2010 Tholander, J. and Johansson, C. (2010) Bodies, boards, clubs and bugs: A study of bodily engaging artefacts in CHI 2010 Extended Abstracts, Work-in-progress
Abstract: Popular practices with non-digital artefacts were explored in order to reveal qualities for design of interaction that allow for full body experiences, and engagement of a rich array of our senses and bodily capabilities for being-in and moving-in the world. For successful design of movement-based and bodily interaction, we have identified the importance of allowing users to connect their experiences with the artefact to the surrounding physical and social world.
Holmquist, L E., Ju, W., Jonsson, M., Tholander, J., Ahmet, Z., Sumon, S I., Acholonu, U., Winograd, T. (2010) Wii Science: Teaching the laws of nature with physically engaging video game technologies To be presented in the workshop "Video Games As Research Instruments" at the ACM CHI 2010 Conference, Atlanta GA, USA
Abstract: A great number of educational and edutainment projects have already used video games to teach topics such as physics, math, language, etc., using traditional game or computer controls. Recently, however, commercial games have shifted to incorporate gestures and body motion, as exemplified by a variety of games where the player is required to actually perform real-world physical movements to control the game. This includes an array of dancing games, where the player follow a sequence of instructions by dancing on a sensor mat (e.g. Dance Dance Revolution); sports games, where the player performs movements mimicking those required in real games of bowling, boxing, tennis, etc. (e.g. Wii Sports); and music games, where the player acts out pieces of music by playing on replicas of real instruments (e.g. Guitar Hero, Rock Band). This new focus on physicality in video games has had several benefits, both by making the games more socially engaging for a co-located group of players, and by introducing a degree of physicality to an activity that was previously considered unhealthy and inactive. In this project, we are using the popular Wii game controller, aka Wiimote, manufactured by Nintendo. However, rather than using the Wiimote as a direct controller for the player's on-screen avatar, as in most popular games, we want to apply the technology to let students explore phenomena related to physics and natural sciences. Thus, by leveraging the sensory capabilities of game controllers that youths already enjoy outside of school, we can introduce physical exploration as a means to engage in learning about phenomena from natural science. Key concepts of physics – work, energy, force, potential energy, kinetic energy, momentum – may be introduced as aspects of the interactive setting that students are exploring.
Gabarro, R. M. (2010) Interactive augmented reality Ms. Sc. thesis, Royal Institute of Technology
Abstract: Augmented reality can provide a new experience to users by adding virtual objects where they are relevant in the real world. The new gen- eration of mobile phones oers a platform to develop augmented reality application for industry as well as for the general public. Although some applications are reaching commercial viability, the technology is still lim- ited. The main problem designers have to face when building an augmented reality application is to implement an interaction method. Interacting through the mobile's keyboard can prevent the user from looking on the screen. Normally, mobile devices have small keyboards, which are dicult to use without looking at them. Displaying a virtual keyboard on the screen is not a good solution either as the small screen is used to display the augmented real world. This thesis proposes a gesture-based interaction approach for this kind of applications. The idea is that by holding and moving the mobile phone in dierent ways, users are able to interact with virtual content. This approach combines the use of input devices as keyboards or joysticks and the detection of gestures performed with the body into one scenario: the detection of the phone's movements performed by users. Based on an investigation of people's own preferred gestures, a reper- toire of manipulations was dened and used to implement a demonstrator application running on a mobile phone. This demo was tested to evaluate the gesture-based interaction within an augmented reality application. The experiment shows that it is possible to implement and use gesture- based interaction in augmented reality. Gestures can be designed to solve the limitations of augmented reality and oer a natural and easy to learn interaction to the user.
Fernaeus, Y., Håkansson, M., Jacobsson, M., and Ljungblad, S. (2010) How do you play with a robotic toy animal?: a long-term study of Pleo In Proceedings of the 9th international Conference on interaction Design and Children (Barcelona, Spain, June 09 - 12, 2010). IDC '10. ACM, New York, NY, 39-48.
