Spelling suggestions: "subject:"movementbased interaction"" "subject:"movement.based interaction""
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Rörelsebaserad teknologi - ett komplement eller ersättning? : En studie om konsumentbaserad rörelseteknologiMonsen, Christofer, Lindholm, Oscar January 2015 (has links)
The development of movement based technology is changing the way we interact with our computer systems. This study aims to answer questions about how this change is occurring and aspects following it. A number of different data collection methods are put to use as twenty informants takes part in a series of experiments regarding different application areas. The movement based technologies utilized by the informants are Leap Motion and Myo. Through the use of user experience and usability the study shows that movement based technology performs worse than the mouse in all tested application areas. On the other hand we found that the user experience is enhanced with the use of movement based technology in all but one of the tested application areas.
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Designing for Stimulating Social Interaction in Outdoor GymZhang, Xiwen January 2020 (has links)
In the world where the Internet has nearly linked people in every corner, for some people, the nearby places seem to disappear. It might also lead to the alienation of friends and neighbours. For addressing the disadvantages of the change, this study aims to design for stimulating social interaction in outdoor gyms that are distributed in most communities and parks. Towards this goal, I engaged in designing and evaluating a movement-based interaction project. I invited 5 participants to work as designers for generating design ideas, using reflecting somaesthetics and bodystorming design methods. The bodystorming braid was used for depicting how design ideas generated and evolved. Design ideas were packaged into 3 types of design solutions -- cooperative play, competition and just talking. The most practical solutions for each kind were selected for building prototypes. These prototypes were evaluated with Wizard-of-Oz techniques by 4 participants, followed by a focus group. The qualitative analysis surfaced the important factors that impacted social interaction and major users, including the target users, usage, interaction, and maintenance.
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Embodied Core Mechanics : Designing for movement-based co-located playMárquez Segura, Elena January 2016 (has links)
Movement-based interactive systems for play came into the spotlight over a decade ago, and were met with enthusiasm by the general public as well as the Human-Computer Interaction research community. Yet a decade of research and practice has not fully addressed the challenge of designing for the moving body and play. This thesis argues that often, the role of the technology to sustain the play activity, and to drive the design process, has been over-emphasized, and has resulted in limited design possibilities. This thesis explores an alternative design approach to address the problem through combining the design of the technology with designing aspects of the social and spatial context where the play activity takes place. The work is grounded in an embodied perspective of experience, action, and design. Methodologically, it belongs to the Research through Design tradition (RtD). A core concept and a characterization of design practices are presented as key contributions. The concept of embodied core mechanics is introduced to frame desirable and repeatable movement-based play actions, paying attention to the way these are supported by design resources including rules, physical and digital artifacts, and the physical and spatial arrangement of players and artifacts. The concept was developed during the two main design cases: the Oriboo case, targeting dance games for children, and the PhySeEar case, targeting rehabilitative therapy for the elderly. It was further substantiated in subsequent external design collaborations. To support the design process, this thesis presents embodied sketching: a set of ideation design practices that leverage the embodied experience and enable designers to scrutinize the desired embodied experience early in the design process. Three forms of embodied sketching are presented: embodied sketching for bodystorming, co-designing with users, and sensitizing designers. Through reframing the design task as one of designing and studying embodied core mechanics, this thesis establishes an alternative approach to design for movement-based play in which significant aspects of the embodied play experience, lead, drive, and shape the design process and the design of the technology.
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