28 results on '"Zhuying Li"'
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2. (Re-)connecting with Nature in Urban Life: Engaging with Wildlife via AI-powered Wearables
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Zhuying Li, Si Cheng, Wei Wang, and Min-Ling Zhang
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- 2022
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3. Sonic Straws: A beverage-based playful gustosonic system
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Florian 'Floyd' Mueller, Rohit Ashok Khot, Zhuying Li, and Yan Wang
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Microcontroller ,Human–computer interaction ,Process (engineering) ,Computer science ,Everyday life ,Interactive technology - Abstract
We present Sonic Straws, a beverage-based gustosonic system that allows users to experience playful personalized sounds via drinking through straws. The system consists of two straws, a customized lid, and a holder containing a microcontroller. It performs a sensing process via the two straws connected to the microcontroller to sense capacitance, which then generates sounds played back through a speaker. Our aim is to support a playful way of drinking in everyday life because we believe that interactive technology offers unique opportunities to enrich drinking experiences. Ultimately, with our work, we aim to inspire and guide designers working with playful gustosonic interactions to experience eating/drinking as play.
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- 2021
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4. Do Cyborgs dream of Electric Limbs? Experiential Factors in Human-Computer Integration Design and Evaluation
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Florian 'Floyd' Mueller, Josh Andres, Dag Svanæs, Adam Haar Horowitz, Felipe León, Pattie Maes, Rakesh Patibanda, Jun Nishida, Zhuying Li, Pat Pataranutaporn, Pedro Lopes, Nathan Semertzidis, Takuto Nakamura, Valdemar Danry, Sang-won Leigh, Andrea Stevenson Won, and Paul Strohmeier
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Cognitive science ,Sense of agency ,Functional integration (neurobiology) ,Computer integration ,media_common.quotation_subject ,05 social sciences ,Psychology of self ,Foundation (evidence) ,020207 software engineering ,02 engineering and technology ,Experiential learning ,Phenomenology (philosophy) ,0202 electrical engineering, electronic engineering, information engineering ,0501 psychology and cognitive sciences ,Dream ,Psychology ,050107 human factors ,media_common - Abstract
While many systems have successfully demonstrated functional integration of humans and technology, little attention has been paid to how technologies might experientially integrate to feel as part of humans. Our aim is to shed light on the importance of experiential integration and provide researchers with a scientifically driven foundation for future designs and investigations. The workshop will consist of hands-on experiments with novel body-illusions, discussions on experiential integration, and instructor-guided sessions on psychological concepts related to the design and evaluation of experiential integration.
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- 2021
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5. What Can HCI Learn from Sexual Consent?
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Zhuying Li, Jathan Sadowski, Florian 'Floyd' Mueller, Yolande Strengers, and Anna Shimshak
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Negotiation ,Emerging technologies ,Process (engineering) ,Embodied cognition ,media_common.quotation_subject ,ComputingMilieux_COMPUTERSANDSOCIETY ,ComputingMilieux_LEGALASPECTSOFCOMPUTING ,Engineering ethics ,Sociology ,media_common - Abstract
Sexual consent has undergone a transformation toward an “enthusiastic” feminist model that emphasizes consent as an ongoing and voluntary process of negotiation and affirmation. This paper considers how such a model can advance understandings of consent in HCI research and design in relation to embodied interactions with emerging technologies that also occur outside of sexual interactions. We apply the popular “FRIES” model of sexual consent (Freely given, Reversible, Informed, Enthusiastic and Specific) to three areas of embodied interaction: 1) bodily-play interactions, 2) persuasive interactions with smart technologies, and 3) intimate interactions with anthropomorphized devices. Based on erotic play practices, we contribute a “TEASE” process guideline (Traffic lights, Establish ongoing dialogue, Aftercare, Safewords, and Explicate soft/hard limits) to advance consensual practice in HCI and develop implementation scenarios.