Abstract: Pleo is one of the more advanced interactive toys currently available for the home market, taking the form of a robotic dinosaur. We present an exploratory study of how it was interacted with and reflected upon in the homes of six families during 2 to 10 months. Our analysis emphasizes a discrepancy between the participants' initial desires to borrow a Pleo and what they reported later on about their actual experiences. Further, the data suggests an apparent tension between participants expecting the robot to work as a 'toy' while making consistent comparisons with real pet animals. We end by discussing a series of implications for design of this category of toys, in order to better maintain interest and engagement over time.
Fernaeus, Y., Cramer, H., Korhonen, H. and Kaye, J. (2010) Please Enjoy!? Workshop on Playful Experiences in Mobile HCI In proceedings MobileHCI 2010, Lisbon, Portugal
Engström, A, Juhlin, O, Perry, M., Broth M. (2010) Temporal hybridity: Mixing live video footage with instant replay in real time”, Forthcoming in Proc. CHI 2010 Atlanta Georgia, April, Full paper
Abstract: In this paper we explore the production of streaming media that involves live and recorded content. To examine this, we report on how the production practices and process are conducted through an empirical study of the production of live television, involving the use of live and non-live media under highly time critical conditions. In explaining how this process is managed both as an individual and collective activity, we develop the concept of temporal hybridy to explain the properties of these kinds of production system and show how temporally separated media are used, understood and coordinated. Our analysis is examined in the light of recent developments in computing technology and we present some design implications to support amateur video production.
Dahlström, E. (2010) Documenting and experiencing with live video - An evaluation of two mobile applications for live video editing Mobile Life report 2010-09-18
Abstract: Mobile telephony is a technology that quickly has becoming a part of our culture and it is not unusual to see people using these technologies in different context (Palen et al., 2000). Video Telephony is now available in everyday mobile phones (O'Hara et al., 2006). Live mobile broadcasting technologies differ from previous technologies, such as web camera technology because it is wireless and makes it possible to capture from anywhere, as long as there is access to mobile networks (Engström et al., 2010). There are now several thousand users of mobile live broadcasting services that enable uploading videos, examples of such services is qik.com, bambuser.com (Juhlin et al., 2010). The purpose of the evaluation was to test and prototyp1 prototyp2 and get an idea of how they functioned and how to use these served as mobile solutions. What are the challenges for the users? What are the scopes of use for the prototypes? This study has used an ethnographic field study where participants were recorded with video, after this a focus group formed where the participants could tell what they thought about the use of the prototypes and at last were made and a content analysis. The evaluation consisted of two occasions and seven tests. Two of the test groups had two mixer, the remaining two groups and this differed the groups some. At the test sessions, the participants in Stapelbäddsparken in Malmo got no directives, whilst the participants at Universeum in Gothenburg got some. The most obvious difference between the prototypes was that prototyp1 showed four active pictures and prototyp2 only showed four still pictures. The study showed that there are different participatory among the users depending on the environment they find themselves in, that affects what they choose to film. At first, the cameramen tended to film in a way that gave the same containment in the pictures for the mixer, which lead to little options to choose among. One of the problems experienced by the cameramen was that they did not know whose camera that were broadcasting at the moment, but that was resolved. Mixer found it difficult to editing with the lag-time between what the cameramen filmed and what was showed on the mixer’s display. Another problem was to mix so that a whole sequence from beginning to the end was showed. This survey is important for finding different scopes of use where a service like this can be used.
Cramer, H., Rost, M., Belloni, N., Chincholle, D. and Bentley, F. (2010) Research in the large: Using App Stores, Markets and other wide distribution channels in UbiComp research Extended Abstracts UbiComp 2010, September 26–29, 2010, Copenhagen, Denmark.
