Florian 'Floyd' Mueller

Orcid: 0000-0001-6472-3476

Affiliations:
  • Monash University, Australia
  • Royal Melbourne Institute of Technology, Exertion Games Lab, Australia


According to our database1, Florian 'Floyd' Mueller authored at least 265 papers between 2000 and 2024.

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Bibliography

2024
Grand challenges in human-food interaction.
Int. J. Hum. Comput. Stud., March, 2024

GustosonicSense: Towards understanding the design of playful gustosonic eating experiences.
CoRR, 2024

Foot Augmentation 101: Design your own Augmented Experiences.
Proceedings of the Eighteenth International Conference on Tangible, 2024

PneuMa: Designing Pneumatic Bodily Extensions for Supporting Movement in Everyday Life.
Proceedings of the Eighteenth International Conference on Tangible, 2024

Exploring Superpower Design Through Wi-Fi Twinge.
Proceedings of the Eighteenth International Conference on Tangible, 2024

2023
Brain-Computer Integration: A Framework for the Design of Brain-Computer Interfaces from an Integrations Perspective.
ACM Trans. Comput. Hum. Interact., December, 2023

Toward Understanding the Design of Intertwined Human-Computer Integrations.
ACM Trans. Comput. Hum. Interact., October, 2023

A Design Framework for Ingestible Play.
ACM Trans. Comput. Hum. Interact., August, 2023

Fused Spectatorship: Designing Bodily Experiences Where Spectators Become Players.
Proc. ACM Hum. Comput. Interact., 2023

Auto-Paizo Games: Towards Understanding the Design of Games That Aim to Unify a Player's Physical Body and the Virtual World.
Proc. ACM Hum. Comput. Interact., 2023

Fluito: Towards Understanding the Design of Playful Water Experiences through an Extended Reality Floatation Tank System.
Proc. ACM Hum. Comput. Interact., 2023

Technology futures: Towards understanding how to design awe-inspiring futures.
Int. J. Hum. Comput. Stud., 2023

SportsHCI (Dagstuhl Seminar 23292).
Dagstuhl Reports, 2023

Designing the Human-Machine Symbiosis (Dagstuhl Seminar 23212).
Dagstuhl Reports, 2023

Pneunocchio: A playful nose augmentation for facilitating embodied representation.
Proceedings of the Adjunct Proceedings of the 36th Annual ACM Symposium on User Interface Software and Technology, 2023

Dozer: Towards understanding the design of closed-loop wearables for sleep.
Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems, 2023

Demonstrating Fluito: A playful floatation tank experience.
Proceedings of the Extended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems, 2023

AI in the Shell: Towards an Understanding of Integrated Embodiment.
Proceedings of the Extended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems, 2023

Towards Designing Playful Bodily Extensions: Learning from Expert Interviews.
Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems, 2023

Exploring the Design Space of Assistive Augmentation.
Proceedings of the Augmented Humans International Conference 2023, 2023

Towards Designing for Everyday Embodied Remembering: Findings from a Diary Study.
Proceedings of the 2023 ACM Designing Interactive Systems Conference, 2023

Dancing Delicacies: Designing Computational Food for Dynamic Dining Trajectories.
Proceedings of the 2023 ACM Designing Interactive Systems Conference, 2023

The "Logic Bonbon": A Computable Food, Or an Eatable Computer?
Proceedings of the Companion Publication of the 2023 ACM Designing Interactive Systems Conference, 2023

2022
Integrated Exertion - Understanding the Design of Human-Computer Integration in an Exertion Context.
ACM Trans. Comput. Hum. Interact., December, 2022

Cognitive Augmentation (Dagstuhl Seminar 22491).
Dagstuhl Reports, December, 2022

Eat-IT: Towards Understanding Interactive Technology and Food (Dagstuhl Seminar 22272).
Dagstuhl Reports, July, 2022

Toward Understanding Playful Beverage-based Gustosonic Experiences.
Proc. ACM Interact. Mob. Wearable Ubiquitous Technol., 2022

Human-Computer Integration: Towards Integrating the Human Body with the Computational Machine.
Found. Trends Hum. Comput. Interact., 2022