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- 2021
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6. InsideOut
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Stefan Greuter, Jacob Sheahan, Yan Wang, Florian 'Floyd' Mueller, Beisi Jiang, and Zhuying Li
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05 social sciences ,Perspective (graphical) ,ComputingMilieux_PERSONALCOMPUTING ,Wearable computer ,020207 software engineering ,02 engineering and technology ,Experiential learning ,Medical imaging technology ,Human–computer interaction ,0202 electrical engineering, electronic engineering, information engineering ,Medical imaging ,0501 psychology and cognitive sciences ,Psychology ,050107 human factors - Abstract
Imaging capsules are ingestible sensors that capture the video of one's gastrointestinal tract for medical diagnosis. We believe that the capsule's experiential perspective is often overlooked by associated medical applications. This work explores the design of this experiential perspective through combining imaging capsules with digital play. We designed a playful wearable system called "InsideOut", where users play with the real-time video of their gastrointestinal tract captured by an imaging capsule. Based on an in-the-wild study, we derived four themes articulating the play experiences and discussed key design implications to guide future playful designs using imaging capsules. Our research highlights the opportunity of using medical imaging technologies to enable intriguing bodily play experiences. Furthermore, such experiences can deepen the players' engagement with and understanding of their bodies, ultimately contributing to a more playful and humanized health care agenda.
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- 2020
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7. WeScream!
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Florian 'Floyd' Mueller, Joseph La Delfa, Zhuying Li, Rohit Ashok Khot, Yan Wang, and Robert Jarvis
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media_common.quotation_subject ,Taste (sociology) ,05 social sciences ,020207 software engineering ,02 engineering and technology ,Musical ,Interactive technology ,Interdependence ,Ice cream ,0202 electrical engineering, electronic engineering, information engineering ,Happiness ,0501 psychology and cognitive sciences ,Active listening ,Psychology ,Social psychology ,050107 human factors ,media_common - Abstract
Prior psychology studies have shown that eating ice cream increases happiness, while human-computer interaction work has shown that interactive technology can enrich the eating experience. We explore the opportunity to combine these two through WeScream!, a playful social gustosonic system we designed-social gustosonic referring to the link between the acts of eating and listening as part of a social multisensory experience. WeScream! consists of two interdependent ice-cream cones that allow users to interact with musical sounds generated through the act of eating ice cream together. We report on an in-the-wild study that highlights how our system facilitated a "hard fun" experience through eating together, increased participants' awareness of relatedness, and drew shared attention to the ice cream's taste via increased face-to-face interaction. Drawing on these study insights, we also present three design tactics to guide designers in designing future social gustosonic experiences. Ultimately, we aim to contribute to a playful future of social eating experiences, supporting people in enjoying eating together.
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- 2020
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8. Empowering a Creative City: Engage Citizens in Creating Street Art through Human-AI Collaboration
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Stefan Greuter, Zhuying Li, Florian 'Floyd' Mueller, Wei Wang, and Yan Wang
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business.industry ,Lived experience ,media_common.quotation_subject ,05 social sciences ,020207 software engineering ,Citizen journalism ,02 engineering and technology ,Interaction design ,Public relations ,Creativity ,Work (electrical) ,ComputerSystemsOrganization_MISCELLANEOUS ,0202 electrical engineering, electronic engineering, information engineering ,Civic engagement ,0501 psychology and cognitive sciences ,Sociology ,Creative city ,business ,050107 human factors ,Participatory art ,media_common - Abstract
A "creative city" can promote creativity among its citizens and provide them fulfilling lived experience. Such a concept has captivated city authorities worldwide, and motivated plenty of works to investigate how to make our cities more "creative". We argue that there is a need and an opportunity to design interactive technologies to push the creative city agenda. In this paper, we present WeMonet, a design prototype supporting citizens engaging in participatory street art creation via human-AI collaboration. Citizens' sketches are synthesized, enhanced to be more vivid through machine machine learning algorithms, and projected on a screen, forming a participatory artwork. WeMonet aims to promote citizens' engagement in creative practices and hence the city's creativity. More broadly speaking, we hope this work could inspire designers to consider the role of interaction design in the creative city agenda.