Abstract: The mobile phones that people use in their daily lives now run advanced applications and come equipped with sensors once only available in custom hardware in UbiComp research. At the same time application distribution has become increasingly simple due to the proliferation of app stores and the like. Evaluation and research methods have to be adapted to this new context to get the best data and feedback from wide audiences. However, an overview of successful strategies to overcome research challenges inherent to wide deployment is not yet available. App store platform characteristics, devices, reaching target users, new types of evaluation data and dynamic, heterogeneous usage contexts have to be dealt with. This workshop provides a forum for researchers and developers to exchange experiences and strategies for wide distribution of applications. We aim at building an understanding of the opportunities of various distribution channels and obstacles involved in a research context.
Cramer, H., Belloni, N., and Rost, M. (2010) On not being a stranger: Making sense of the sociable media landscape 'Designing and Evaluating Affective Aspects of Sociable Media to Support Social Connectedness' workshop at CHI 2010, Atlanta, GA, USA
Abstract: This paper discusses our view on sociable media and applications in which social connectedness is not limited to (re)connecting with (distant) lovers, friends and family and maintaining long-term relationships, but also encompasses casual connections to nearby `strangers'. Based on experiences at the Mobile Life Center, we discuss various aspects that need to be taken into account in design and evaluation of social connectedness applications. We argue against an overly quantitative approach to evaluation of social and affective aspects of media, services or `things' that facilitate social connectedness. We aim for a meaningful comparison between applications and their social-affective effects, without foregoing neither negative consequences of increased social awareness, nor the unique, wondrous experiences that might have never occurred without them.
Büttner, S. (2010) Developing Physical Check-In Methods for Location-Sharing Services and Analysing Their Influence on the User Experience. Diploma Thesis at Darmstadt University of Technology, Germany
Abstract: This thesis describes different types of physical check-ins to location-sharing services and their influence on the user experience. In current location-sharing services, people check-in to semantically named places. The work presents a new concept of physical check-ins to location-sharing services: Check-ins that determine a location reliably by using the physical environment around the user instead of the use of common location technologies like GPS, mobile phone network or handset based positioning. Three different categories of physical check-in methods are presented: Check-ins using visual tags, RFID tags and Bluetooth signals. For each category multiple varieties are explored. A study of the user perception of the different check-in methods exposes if those technologies make a positive contribution to the user experience for location-sharing services. In addition to the implemented prototypes, of which one has been published and used by more than 5,000 users, the output of the created explorations and evaluations are design recommendations facilitating check-ins to location-sharing services that have both, a fast and reliable place determination and a positive user experience.
Benyon, D., Höök, K., and Nigay, L. (2010) Spaces of Interaction Proceedings of ACM/BCS Visions of Computing conference, Edinburgh
Abstract: As the world becomes increasingly computationally enabled, so our view of human-computer interaction (HCI) needs to evolve. The proliferation of wireless connectivity and mobile devices in all their various forms moves people from being outside a computer and interacting with it to being inside an information space and moving through it. Sensors on the body, wearable computers, wireless sensor networks, increasingly believable virtual characters and speech-based systems are all contributing to new interactive environments. New forms of interaction such as gesture and touch are rapidly emerging and interactions involving emotion and a real sense of presence are beginning. These are the new spaces of interaction we need to understand, design and engineer. Most importantly these new forms of interaction are fundamentally embodied. Older views of a disembodied cognition need to be replaced with an understanding of how people with bodies live in and move through spaces of interaction.
Ahmet, Z. and Holmquist, L. (2010) Sharing mobile services - Beyond the app store model In Proceedings of MobileHCI 2010, September 7-10, Lissabon, Portugal
Abstract: The app store model used by Apple’s iPhone has presented a successful model for installing new applications; however, only a fraction of current mobile phones have access to a dedicated app store. Thus there is need to investigate alternative ways of discovering and installing mobile services and applications. We performed studies on two services, focusing on the social aspects of sharing mobile apps between users. The services were a portrait sharing application prototype called Portrait Catalog, and a commercially available chat application called Hanashi. They differ not only by functionality and design, but also by their availability to the public as well as the means of distribution they offer. We present initial insights in how users share mobile services between each other, when using a phone that doesn’t include mobile application distribution as part of the user experience. We found that factors such as users’ habits of downloading and testing new applications, their understandings of the service they are using and the means of distribution the services offer, all affected how the services were shared.