SomaFlatables: Supporting Embodied Cognition through Pneumatic Bladders.
Proceedings of the Adjunct Publication of the 35th Annual ACM Symposium on User Interface Software and Technology, 2022

Towards Understanding the Design of Body-Actuated Play.
Proceedings of the Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play, 2022

TouchMate: Understanding the Design of Body Actuating Games using Physical Touch.
Proceedings of the Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play, 2022

Towards an Initial Understanding of the Design of Playful Water Experiences Through Flotation.
Proceedings of the Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play, 2022

What We Talk About When We Talk About Human-Computer Integration.
Proceedings of the CHI '22: CHI Conference on Human Factors in Computing Systems, New Orleans, LA, USA, 29 April 2022, 2022

Machine In The Middle: Exploring Dark Patterns of Emotional Human-Computer Integration Through Media Art.
Proceedings of the CHI '22: CHI Conference on Human Factors in Computing Systems, New Orleans, LA, USA, 29 April 2022, 2022

Logic Bonbon: Exploring Food as Computational Artifact.
Proceedings of the CHI '22: CHI Conference on Human Factors in Computing Systems, New Orleans, LA, USA, 29 April 2022, 2022

Mapping FoodHCI Futures.
Proceedings of the CHI '22: CHI Conference on Human Factors in Computing Systems, New Orleans, LA, USA, 29 April 2022, 2022

Splash! Identifying the Grand Challenges for WaterHCI.
Proceedings of the CHI '22: CHI Conference on Human Factors in Computing Systems, New Orleans, LA, USA, 29 April 2022, 2022

On Eliciting a Sense of Self when Integrating with Computers.
Proceedings of the AHs 2022: Augmented Humans 2022, Hybrid Event / Munich, Germany, March 13, 2022

Designing for Bouldering: Supporting Kinesthetic Learning of Action Sport Enthusiasts.
Proceedings of the DIS '22: Designing Interactive Systems Conference, Virtual Event, Australia, June 13, 2022

Designing public VR installations.
Proceedings of the DIS '22: Designing Interactive Systems Conference, Virtual Event, Australia, June 13, 2022

Going into Depth: Learning from a Survey of Interactive Designs for Aquatic Recreation.
Proceedings of the DIS '22: Designing Interactive Systems Conference, Virtual Event, Australia, June 13, 2022

2021
Playing with the interior body.
Interactions, 2021

Towards understanding the design of bodily integration.
Int. J. Hum. Comput. Stud., 2021

Sonic Straws: A beverage-based playful gustosonic system.
Proceedings of the UbiComp/ISWC '21: 2021 ACM International Joint Conference on Pervasive and Ubiquitous Computing and 2021 ACM International Symposium on Wearable Computers, 2021

Actuating Myself: Designing Hand-Games Incorporating Electrical Muscle Stimulation.
Proceedings of the CHI PLAY '21: The Annual Symposium on Computer-Human Interaction in Play, 2021

Myopic Bike and Say Hi: Games for Empathizing with The Myopic.
Proceedings of the CHI PLAY '21: The Annual Symposium on Computer-Human Interaction in Play, 2021

Telepathic Play: Towards Playful Experiences Based on Brain-to-brain Interfacing.
Proceedings of the CHI PLAY '21: The Annual Symposium on Computer-Human Interaction in Play, 2021

What Can HCI Learn from Sexual Consent?: A Feminist Process of Embodied Consent for Interactions with Emerging Technologies.
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021

SIGHInt: Special Interest Group for Human-Computer Integration.
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021

Out of Your Mind!? Embodied Interaction in Sports.
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021

Limited Control Over the Body as Intriguing Play Design Resource.
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021

Data as Delight: Eating data.
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021

vrCAPTCHA: Exploring CAPTCHA Designs in Virtual Reality.
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021

Design of Cyber Food: : Beginning to Understand Food as Computational Artifact.
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021

The Future of Human-Food Interaction.
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021

Do Cyborgs dream of Electric Limbs? Experiential Factors in Human-Computer Integration Design and Evaluation.
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021

2020
Reducing Perceived Waiting Time in Theme Park Queues via an Augmented Reality Game.
ACM Trans. Comput. Hum. Interact., 2020

Shelfie: A Framework for Designing Material Representations of Physical Activity Data.
ACM Trans. Comput. Hum. Interact., 2020