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- 2020
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9. Ingestible Sensors as Design Material for Bodily Play
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Stefan Greuter, Florian 'Floyd' Mueller, Zhuying Li, and Yan Wang
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Game design ,User experience design ,Intersection ,Argument ,business.industry ,Computer science ,Human–computer interaction ,ComputingMilieux_PERSONALCOMPUTING ,Health technology ,Human body ,business - Abstract
Ingestible sensors are pill-like digital sensors performing sensing functions inside the human body. Such technology is becoming increasingly common in clinical uses. However, we believe there exists an opportunity to also investigate ingestible sensors as design material for bodily play to facilitate intriguing bodily experiences. This argument is inspired by a long history of utilizing the intersection of medical technologies and play to bring about intriguing bodily experiences. By designing and investigating the user experience of three playful systems around ingestible sensors, we articulate a preliminary framework showing how ingestible sensors can be used as design material to support the design of playful bodily experiences.
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- 2020
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10. Towards a Framework for Designing Playful Gustosonic Experiences
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Florian 'Floyd' Mueller, Zhuying Li, Xian Zhang, Rohit Ashok Khot, and Yan Wang
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Design framework ,Cognitive science ,Work (electrical) ,05 social sciences ,ComputingMilieux_PERSONALCOMPUTING ,0202 electrical engineering, electronic engineering, information engineering ,020207 software engineering ,0501 psychology and cognitive sciences ,Active listening ,02 engineering and technology ,Psychology ,Experiential learning ,050107 human factors - Abstract
The notion of gustosonic refers to the link between eating actions and listening within a combined multisensory experience. When it comes to designing celebratory technology for eating, i.e. technology that celebrates the experiential and playful aspects of eating, the use of sound has been mostly underexplored. In this paper, we present our work based on two case studies for the design of playful gustosonic experiences. Through an analysis of user experiences of our work, we propose a design framework for designing playful gustosonic experiences to understand the interrelationship between interactive sounds and eating experiences. Ultimately, with our work, we aim to inspire designers in creating gustosonic experiences supporting a more playful relationship with food.
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- 2020
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11. Towards Experiencing Eating as Play
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Jonathan Marquez, Zhuying Li, Tuomas Kari, Florian 'Floyd' Mueller, Rohit Ashok Khot, Peter Arnold, Yash Dhanpal Mehta, and Yan Wang
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InformationSystems_INFORMATIONINTERFACESANDPRESENTATION(e.g.,HCI) ,Computer science ,InformationSystems_INFORMATIONSYSTEMSAPPLICATIONS ,media_common.quotation_subject ,digestive, oral, and skin physiology ,Perspective (graphical) ,Applied psychology ,ComputingMilieux_PERSONALCOMPUTING ,Experiential learning ,Interactive technology ,GeneralLiterature_MISCELLANEOUS ,Work (electrical) ,Autonomy ,media_common - Abstract
There is an increasing trend in HCI to combine eating and technology. We highlight the potential of interactive technology to support an experiential perspective on eating, in particular, how interactive technology can support experiencing eating as play. To understanding this, we reflect on four playful interactive eating systems we designed and two other works to articulate five strategies: make eating challenging, break cultural norms, design across eating stages, reduce eating autonomy, and playfully extend the social aspect. For each, we also include practical implementation options to provide designers with initial guidance on how they can begin to support experiencing eating as play. Ultimately, with our work, we aim to facilitate a future where eating is more playful.