Tholander, J. and Johansson, C. (2010) Design qualities for Whole Body Interaction – Learning from Golf, Skateboarding and BodyBugging Proceedings of ACM NordiCHI'10. Reykjavik, Iceland
Abstract: What is it that is makes swinging a club to hit a ball so captivating and fun that people spend their whole lives perfecting that one movement? In this paper we present how we, rather than to invent something off-line in a lab, have returned to the real world to get inspiration and studied full body movement activities with non-digital artefacts that have track records of ensnaring and hooking practitioners for a life time, golf and skateboarding. We have also looked at a new interactive movement device called the BodyBug. We explore how the skilled use of the artefacts puts people in contact with and let them experience the world in an essentially new way. We identify and present 8 design qualities for Whole Body Interaction, based on people’s performances in these activities. The interdependency between user, artefact and physical environment was a primary driving forces behind rich, sustained and graceful interaction with the artefacts.
Höök, K., Sundström, P., Tholander, J., Ferreira, P., Ståhl, A., Laaksolahti, J., Kosmack Vaara, E., Karlsson, A., Sanches, P., Johansson, C., Sjölinder, M., Weymann, C., and Jaensson, T. (2010) Design Processes for Bodily Interaction At the workshop Artifacts in Design: Representation, Ideation, and Process to be held at CHI, Atlanda, USA, April 2010.
Abstract: Designing interactive systems that have illusive interaction qualities, such as suppleness or pliability, is challenging. In several design projects aiming for bodily and emotional interaction, we have aimed to find concepts, methods or processes that can capture the essence of the sought experience and steer the design process in a successful and efficient direction. Our attempts include using e.g. Laban-analysis of emotionally-oriented movement, video-cards from ethnographic studies of users in movement, or simply explicitly naming and defining the sought interaction quality. Our experiences point to the importance of moving from low-fi prototyping to high-fi – no matter which artefact is used to keep the design team on track. Repeatedly exposing unfinished prototypes not only to prospective end-users, but also to the whole design team has been another important part of our process. Finally, a deeper, theoretical and design-oriented understanding of emotional and bodily interaction is badly needed.
Jacobsson, M., Fernaeus, Y., and Tieben, R. (2010) The Look, the Feel and the Action: Making Sets of ActDresses for Robotic Movement In proceedings of ACM Designing for Interactive Systems 2010, Aarhus, Denmark.
Abstract: We present a series of design explorations for controlling autonomous robotic movement based on a metaphor of clothing and accessorising. From working with various sketches, scenarios and prototypes we identify a number of particular features of this form of interaction, as well potential challenges for designers of other systems based on this design concept. Finally we conclude with a few general implications, especially concerning the inert properties of visibility, physicality and modularity with respect to the particular case of interaction and robotic movement.
Sundström, P., and Höök, K. (2010) Hand in Hand with the Material: Designing for Suppleness In proceedings of CHI 2010: 28th ACM Conference on Human Factors in Computing Systems, Atlanda, USA, April 2010, ACM Press
Abstract: Designing for a supple interaction, involving users bodily and emotionally into a ‘dance’ with a system is a challenging task. Any break-ups in interaction become fatal to the sensual, fluent, bodily and social experience sought. A user-centered, iterative design cycle is therefore required. But getting to know the affordances of the digital material used to build the application plays an equally important role in the design process. The ‘feel’ of the digital material properties sometimes even determines what the design should be. We describe three situations in which the properties and affordances of sensor network technologies guided our design process of FriendSense – a system for expressing friendship and emotional closeness through movement. We show how the sensor node look and feel, choice of sensors, limitations of the radio signal strength and coverage, as well as iterative prototyping to properly exploit the software/algorithmic possibilities guided our design processing for suppleness.