Designing Digital Vertigo Experiences.
ACM Trans. Comput. Hum. Interact., 2020

Towards Experiencing Eating as Play.
Proceedings of the TEI '20: Fourteenth International Conference on Tangible, 2020

"Erfahrung & Erlebnis": Understanding the Bodily Play Experience through German Lexicon.
Proceedings of the TEI '20: Fourteenth International Conference on Tangible, 2020

Towards Designing Bodily Integrated Play.
Proceedings of the TEI '20: Fourteenth International Conference on Tangible, 2020

Future InBodied: A Framework for Inbodied Interaction Design.
Proceedings of the TEI '20: Fourteenth International Conference on Tangible, 2020

Designing for Virtual Touch: A Real-Time Co-Created Online Art Experience.
Proceedings of the CHI PLAY '20: The Annual Symposium on Computer-Human Interaction in Play, Virtual Event, Canada, November 2-4, 2020, 2020

Designing for Bodily Play Experiences Based on Danish Linguistic Connotations of "Playing a Game".
Proceedings of the CHI PLAY '20: The Annual Symposium on Computer-Human Interaction in Play, 2020

Towards a Framework for Designing Playful Gustosonic Experiences.
Proceedings of the Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems, 2020

Neo-Noumena.
Proceedings of the Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems, 2020

Neo-Noumena: Augmenting Emotion Communication.
Proceedings of the CHI '20: CHI Conference on Human Factors in Computing Systems, 2020

Investigating Novel BCI Displays that Support Personalised Engagement and Interpersonal Connections.
Proceedings of the Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems, 2020



Empowering a Creative City: Engage Citizens in Creating Street Art through Human-AI Collaboration.
Proceedings of the Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems, 2020

Ingestible Sensors as Design Material for Bodily Play.
Proceedings of the Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems, 2020

Drone Chi: Somaesthetic Human-Drone Interaction.
Proceedings of the CHI '20: CHI Conference on Human Factors in Computing Systems, 2020

iHDI 2020: Interdisciplinary Workshop on Human-Drone Interaction.
Proceedings of the Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems, 2020

Introducing Peripheral Awareness as a Neurological State for Human-computer Integration.
Proceedings of the CHI '20: CHI Conference on Human Factors in Computing Systems, 2020

WeScream!: Toward Understanding the Design of Playful Social Gustosonic Experiences with Ice Cream.
Proceedings of the DIS '20: Designing Interactive Systems Conference 2020, 2020

InsideOut: Towards an Understanding of Designing Playful Experiences with Imaging Capsules.
Proceedings of the DIS '20: Designing Interactive Systems Conference 2020, 2020

Designing Drone Chi: Unpacking the Thinking and Making of Somaesthetic Human-Drone Interaction.
Proceedings of the DIS '20: Designing Interactive Systems Conference 2020, 2020

2019
Human-Food Interaction.
Found. Trends Hum. Comput. Interact., 2019

Towards Understanding the Design of Playful Gustosonic Experiences with Ice Cream.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2019

InsideOut: Playing with Real-time Video Images of the Gastrointestinal Tract via Imaging Capsules.
Proceedings of the Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, 2019

<i>iScream!</i>: Towards the Design of Playful Gustosonic Experiences with Ice Cream.
Proceedings of the Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems, 2019

Towards Understanding the Design of Positive Pre-sleep Through a Neurofeedback Artistic Experience.
Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, 2019

A 2nd Person Social Perspective on Bodily Play.
Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, 2019

HeatCraft: Designing Playful Experiences with Ingestible Sensors via Localized Thermal Stimuli.
Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, 2019

Are Drones Meditative?
Proceedings of the Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems, 2019

Keynote: Experiencing the Body as Play.
Proceedings of the 18th ACM International Conference on Interaction Design and Children, 2019

GameLight - Gamification of the Outdoor Cycling Experience.
Proceedings of the Companion Publication of the 2019 on Designing Interactive Systems Conference, 2019

"Co-riding With My eBike to Get Green Lights".
Proceedings of the 2019 on Designing Interactive Systems Conference, DIS 2019, San Diego, 2019