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- 2020
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12. Towards Designing Bodily Integrated Play
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Yash Dhanpal Mehta, Yan Wang, Rakesh Patibanda, Zhuying Li, Florian 'Floyd' Mueller, Jonathan Marquez, Josh Andres, and Tuomas Kari
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Cognitive science ,InformationSystems_INFORMATIONINTERFACESANDPRESENTATION(e.g.,HCI) ,Computer science ,05 social sciences ,Perspective (graphical) ,Integrated systems ,ComputingMilieux_PERSONALCOMPUTING ,020207 software engineering ,Transhuman ,02 engineering and technology ,Human body ,Interactive technology ,Experiential learning ,Mental wellbeing ,0202 electrical engineering, electronic engineering, information engineering ,0501 psychology and cognitive sciences ,Set (psychology) ,050107 human factors - Abstract
There is an increasing trend in utilizing interactive technology for bodily integrations, such as additional limbs and ingestibles. Prior work on bodily integrated systems mostly examined them from a productivity perspective. In this article, we suggest examining this trend also from an experiential, playful perspective, as we believe that these systems offer novel opportunities to engage the human body through play. Hence, we propose that there is an opportunity to design "bodily integrated play". By relating to our own and other's work, we present an initial set of design strategies for bodily integrated play, aiming to inform designers on how they can engage with such systems to facilitate playful experiences, so that ultimately, people will profit from bodily play's many physical and mental wellbeing benefits even in a future where machine and human converge.
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- 2020
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13. 'Erfahrung & Erlebnis'
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Jonathan Marquez, Josh Andres, Sebastiaan Pijnappel, Rohit Ashok Khot, Florian 'Floyd' Mueller, Zhuying Li, Yan Wang, Rakesh Patibanda, Bob Jarvis, and Louise Matjeka
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Computer science ,Lived experience ,Field (Bourdieu) ,05 social sciences ,020207 software engineering ,02 engineering and technology ,Human body ,Lexicon ,language.human_language ,Conjunction (grammar) ,German ,Player experience ,Aesthetics ,0202 electrical engineering, electronic engineering, information engineering ,language ,0501 psychology and cognitive sciences ,050107 human factors - Abstract
Bodily play systems are becoming increasingly prevalent, with research aiming to understand the associated player experience. We argue that a more nuanced lexicon describing "bodily play experience" can be beneficial to drive the field forward. We provide game designers with two German words to communicate two different aspects of experience: "Erfahrung", referring to experience where one is actively engaged in and gains knowledge from; and "Erlebnis", referring to a tacit experience often translated as "lived experience". We use these words to articulate a suite of design strategies for bodily play experiences by referring to past design work. We conclude by discussing these two aspects of experience in conjunction with two previously established perspectives on the human body. We believe this more nuanced lexicon can provide a clearer understanding for designers about bodily play allowing them to guide players in gaining the many benefits from such experiences.
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- 2020
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14. Next Steps for Human-Computer Integration
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Kai Kunze, Jun Nishida, Steven L. Greenspan, Pattie Maes, Caitlyn Seim, Zhuying Li, Pedro Lopes, Elizabeth M. Gerber, Dag Svanæs, Suranga Nanayakkara, Katrin Wolf, Thecla Schiphorst, Marianna Obrist, Martin Weigel, Paul Strohmeier, Joe Marshall, Florian 'Floyd' Mueller, Thomas Erickson, Stefan Greuter, Harald Reiterer, Jonathan Grudin, Joseph La Delfa, Jochen Meyer, Dakuo Wang, Masahiko Inami, and Wendy Ju
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bodily extension ,fusion ,Human systems engineering ,Computer integration ,Computer science ,05 social sciences ,implants ,integration ,020207 software engineering ,02 engineering and technology ,Data science ,symbiosis ,augmentation ,0202 electrical engineering, electronic engineering, information engineering ,0501 psychology and cognitive sciences ,Set (psychology) ,050107 human factors ,cyborg - Abstract
Human-Computer Integration (HInt) is an emerging paradigm in which computational and human systems are closely interwoven. Integrating computers with the human body is not new. however, we believe that with rapid technological advancements, increasing real-world deployments, and growing ethical and societal implications, it is critical to identify an agenda for future research. We present a set of challenges for HInt research, formulated over the course of a five-day workshop consisting of 29 experts who have designed, deployed and studied HInt systems. This agenda aims to guide researchers in a structured way towards a more coordinated and conscientious future of human-computer integration. Human-Computer Integration (HInt) is an emerging paradigm in which computational and human systems are closely interwoven. Integrating computers with the human body is not new. however, we believe that with rapid technological advancements, increasing real-world deployments, and growing ethical and societal implications, it is critical to identify an agenda for future research. We present a set of challenges for HInt research, formulated over the course of a five-day workshop consisting of 29 experts who have designed, deployed and studied HInt systems. This agenda aims to guide researchers in a structured way towards a more coordinated and conscientious future of human-computer integration.