Sundström, P. and Taylor A. (2010) Inspirational Bits At the Materialities workshop at DIS'10
Abstract: Through sketches, mock-ups and early prototyping designers engage in a “conversation with materials” (Schön 1983). In the formation of a new idea the material starts to “talk back”, revealing new opportunities and challenges. Computer technology is a complex material for many designers to work with (Kursat Ozene et al. 2010). It is a material both in space and time (Hallnäs and Redström 2006). It is not enough to touch and feel the material in any given moment and thereby getting to know its properties and potential, but instead it reveals itself and its dynamic feel when put together into a running system.
Stenros, J. and Waern, A. (2010) Correcting the Digital Fallacy In Proceedings of "Videogames and the future of Interactive Entertainment" conference, 2010, July, Oxford, U.K
Abstract: Game studies would benefit from acknowledging that digital games should be studied as a special case of games rather than the other way around. Digital games research tends to look at games as fixed structures or media, largely ignoring the role of the player. Conversely, play and player studies tend to ignore the role of design. We argue that in order to uncover the relationship between game design, game activity and game experience we need to put the game activity in central focus. If games are approached from this perspective, we should study them simultaneously as consciously designed and socially enacted.
Sanches, P., Vaara, E., Sjölinder, M., Weymann, C. and Höök, K. (2010) Affective Health – designing for empowerment rather than stress diagnosis At the workshop, Know thyself: monitoring and reflecting on facets of one's life at CHI 2010, Atlanta, GA, USA
Abstract: When designing Affective Health, a mobile stress management tool using biosensors, we gradually understood how severely limited inferences can be when we move from laboratory situations to everyday usage. We also came to understand the strong connection between our subjectively perceived resources for dealing with stress and healing. Therefore, rather than employing a diagnose-and-treat design model, we propose that designers empower users to make their own reflections and interpretations of their own bio-sensor data. We show how this can be done through encouraging reflection, alternative interpretations and active appropriation of biosensor data – avoiding a reductionist, sometime erroneous, mediation of automatic interpretation from bodily data to emotion models or, in this case, stress diagnosis.
Sanches, P., Höök, K., Kosmack Vaara, E., Weymann, C., Bylund, M., and Sjölinder, M. (2010) Mind the Body! Designing a Mobile Stress Management Application Encouraging Personal Reflection. In Proceedings of Designing Interactive Systems (DIS), Aarhus, Denmark, ACM Press
Abstract: We have designed a stress management biofeedback mobile service for everyday use, aiding users to reflect on both positive and negative patterns in their behavior. To do so, we embarked on a complex multidisciplinary design journey, learning that: detrimental stress results from complex processes related to e.g. the subjective experience of being able to cope (or not) and can therefore not be measured and diagnosed solely as a bodily state. We learnt that it is difficult, sometimes impossible, to make a robust analysis of stress symptoms based on biosensors worn outside the laboratory environment they were designed for. We learnt that rather than trying to diagnose stress, it is better to mirror short-term stress reactions back to them, inviting their own interpretations and reflections. Finally, we identified several experiential qualities that such an interface should entail: ambiguity and openness to interpretation, interactive history of prior states, fluency and aliveness.
Ruixue, X., Rost, M., and Holmquist, L. E. (2010) Business Models in the Mobile Ecosystem In Proceedings of International Conference on Mobile Business, Global Mobility Roundtable, June 13-15, Athens, Greece
Abstract: The mobile ecosystem is constantly changing. The roles of each actor are uncertain and the question how each actor cooperates with each other is of interest of researchers both in academia and industry. In this paper we examine the mobile ecosystem from a business perspective. We used five mobile companies as case studies, which were investigated through interviews and questionnaire surveys. The companies covered different roles in the ecosystem, including network operator, device manufacturer, and application developer. With our empirical data as a starting point, we analyze the revenue streams of different actors in the ecosystem. The results will contribute to an understanding of the business models and dependencies that characterize actors in the current mobile ecosystem.