2018
Learning Options From Demonstrations: APac-ManCase Study.
IEEE Trans. Games, 2018

Body-centric computing: results from a weeklong Dagstuhl seminar in a German castle.
Interactions, 2018

Embracing First-Person Perspectives in Soma-Based Design.
Informatics, 2018

10 Lenses to Design Sports-HCI.
Found. Trends Hum. Comput. Interact., 2018

Human-Computer Integration (Dagstuhl Seminar 18322).
Dagstuhl Reports, 2018

"You Better Eat to Survive": Exploring Cooperative Eating in Virtual Reality Games.
Proceedings of the Twelfth International Conference on Tangible, 2018

What can speculative design teach us about designing for healthcare services?
Proceedings of the 30th Australian Conference on Computer-Human Interaction, 2018

The Singing Carrot: Designing Playful Experiences with Food Sounds.
Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, 2018

The Storytelling Machine: A Playful Participatory Automated System Featuring Crowd-Sourced Story Content.
Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, 2018

Towards a Coming Together of Transhumanism and Play.
Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, 2018

Towards a 2<sup>nd</sup> Person Perspective on Bodily Play.
Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, 2018

Towards Experiencing Eating as a Form of Play.
Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, 2018

Arm-A-Dine: Towards Understanding the Design of Playful Embodied Eating Experiences.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2018

The Guts Game: Towards Designing Ingestible Games.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2018

HeatCraft: Playing with Ingestible Sensors via Localised Sensations.
Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, 2018

Tai Chi In The Clouds: Using Micro UAV's To Support Tai Chi Practice.
Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, 2018

AR Fighter: Using HMDs to create Vertigo Play Experiences.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2018

Feed the Food Monsters!: Helping Co-diners Chew their Food Better with Augmented Reality.
Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, 2018

"I had super-powers when eBike riding" Towards Understanding the Design of Integrated Exertion.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2018

How Far Is Up?: Bringing the Counterpointed Triad Technique to Digital Storybook Apps.
Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems, 2018

Experiencing the Body as Play.
Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems, 2018

VirtualSpace - Overloading Physical Space with Multiple Virtual Reality Users.
Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems, 2018

The Guts Game: Designing Playful Experiences for Ingestible Devices.
Proceedings of the Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems, 2018

Interface and Experience Design with AI for VR/AR (DAIVAR'18) and AI/ML for Immersive Simulations (AMISIM'18).
Proceedings of the 2018 IEEE International Conference on Artificial Intelligence and Virtual Reality, 2018

Measuring player skill using dynamic difficulty adjustment.
Proceedings of the Australasian Computer Science Week Multiconference, 2018

2017
Designing for Bodily Interplay in Social Exertion Games.
ACM Trans. Comput. Hum. Interact., 2017

Drones Ripe for Pervasive Use.
IEEE Pervasive Comput., 2017

Adventure and technology: an earthquake-interrupted expedition to Mt. Everest.
Interactions, 2017

Enhancing player engagement through game balancing in digitally augmented physical games.
Int. J. Hum. Comput. Stud., 2017

Body-Centric Computing (Dagstuhl Reports 17392).
Dagstuhl Reports, 2017

10 Design Themes for Creating 3D Printed Physical Representations of Physical Activity Data.
Proceedings of the Human-Computer Interaction - INTERACT 2017, 2017

Monte Carlo tree search based algorithms for dynamic difficulty adjustment.
Proceedings of the IEEE Conference on Computational Intelligence and Games, 2017

Using HTC Vive and TouchDesigner to Projection-Map Moving Objects in 3D Space: A Playful Participatory Artwork.
Proceedings of the Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play, 2017

Life Tree: Understanding the Design of Breathing Exercise Games.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2017

13 Game Lenses for Designing Diverse Interactive Jogging Systems.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2017

Ingestible Games: Swallowing a Digital Sensor to Play a Game.
Proceedings of the Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play, 2017

Five Lenses for Designing Exertion Experiences.
Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, 2017

Future of Food in the Digital Realm.
Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, 2017

<i>EdiPulse</i>: Investigating a Playful Approach to Self-monitoring through 3D Printed Chocolate Treats.
Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, 2017


2016
Expanding exertion gaming.
Int. J. Hum. Comput. Stud., 2016

Exertion Games.
Found. Trends Hum. Comput. Interact., 2016

HandyFeet: Social Bodily Play Via Split Control of a Human Puppet's Limbs.
Proceedings of the TEI '16: Tenth International Conference on Tangible, 2016