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- 2020
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15. Towards Understanding the Design of Playful Gustosonic Experiences with Ice Cream
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Rohit Ashok Khot, Florian 'Floyd' Mueller, Angelina Russo, Zhuying Li, Robert Jarvis, and Yan Wang
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Game design ,Ice cream ,05 social sciences ,0202 electrical engineering, electronic engineering, information engineering ,020207 software engineering ,0501 psychology and cognitive sciences ,02 engineering and technology ,Convergence (relationship) ,Fantasy ,Psychology ,050107 human factors ,Cognitive psychology - Abstract
There is an increasing trend that explores the convergence of digital play and eating to support a playful relationship with food. We note that interactive sound, although prevalent in digital game design, has only received limited attention in this trend. To contribute to an understanding of "playful gustosonic experiences", we present a design and study of a novel capacitive-sensing ice cream cone, "iScream!". In a study with 32 participants, the cone played four different sounds (a roaring, crunchy, giggling, and burping sound in order to explore fantasy facilitation, food congruency, anthropomorphism and bodily response) when eating ice cream. The results are two themes derived from six findings each, which detail how players explored the different auditory interaction possibilities with their eating actions while the sounds in turn modified those eating actions. Based on these findings, we present four design tactics for designers aiming to create playful gustosonic experiences to ultimately facilitate a more playful relationship with food.
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- 2019
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16. Enabling finger pointing based text selection on touchscreen mobile devices
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Huawei Tu, Weiyang Huan, and Zhuying Li
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Novel technique ,Touchscreen ,Computer science ,Human–computer interaction ,law ,Finger tapping ,Mode switch ,Android (operating system) ,Mobile device ,law.invention - Abstract
Text selection relying on adjustment handles is a frequently used method on touchscreen mobile devices. However, this method suffers from limitations such as slow and unconformable interactions when dragging handles and being inadequate to select non-adjacent text for editing together. To address these limitations, this study proposes Text Pin, a novel technique that specifies the two ends of intended text by finger tapping rather than finger dragging. We designed mode-augmented handles to enable such operation. Experimental results show Text Pin was faster than default handle-based techniques on Android while maintaining comparable selection accuracy.
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- 2019
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17. iScream!
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Yan Wang, Zhuying Li, Florian 'Floyd' Mueller, Robert Jarvis, and Rohit Ashok Khot
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Human–computer interaction ,Ice cream ,digestive, oral, and skin physiology ,05 social sciences ,ComputingMilieux_PERSONALCOMPUTING ,0202 electrical engineering, electronic engineering, information engineering ,020207 software engineering ,0501 psychology and cognitive sciences ,02 engineering and technology ,Psychology ,Interactive technology ,GeneralLiterature_MISCELLANEOUS ,050107 human factors - Abstract
In this demonstration, we present iScream!, a novel gustosonic experience that generates unique digital sounds as a result of eating ice cream. The system uses capacitive sensing to detect eating actions and based on these actions, it plays out six different playful sounds to facilitate a playful eating experience. Our aim is to support a playful way of eating because we believe that interactive technology offers unique opportunities to facilitate novel engaging eating experiences. Ultimately, with this work, we aim to inspire and guide designers working with interactive playful gustosonic experiences, which open up new interaction possibilities to experience eating as play.