Rost, M., Cramer H., Belloni, N., and Holmquist, L. E. (2010) Geolocation in the Mobile Web Browser In proceedings of UbiComp’10, September 26–29, 2010, Copenhagen, Denmark.
Abstract: Current mobile browser capabilities make it possible to quickly develop advanced mobile location based services without having to write device specific software, or build custom hardware. We here describe three web applications exploring using location within mobile browsers (TågAlong, NearMe and LocalURL). These explorations show clear potential for using geolocation in the web browser in order to reach a larger user base, with a greater variety of devices, thus allowing for UbiComp researchers to explore the effects of specific services and applications on a larger scale. We discuss the services, as well as the potential and challenges with using the user's location directly in the browser.
Ljungblad, S. and Heyer, C. (2010) Blue-Sky and Down-to-Earth: How analogous practices can support the user-centred design process In Proceedings of ACM NordiCHI'10. Reykjavik, Iceland
Abstract: We discuss how traditional methods for understanding design requirements are leveraged to produce innovative and fundamentally new perspectives when using analogy. We call these analogous practice approaches, and illustrate two cases that both use analogy to achieve exploratory design with ethnography, by gathering data from a different setting than we intend to design for. We discuss how the use of analogy is different in the cases, yet exemplify a related perspective of using analogy as a resource to support inventive design with traditional data collection methods.
Kosmack Vaara, E. Silvăşan, I., Ståhl, A., Höök, K. (2010) Temporal Relations in Affective Health In Proceedings of NordiCHI, Reykjavik, Iceland, October 18 - 20, ACM Press
Abstract: In the Affective Health project we explore possibilities of how to, through biofeedback support users in making sense of the relationship between their stress and their behavior in everyday life. Affective Health is a tool for visualizing patterns and trends of bodily and contextual information. It is particularly important that the design reflects changes over time as this is how people start recognizing patterns in their own behavior and connect it to their bodily reactions. We spent substantial effort sketching and testing ways of portraying time that would move us away from more mathematically inspired representations such as for example graphs and calendars. Instead, we want users to see the signals our bodies emit as part of themselves, of their own ways of being in the world, alive, acting and reacting to their environment. We have explored many possible, alternative ways of visualizing temporal representations through biofeedback. For example as the relation between different places and with time as different layers of history in a concept inspired from ecology. The latest and most developed concept is a cyclic repetition of biodata mapped on a spiral shape.
Juhlin, O. Engström, A. and Reponen, E. (2010) Mobile broadcasting – The whats and hows of live video as a social medium In Proc of Mobile HCI 2010, September 7-10, Lissabon, Portugal
Abstract: A new type of social media, which display live broadcasts from mobile devices, are becoming increasingly popular. We provide a qualitative content analysis of a sample from four such services, which specifically focus on the topics conveyed; camera work and coordination, in order to investigate the possibilities and problems in this new social media. Although the services are already used by many members, the study reveals an immature application area. People struggle with finding interesting topics to broadcast, and managing the camera in a way that present it in a broadcastable way. But there are also examples of topics such as artistic performances and tours, as well as ways to conduct live transitions and coordination, that point to a more medium specific way of using these services. The results implicate, that providing the opportunity to broadcast live video is not enough, and that there is now a need to design for amateurs appropriation of camera handling techniques.
Juhlin O. (2010) Social media on the road - The future of car based computing Springer Verlag CSCW series
Abstract: In the future, everyday life in traffic will be intricately meshed with city life. Today, motorways, city streets etc. are places where we spend a considerable amount of time, and where a large number of everyday encounters between people occur. Any road user’s journey coincides with hundreds or even thousands of other people’s paths. We unpack the details of the practical achievements involved in socially engaging with these persons at high speed. In general, these encounters are brief and the interaction is slight. The recent emergence of mobile technologies provide us with new possibilities to support drivers and passengers beyond just helping them to reach their destination. We suggest that new applications could enhance social interaction in traffic and make life on the road more interesting and meaningful. We provide examples of some innovative applications such as car stereos that share music among drivers; digital games that interact with the landscape passing by outside the car windows, or with passengers in surrounding cars; message systems that allow drivers to help each other and web applications that allow motorcyclists to socialize on the road.
