Related papers: Social Play Spaces for Active Community Engagement
Studying how social contexts shape technology interactions and how we experience them is hard. One challenge is that social contexts are very dynamic and shaped by the situated practices of everyone involved. As a result, the same…
Research has found social VR to bring various benefits to users with and without disabilities. Given the success of social VR applications that support user-created worlds, it is important to consider how we can empower users in building…
Mobile gaming presents a number of main issues which remain open. These are concerned mainly with connectivity, computational capacities, memory and battery constraints. In this paper, we discuss the design of a fully distributed approach…
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 our everyday life, we intuitively use space to regulate our social interactions. When we want to talk to someone, we approach them; if someone joins the conversation, we adjust our bodies to make space for them. In contrast, devices are…
Game jams are a way to create games under fast-paced conditions and certain constraints. The increase in game jam events all over the world, their engaging and creative nature, with the aim of sharing results among players can be seen in…
The landscape of digital games is segregated by player ability. For example, sighted players have a multitude of highly visual games at their disposal, while blind players may choose from a variety of audio games. Attempts at improving…
In this paper, we introduce 'public computation' as a genre of learning environments that can be used to radically broaden public participation in authentic, computation-enabled STEM disciplinary practices. Our paradigmatic approach…
Group dance, a sub-genre characterized by intricate motions made by a cohort of performers in tight synchronization, has a longstanding and culturally significant history and, in modern forms such as cheerleading, a broad base of current…
As see-through Mixed Reality Head-Mounted Displays (MRHMDs) proliferate, their usage is gradually shifting from controlled, private settings to spontaneous, public contexts. While location-based augmented reality mobile games such as…
Is there something akin to geopolitics for online communities? One could think of communities as nations formed around shared interests of individual users. Friendly borders capture similar interests, but conflicts could emerge due to…
This paper presents the design, implementation, and evaluation of a novel collaborative educational game titled "Land of Hands", involving children and a customized social robot that we designed (HakshE). Through this gaming platform, we…
Games have always been popular testbeds for Artificial Intelligence (AI). In the last decade, we have seen the rise of the Multiple Online Battle Arena (MOBA) games, which are the most played games nowadays. In spite of this, there are few…
Research examining older adults interactions with Virtual Reality (VR) and the impact of social VR experiences on outcomes such as social engagement has been limited, especially among older adults. This multi-site pilot study evaluated the…
Technological advances are redefining the relationship between physical and virtual spaces. Traditionally, when users engage in virtual reality, they are completely cutoff from the physical space. Similarly, they are unable to access…
Gamification applies game mechanics to non-game environments to motivate and engage users. Artificial Intelligence (AI) offers powerful tools for personalizing and optimizing gamification, adapting to users' needs, preferences, and…
The integration of the physical capabilities of an industrial collaborative robot with a social virtual character may represent a viable solution to enhance the workers' perception of the system as an embodied social entity and increase…
The participatory library is an emerging concept which refers to the idea that an integrated library system must allow users to take part in core functions of the library rather than engaging on the periphery. To embrace the participatory…
We present Playable Environments - a new representation for interactive video generation and manipulation in space and time. With a single image at inference time, our novel framework allows the user to move objects in 3D while generating a…
We introduce Blocks, a mobile application that enables people to co-create AR structures that persist in the physical environment. Using Blocks, end users can collaborate synchronously or asynchronously, whether they are colocated or…