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- 2019
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18. HeatCraft
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Ti Hoang, Zhuying Li, Wei Wang, Yan Wang, Florian 'Floyd' Mueller, Weikang Chen, and Stefan Greuter
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Thermal stimulation ,Computer science ,Human–computer interaction ,digestive, oral, and skin physiology ,05 social sciences ,0202 electrical engineering, electronic engineering, information engineering ,020207 software engineering ,0501 psychology and cognitive sciences ,02 engineering and technology ,050107 human factors - Abstract
Ingestible sensors are pill-like sensors that people swallow mainly for medical purposes. We propose that ingestible sensors also offer unique opportunities to facilitate intriguing bodily experiences in a playful manner. To explore this, we present "HeatCraft", a two-player system that translates the user's body temperature measured by an ingestible sensor to localized thermal stimuli delivered through a waist belt equipped with heating pads. We conducted a study with 16 participants. The study revealed three design themes (Integration of body and technology, Integration of internal body and outside world, and Integration of play and life) along with some open challenges. In summary, this work contributes knowledge to the future design of playful experiences with ingestible sensors.
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- 2019
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19. A 2nd Person Social Perspective on Bodily Play
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Yash Dhanpal Mehta, Florian 'Floyd' Mueller, Peter Arnold, Richard Byrne, Zhuying Li, and Tuomas Kari
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Game design ,Work (electrical) ,Social perspective ,Perspective (graphical) ,ComputingMilieux_PERSONALCOMPUTING ,Human body ,Set (psychology) ,Psychology ,Epistemology - Abstract
Recent HCI work on digital games highlighted the advantage for designers to take on a 1st person perspective on the human body (referring to the phenomenological "lived" body) and a 3rd person perspective (the material "fleshy" body, similar to looking in the mirror). This is useful when designing bodily play, however, we note that there is not much game design discussion on the 2nd person social perspective that highlights the unique interplay between human bodies. To guide designers interested in supporting players to experience their bodies as play, we describe how game designers can engage with the 2nd person social perspective through a set of design tactics based on four of our own play systems. With our work, we hope we can aid designers in embracing this 2nd person perspective so that more people can benefit from engaging their bodies through games and play.
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- 2019
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20. Understanding the Design of Playful Experiences Around Ingestible Sensors
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Zhuying Li
- Subjects
Computer science ,Human–computer interaction ,InformationSystems_INFORMATIONSTORAGEANDRETRIEVAL ,05 social sciences ,ComputingMilieux_PERSONALCOMPUTING ,0202 electrical engineering, electronic engineering, information engineering ,020207 software engineering ,0501 psychology and cognitive sciences ,02 engineering and technology ,Interaction design ,050107 human factors - Abstract
The advancement of sensor technology has provided new opportunities for bodily play and consequently enriched our bodily experiences. The emergence of ingestible sensors supports capturing the user's body data continuously. The intimacy between ingestible sensors and human body also shapes our bodily experiences. My research focuses on utilizing ingestible sensors to facilitate playful and engaging experiences in HCI using a Research through Design approach. This will lead to the development of ingestible interfaces, which allow the creation of novel and playful experiences. My work so far has explored the playful experiences that can be designed without crafting the relationships between the user's body and ingestible sensors. This research will contribute to the understanding of how to design playful experiences around ingestible sensors and ultimately inspire designers to create a wider range of future play experiences.
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- 2018
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21. Towards Experiencing Eating as a Form of Play
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Florian 'Floyd' Mueller, Yash Dhanpal Mehta, Rohit Ashok Khot, Peter Arnold, Tuomas Kari, Yan Wang, and Zhuying Li
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digestive, oral, and skin physiology ,05 social sciences ,ComputingMilieux_PERSONALCOMPUTING ,020207 software engineering ,02 engineering and technology ,Contrast (music) ,Interaction design ,Work (electrical) ,0202 electrical engineering, electronic engineering, information engineering ,0501 psychology and cognitive sciences ,Tracking (education) ,Psychology ,050107 human factors ,Cognitive psychology - Abstract
There is an increasing trend in interaction design to engage with food. We note that most prior work targets instrumental benefits (for example see food tracking apps to manage nutritional intake). In contrast, in this article, we highlight the potential of technology to support eating as a form of play. We reflect on our own work to articulate two design strategies for game designers on how they can facilitate playful eating experiences using novel technologies. Ultimately, with our work, we aim to facilitate a more playful engagement around the way we eat.