Büttner, S., Cramer, H., Rost, M., Belloni, N., and Holmquist, L. E. (2010) φ²: Exploring physical Check-Ins for Location-Based Services In proceedings of UbiComp’10, September 26–29, 2010, Copenhagen, Denmark
Abstract: This paper presents the φ² (‘Phisquare’) Scanner and φ² Barcode Generator – an exploration of physical check-ins for location-based services. The system uses 2D barcodes to retrieve and share semantic location information. Users can scan barcodes at venues that activate a location-based application with the corresponding venue page. This system overcomes problems arising when users have to select their location manually. We expect an enhanced user experience using physical artefacts in location-based services.
Büttner, S., Cramer, H., Rost, M., Belloni, N., and Holmquist, L. E. (2010) Exploring physical Check-Ins for Location-Based Services , September 27-29, Copenhagen, Denmark
Abstract: NA
Höök, K. (2010) Transferring Qualities from Horseback Riding to Design In Proceedings of NordiCHI, Reykjavik, Iceland, October 18 - 20, ACM Press
Abstract: We see more and more attempts to design for bodily experiences with digital technology, but it is a notably challenging design task. What are the possible bodily experiences we may aim to design for, and how can we characterise them? By analysing a horseback riding experience, we came to identify the following themes: (1) how certain kinds of bodily experiences are best understood through experiencing them yourself – the bodily ways of knowing, (2) how rhythm and balance create for particularly strong physical experiences of this kind, (3) how movement and emotion coincide in these experiences, (4) how the movement between seeing our own bodies as objects vs experiencing in and through our bodies is one of the ways we come to learn the language of expressing and understanding bodily action, and (5) how this in turn lets us describe the sensitive and delicate relationship of wordless signs and signals that represent, in the case described, two bodily agents – a human and a horse. When the human-horse relationship is really successful, it can be described as rare moments of becoming a centaur. We translate these themes into design considerations for bodily interactions.
Perry, P., Engström, A., Juhlin, O. and Broth, M. (2010) EVS... now! - Mixing relevant instant replay into live video Forthcoming in special issue of Visual Studies on New Technologies: Shifting Boundaries, Shared Moments
Abstract: The video capabilities of mobile telephones, combined with their access to with high bandwidth data networks, mean that consumer devices now allow amateur camera operators to broadcast live content. Yet viewing live images does not always provide viewers with an understanding of events as they occur, and instant replay is often used in professional multi-camera productions to augment the live visual images–something that no consumer video broadcast technology currently supports. To understand how amateur producers might use instant replay in the future, we have examined the ways in which professional productions combine real-time and recorded media. This paper therefore examines the professional practices around video technologies to enable the archival, search and broadcast of visual content to show how live and non-live footage are combined. A detailed interaction analysis demonstrates that this work is dependent on the coordinated practices of multiple participants, and how they practically achieve this to search for topically useful recorded visual material to augment the ongoing live action, display its relevance to the live situation and segue transitions between live and replay visuals.
Zoric, G. and Önnevall, E. (2010) Watching sports in pubs as an inspiration for the design of mobile live TV services In Proceedings of Mobile HCI 2010, September 7-10, Lisboa, Portugal
Abstract: Being at the sport event or watching sports in pubs is a fulfilling experience, highly sociable, fun and relaxing. Our aim is to identify issues that are closely connected to watching sports in pubs using field studies and theory of leisure and play and to apply them on mobile TV design. In particular we concentrate on watching live sports on mobile devices.
