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Sedentary behavior is becoming increasingly prevalent in daily work and study environments. VR exergaming has emerged as a promising solution in these places of work and study. However, private spaces in these environments are not easy, and…
Audience reactions can considerably enhance live experiences; conversely, in anytime-anywhere augmented reality (AR) experiences, large crowds of people might not always be available to congregate. To get closer to simulating live events…
Designed with an accessible first design approach, the presented paper describes how exploiting humans proprioception ability in 3D space can result in a more natural interaction experience when using a 3D graphical user interface in a…
Urban HCI investigates how digital technologies shape human behaviour within the social, spatial, temporal dynamics of public space. Meanwhile, robotic furniture research demonstrates how the purposeful animation of mundane utilitarian…
We propose a toolkit for creating Tangible Out-of-Body Experiences: exposing the inner states of users using physiological signals such as heart rate or brain activity. Tobe can take the form of a tangible avatar displaying live…
Watching others play is a key ingredient of digital games and an important aspect of games user research. However, spectatorship is not very popular in virtual reality, as such games strongly rely on one's feelings of presence. In other…
Particularly close attention is being paid today among researchers in social science disciplines to aspects of learning in the digital age, especially for the Digitally Native Generation. In the context of museums, the question is: how can…
The application of mobile computing is currently altering patterns of our behavior to a greater degree than perhaps any other invention. In combination with the introduction of BLE (Bluetooth Low Energy) and similar technologies enabling…
Long-distance relationships (LDRs) have become more common in the last few decades, primarily among young adults pursuing educational or employment opportunities. A common way for couples in LDRs to spend time together is by playing…
Research on mobile collocated interactions has been exploring situations where collocated users engage in collaborative activities using their personal mobile devices (e.g., smartphones and tablets), thus going from personal/individual…
Naturally, university courses should be designed to attract students, engaging them to achieve learning goals. Toward this end, the use of Serious Games has been proposed in the literature. To address positive effects, such as content…
The video game industry is larger than both the film and music industries combined. Recommender systems for video games have received relatively scant academic attention, despite the uniqueness of the medium and its data. In this paper, we…
The evolution of existing transportation systems,mainly driven by urbanization and increased availability of mobility options, such as private, profit-maximizing ride-hailing companies, calls for tools to reason about their design and…
This paper presents a design space of interaction techniques to engage with visualizations that are printed on paper and augmented through Augmented Reality. Paper sheets are widely used to deploy visualizations and provide a rich set of…
The investigation of tangible user interfaces commenced approximately thirty years ago. Questions on its commercial potential become more pressing as the field becomes mature. To take the field one step further -- as the emergence of…
We study the evolution of two mutually interacting games with both pairwise games as well as the public goods game on different topologies. On 2d square lattices, we reveal that the game-game interaction can promote the cooperation…
Most AI agents remain confined to an instrumental "command-execution" model, resulting in unequal, one-sided interactions. While recent works attempt to build relationships through hidden memory backends, these invisible processes often…
Spatial computing -- the ability of devices to be aware of their surroundings and to represent this digitally -- offers novel capabilities in human-robot interaction. In particular, the combination of spatial computing and egocentric…
In this Letter we present a new perspective for the study of the Public Goods games on complex networks. The idea of our approach is to consider a realistic structure for the groups in which Public goods games are played. Instead of…
Objectives: This paper presents an up-to-date overview of research performed in the Virtual Reality (VR) environment ranging from definitions, its presence in the various fields, and existing market players and their projects in the VR…