings of the ACM on Human-Computer Interaction 2023-09-29

Aquatic recreation encompasses a variety of water-based activities from which participants gain physical, mental, and social benefits. Although interactive technologies for supporting aquatic have increased in recent years, the HCI community does not yet structured understanding approaches to interaction design recreation. To contribute towards such an understanding, we present results systematic review 48 papers on technology recreation, drawn ACM, IEEE, SPORTDiscus libraries. This presents...

10.1145/3532106.3533543 article EN Designing Interactive Systems Conference 2022-06-12

The use of technologies for interactions in bodies water has fostered the WaterHCI field. However, interactive systems proposed activities have, so far, primarily focused on supporting instrumental and performance aspects. In contrast, technology experiential purposes, such as play, appears to be underexplored. We designed Fluito, a playful floatation tank experience, expand discovery potentials. Fluito unique combination (a tank, virtual reality headset, heart rate sensor, pneumatic system)...

10.1145/3544549.3583908 article EN 2023-04-19

The underwater domain is an alluring 'other world', inviting of human-aquatic interactivity and bodily play yet it also extreme environment as inhospitable to support human life without external air-supply. Playful interactions are therefore matters death in the domain. We correlated data on narcosis with a range game design principals produce pallet for digital from water level 30m depth. present proof-of-concept system called Gravity Well exemplary research tool. Through our work, we aim...

10.1145/2513002.2513036 article EN 2013-09-17

More and more technology supports utilitarian interactions in altered gravity conditions, for example underwater during Zero-G flights. Extending this, we are interested digital play these particular see an opportunity to explore bodily games. We present interactive shallow-water system that through water-movement interactions: Gravity Well. Through designing the combining aquabatic principles with exertion game design strategies, identified a set of tactics based on relationship between...

10.1145/2468356.2479624 article EN 2013-04-27

By moving through the water, we create vortices: a swirling external fluid motion. Vortex turbulence produces restrictive friction that supports movement and propulsion. Without turbulence, body remains suspended in water at point of neutral buoyancy, much like an astronaut microgravity space. Through form performance known as Aquabatics, this article proposes singular agency between performer mutual state flow. Accordingly, underwater realm collaborates with performer, to provoke new...

10.1080/13528165.2014.958365 article EN Performance Research 2014-09-03

column Share on Adventure and technology: an earthquake-interrupted expedition to Mt. Everest Authors: Florian 'Floyd' Mueller RMIT University UniversityView Profile , Sarah Jane Pell Authors Info & Claims InteractionsVolume 24Issue 1January - February 2017 pp 58–62https://doi.org/10.1145/3014568Published:22 December 2016Publication History 2citation839DownloadsMetricsTotal Citations2Total Downloads839Last 12 Months130Last 6 weeks23 Get Citation AlertsNew Alert added!This alert has been...

10.1145/3014568 article EN interactions 2016-12-22

Technical diving requires us to be fully cognizant of our interactions with advanced life support systems, adaptation the natural environment and participation in complex oceanic operations. It exists liminal space between water, humans, technology. We explore future technical, artistic, research at intersection water human-computer interaction (HCI), specifically through WaterHCI (Water-Human-Computer Interaction) re-configured for eXtended Reality (XR) meta-uniVerse (XV) technical systems....

10.1109/oceanslimerick52467.2023.10244474 article EN 2023-06-05

Abstract For the earth-bound artist, simply imagining having an extended microgravity experience and orbital perspective is a delicious phantasmagorical feat, but chance to embrace astronaut 2.0 of commercial spaceflight era fast becoming reality (Armstrong 2014: 131). As live artist I have gained valuable insights by working as diver simulation astronaut, am now training for suborbital flight (Pothier 121). The aim my body work develop effective research strands successful partnerships that...

10.1386/vcr.7.1.53_1 article EN Virtual Creativity 2017-06-01
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