Zangouei, F., Babazadeh Gashti, M. A., Höök, K., Tijs, T., de Vries, G-J., and Westerink, J. (2010) How to Stay in the Emotional Rollercoaster: Lessons Learnt from Designing EmRoll In Proceedings of NordiCHI, Reykjavik, Iceland, October 18 - 20, ACM Press
Abstract: Bodily expressions can be used to involve players in intense experiences with games. By physically moving, breathing, or increasing your pulse, you may start emotional processes that help create for a stronger experience of the narrative in the game. We have designed a system named EmRoll that poses riddles to pairs of players. The riddles can only be solved if the players are, or at least pretend to be, moving according to different emotional states: dancing happily, relaxed breathing and being scared. The system measures movement, breathing and sweat reactions from the two players. Lessons learnt were: playing in pairs is an important aspect as the two players influenced one-another, pulling each other into stronger experiences; getting excited through intense movement when involving your whole body worked well, as did relaxing through deep breathing; using the sweat response as an input mechanism worked less well; and finally, putting a Wizard (a human operator) into the loop can help bootstrap difficulty balancing and thereby increase emotional involvement.
Waern, A. and Stenros, J. (2010) Studying the Elusive Experience in Pervasive Games In Proceedings of the Tampere Games Research Methods Seminar, 2010, April, Tampere, Finland.
Abstract: Studying pervasive games is inherently difficult, and different from studying computer games. They cannot be studied as play-tests or use-cases: they must be staged under real or very realistic settings. This article builds upon our experiences of staging and studying a dozen pervasive games and other ludic pervasive technology prototypes. We discuss the challenges and customary pitfalls of evaluating pervasive games in general and the player experience specifically, and chart methods that have proven useful in our research. The aim is to provide insight into the qualitative research practise of pervasive games, providing a situated methodology of what we have found to be valuable – and what as a waste of time – in evaluating and researching pervasive play.
Waern, A. (2010) I'm in love with someone that doesn't exist!! - Bleed in the context of a Computer Game In Proceedings of the 1st Nordic DIGRA Conference 2010, August 16-17, Stockholm, Sweden,
Abstract: It is not unusual for computer games to include romance, but most games treat romance as a narrative theme rather than as an integrated part of gameplay. In this article I investigate the gameplay experience in the game Dragon Age, a single-player game that allows players to actively engage in romance. Based on an investigation of blog and community comments, we argue that this sometimes will create an experience that is similar to the “bleed” effect in non-computerised role-play, and that the player to some extent shares emotions with his or her character.
Zhang,Y. and Juhlin,O (2010) A Fashion-ology of Mobile Innovation The Culture of Ubiquitous Information seminar
Abstract: NA
Stenros, J. and Waern, A. (2010) Games as Activity: Correcting the Digital Fallacy In Proceedings of "Videogames and the future of Interactive Entertainment" conference, 2010, July, Oxford, U.K
Abstract: NA
Önnevall, E. , Juhlin, O. Perry, M. (2010) TV watching at sports bars as social interaction Designing for crowds workshop at Pervasive Computing, Helsinki
Abstract: We present a number of videos taken at sports bars in Stockholm. They display the ways in which people interact with each other at the same time as they orient to the TV screens. Our intent is to unpack the detail collaboration, and the experiences of TV spectators in a public setting in order to influence the design of future TV broadcast systems.
Silvăşan, I., Kreuger, P., Sanches, P., Vaara, E., & Sjölinder, M (2010) Movement identification in Affective Health–a mobile biofeedback monitoring system. 18th Telecommunications forum TELFOR 2010 Serbia, Belgrade, November 23-25, 2010
Abstract: Affective Health is a mobile biofeedback
monitoring system that measures galvanic skin response,
pulse and movement, data which is sent through Bluetooth to
the mobile phone where it is displayed on an interactive
interface. The representation of the movement in the first
versions of the system did not include any information about
the type of activity the user performed. For an improved
version of the system we have therefore tried to infer
movement more precisely. A Naïve Bayes classifier was used
for movement identification. The classifier was cross
validated and tested on data obtained from 6 persons. We
present quantitative results for different scenarios and
selection of features and conclude that the proposed
techniques indeed worked very well.