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- 2018
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22. The Guts Game
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Stefan Greuter, Florian 'Floyd' Mueller, Zhuying Li, Wei Wang, Kyle J. Berean, Felix Brandmueller, and Rakesh Patibanda
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Ubiquitous computing ,Computer science ,05 social sciences ,ComputingMilieux_PERSONALCOMPUTING ,020207 software engineering ,02 engineering and technology ,Variety (cybernetics) ,Task (project management) ,Game design ,Human–computer interaction ,Agency (sociology) ,0202 electrical engineering, electronic engineering, information engineering ,0501 psychology and cognitive sciences ,Medication monitoring ,Set (psychology) ,050107 human factors - Abstract
Ingestible sensors, such as capsule endoscopy and medication monitoring pills, are becoming increasingly popular in the medical domain, yet few studies have considered what experiences may be designed around ingestible sensors. We believe such sensors may create novel bodily experiences for players when it comes to digital games. To explore the potential of ingestible sensors for game designers, we designed a two-player game - the "Guts Game" - where the players play against each other by completing a variety of tasks. Each task requires the players to change their own body temperature measured by an ingestible sensor. Through a study of the Guts Game (N=14) that interviewed players about their experience, we derived four design themes: 1) Bodily Awareness, 2) Human-Computer Integration, 3) Agency, and 4) Uncomfortableness. We used the four themes to articulate a set of design strategies that designers can consider when aiming to develop engaging ingestible games.
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- 2018
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23. HeatCraft
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Mario Boot, Florian 'Floyd' Mueller, Wei Wang, Zhuying Li, Ti Hoang, Stefan Greuter, Weikang Chen, and Yan Wang
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Computer science ,digestive, oral, and skin physiology ,05 social sciences ,ComputingMilieux_PERSONALCOMPUTING ,Measure (physics) ,020207 software engineering ,02 engineering and technology ,Thermal stimulation ,Game design ,Order (business) ,Human–computer interaction ,0202 electrical engineering, electronic engineering, information engineering ,0501 psychology and cognitive sciences ,050107 human factors - Abstract
Ingestible sensors are digital devices that can measure the user's body data after being swallowed and hence have great potential in medical use. Unfortunately, few studies have considered the playful experiences afforded by ingestible sensors. We believe that the use of localised sensations, such as those created by heat, to represent the data measured by ingestible sensors offers opportunities to support experiencing the body as play. To explore this opportunity, we introduce a two-player system called HeatCraft that uses an ingestible sensor to measure the users' body temperature and employs thermal stimuli to provide feedback. Similar to open-ended games, HeatCraft allows players to decide when and what to do in order to know more about their body, facilitating playful experiences of exploration and discovery. With this work, we aim to inspire game designers and HCI researchers to consider localised sensations when designing playful and engaging experiences around ingestible sensors.
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- 2018
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24. Towards a Coming Together of Transhumanism and Play
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Florian 'Floyd' Mueller, Tuomas Kari, Yan Wang, Zhuying Li, and Yash Dhanpal Mehta
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05 social sciences ,Perspective (graphical) ,020207 software engineering ,Transhuman ,02 engineering and technology ,Interactive technology ,Artificial limbs ,Transhumanism ,Epistemology ,0202 electrical engineering, electronic engineering, information engineering ,0501 psychology and cognitive sciences ,Sociology ,Use of technology ,050107 human factors - Abstract
We note a trend on utilizing interactive technology to extend human capacities through bodily cyborg-like integrations such as artificial limbs and implantables. This trend is often captured by the term "transhumanism", referring to the use of technology to extend human capacities. We find that many transhuman discussions appear to focus on instrumental benefits (i.e. exploiting opportunities to be more productive). We extend this by proposing engagement with transhumanism also from a perspective of "play". We reflect on our own and other's work to articulate three strategies for game designers on how they can engage with transhumanism when aiming to facilitate playful experiences. Ultimately, we aim to contribute to a more playful transhuman future.
