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All Outputs (8)

Inner disturbance: towards understanding the design of vertigo games through a novel balancing game (2016)
Presentation / Conference Contribution
Byrne, R., Marshall, J., & Mueller, F. ‘. (2016). Inner disturbance: towards understanding the design of vertigo games through a novel balancing game.

The design space of vertigo games is under-explored, despite vertigo underlying many unique body based game experiences, such as rock climbing and dancing. In this paper we articulate the design and evaluation of a novel vertigo experience, Inner Dis... Read More about Inner disturbance: towards understanding the design of vertigo games through a novel balancing game.

Balance ninja: towards the design of digital vertigo games via galvanic vestibular stimulation (2016)
Presentation / Conference Contribution
Byrne, R., Marshall, J., & Mueller, F. ‘. (2016). Balance ninja: towards the design of digital vertigo games via galvanic vestibular stimulation.

Vertigo – the momentary disruption of the stability of perception – is an intriguing game element that underlies many unique play experiences, such as spinning in circles as children to rock climbing as adults, yet vertigo is relatively unexplored wh... Read More about Balance ninja: towards the design of digital vertigo games via galvanic vestibular stimulation.

Interaction in Motion: Designing Truly Mobile Interaction (2016)
Presentation / Conference Contribution
Mueller, F., Mueller, F., Marshall, J., Dancu, A., & Mueller, F. ‘. (2016). Interaction in Motion: Designing Truly Mobile Interaction. In DIS '16: Proceedings of the 2016 ACM Conference on Designing Interactive Systems (215-228). https://doi.org/10.1145/2901790.2901844

The use of technology while being mobile now takes place in many areas of people's lives in a wide range of scenarios, for example users cycle, climb, run and even swim while interacting with devices. Conflict between locomotion and system use can re... Read More about Interaction in Motion: Designing Truly Mobile Interaction.

Jogging at CHI (2016)
Presentation / Conference Contribution
Mueller, F. ‘., Marshall, J., Khot, R. A., Nylander, S., & Tholander, J. (2016). Jogging at CHI.

HCI is increasingly paying attention to sports, and more and more CHI attendees are aiming to maintain being physically active while attending CHI. In response, we offer a SIG on the topic of sports-HCI and conduct it in a sportive way: we will go ou... Read More about Jogging at CHI.

Interpersonal touch as a game interaction method (2016)
Presentation / Conference Contribution
Marshall, J., Linehan, C., Tennent, P., & Hazzard, A. (2016). Interpersonal touch as a game interaction method.

Interpersonal touch is a key element of social behaviour, yet is largely ignored in HCI. In this paper, we describe two games which explore two extremes of interpersonal touch, and discuss key research questions relating to them.

Expanding exertion gaming (2016)
Journal Article
Marshall, J., Mueller, F. ‘., Benford, S., & Pijnappel, S. (in press). Expanding exertion gaming. International Journal of Human-Computer Studies, 90, https://doi.org/10.1016/j.ijhcs.2016.02.003

While exertion games - digital games where the outcome is determined by physical exertion - are of growing interest in HCI, we believe the current health and fitness focus in the research of exertion games limits the opportunities this field has to o... Read More about Expanding exertion gaming.

Designing the vertigo experience: vertigo as a design resource for digital bodily play (2016)
Presentation / Conference Contribution
Byrne, R., Marshall, J., & Mueller, F. ‘. (2016). Designing the vertigo experience: vertigo as a design resource for digital bodily play. . https://doi.org/10.1145/2839462.2839465

Vertigo can be described as an attempt to momentarily destroy the stability of perception and inflict a kind of voluptuous panic upon an otherwise lucid mind. Vertigo has, however, not been generally considered as a design resource and we believe it... Read More about Designing the vertigo experience: vertigo as a design resource for digital bodily play.