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- 2018
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25. The Singing Carrot
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Zhuying Li, Florian 'Floyd' Mueller, Yan Wang, Robert Jarvis, and Rohit Ashok Khot
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Communication ,business.industry ,media_common.quotation_subject ,05 social sciences ,Food experience ,020207 software engineering ,02 engineering and technology ,Interactive technology ,Key (music) ,Perception ,0202 electrical engineering, electronic engineering, information engineering ,0501 psychology and cognitive sciences ,Singing ,business ,Psychology ,050107 human factors ,media_common - Abstract
Food sounds - sounds that certain foods make during eating through chewing, biting or licking - are key parts of the eating experience. They play an important role in establishing our perception about the palatability of food. We believe interactive technology offers unique opportunities to create novel playful experiences with food by playing with these sounds. In exploring this opportunity, we outline a structure on how we can explore playful sounds and present one case study of a novel interactive food experience: "The singing carrot". The singing carrot generates unique digital sounds while eating a carrot. Ultimately, with our work, we aim to inspire and guide designers working with interactive playful food sound.
- Published
- 2018
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26. Ingestible Games
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Stefan Greuter, Florian 'Floyd' Mueller, Zhuying Li, and Felix Brandmueller
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Design framework ,Multimedia ,Computer science ,05 social sciences ,ComputingMilieux_PERSONALCOMPUTING ,020207 software engineering ,02 engineering and technology ,computer.software_genre ,Digital sensors ,Core (game theory) ,Game design ,Human–computer interaction ,0202 electrical engineering, electronic engineering, information engineering ,0501 psychology and cognitive sciences ,Missed opportunity ,computer ,050107 human factors ,Pace - Abstract
Interactive devices are increasingly used inside human bodies, such as pace makers and wireless pills. This trend has led to novel experiences with ingestible devices in the field of human-computer interaction on novel experiences people have with ingestible devices. We believe there is a missed opportunity to facilitate innovative game experiences using such devices. However, there is a lack of understanding on how to design games around ingestible devices. Therefore, this research investigates the design of ingestible games by using a wireless pill that can measure the user's core body temperature. We designed a game called "Guts Game". By investigating the game experience, we aim to gain an understanding towards ingestible game design and build a theoretical design framework around it. This research will contribute to a better understanding of ingestible game design and ultimately help designers to create a wider range of future play experiences.
- Published
- 2017
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27. Guts Game
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Zhuying Li and Felix Brandmueller
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Communication ,Game mechanics ,Food intake ,business.industry ,Computer science ,digestive, oral, and skin physiology ,05 social sciences ,020207 software engineering ,02 engineering and technology ,digestive system ,Core (game theory) ,0202 electrical engineering, electronic engineering, information engineering ,0501 psychology and cognitive sciences ,business ,human activities ,050107 human factors - Abstract
Guts Game is a two-player mobile game that uses ingestible sensors to capture players' gut temperature as core game mechanic. It involves changing one's gut temperature to outscore an opponent and to win a race. Unlike most games that are controlled via external controllers, Guts Game makes a novel contribution by using an ingestible sensor, in the form of a pill, with which the players control the game by varying their gut temperature. This can occur either through food intake of different temperatures, exercising or changing environmental conditions. With the Guts Game, we show that the usage of gut temperature as a game input is feasible and demonstrate that experiencing your body as play, via an ingestible sensor, can be a mesmerizing play experience.
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- 2017
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28. Proceedings of the Eighteenth International Conference on Tangible, Embedded, and Embodied Interaction, TEI 2024, Cork, Ireland, February 11-14, 2024
- Author
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Luigina Ciolfi, Trevor Hogan, Tanja Döring, Tom Jenkins, Jelle van Dijk, Samuel Huron, Zhuying Li, David Coyle, and Beat Signer
- Published
- 2024
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