Designing the Vertigo Experience: Vertigo as a Design Resource for Digital Bodily Play.
Proceedings of the TEI '16: Tenth International Conference on Tangible, 2016

Inner disturbance: towards understanding the design of vertigo games through a novel balancing game.
Proceedings of the 28th Australian Conference on Computer-Human Interaction, 2016

Technology meets adventure: learnings from an earthquake-interrupted Mt. everest expedition.
Proceedings of the 2016 ACM International Joint Conference on Pervasive and Ubiquitous Computing, 2016

Dynamic Choice of State Abstraction in Q-Learning.
Proceedings of the ECAI 2016 - 22nd European Conference on Artificial Intelligence, 29 August-2 September 2016, The Hague, The Netherlands, 2016

Designing Play to Support Hospitalized Children.
Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play, 2016

Balance Ninja: Towards the Design of Digital Vertigo Games via Galvanic Vestibular Stimulation.
Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play, 2016

Exploring Human: eBike Interaction to Support Rider Autonomy.
Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play, 2016

Jogging at CHI.
Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, 2016

Game User Experience Evaluation.
Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, 2016

Digitally Augmenting Sports: An Opportunity for Exploring and Understanding Novel Balancing Techniques.
Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, 2016

Interaction in Motion: Designing Truly Mobile Interaction.
Proceedings of the 2016 ACM Conference on Designing Interactive Systems, DIS '16, Brisbane, QLD, Australia, June 04, 2016

<i>Fantibles</i>: Capturing Cricket Fan's Story in 3D.
Proceedings of the 2016 ACM Conference on Designing Interactive Systems, DIS '16, Brisbane, QLD, Australia, June 04, 2016

Designing Mediated Nurturing Play with Dogs to Alleviate Workplace Stress.
Proceedings of the Companion Publication of the 2014 ACM Conference on Designing Interactive Systems, DIS '16, Brisbane, QLD, Australia, June 04, 2016

Player Experience.
Proceedings of the Serious Games., 2016

Design of Serious Games.
Proceedings of the Serious Games., 2016

2015
Evaluating Exertion Games.
Proceedings of the Game User Experience Evaluation, 2015

HCI and sports.
Interactions, 2015

Designing training games for soccer.
Interactions, 2015

Guidelines for the Design of Movement-Based Games and Their Relevance to HCI.
Hum. Comput. Interact., 2015

TastyBeats: Celebrating Heart Rate Data with a Drinkable Spectacle.
Proceedings of the Ninth International Conference on Tangible, 2015

JoggAR: a mixed-modality AR approach for technology-augmented jogging.
Proceedings of the SIGGRAPH Asia 2015 Mobile Graphics and Interactive Applications, 2015

Cross-Cultural User Experience Design Helping Product Designers to Consider Cultural Differences.
Proceedings of the Cross-Cultural Design Methods, Practice and Impact, 2015

Enhancing theme park experiences through adaptive cyber-physical play.
Proceedings of the 2015 IEEE Conference on Computational Intelligence and Games, 2015

Player-Computer Interaction Features for Designing Digital Play Experiences across Six Degrees of Water Contact.
Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, 2015

Utilizing Gravity in Movement-Based Games and Play.
Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, 2015

Guiding Young Players As Designers.
Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, 2015

Air Tandem: A Collaborative Bodily Game Exploring Interpersonal Synchronization.
Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, 2015

Understanding Sports-HCI by Going Jogging at CHI.
Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems, 2015

Jogging with a Quadcopter.
Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems, 2015

EdiPulse: Supporting Physical Activity with Chocolate Printed Messages.
Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems, 2015

EdiPulse: Turning Physical Activity Into Chocolates.
Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems, 2015

TastyBeats: Designing Palatable Representations of Physical Activity.
Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems, 2015

Keepin' it Real: Challenges when Designing Sports-Training Games.
Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems, 2015

Crowdsourcing Synchronous Spectator Support: (go on, go on, you're the best)<sup>n-1</sup>.
Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems, 2015

2014
Understanding the design of a flying jogging companion.
Proceedings of the adjunct publication of the 27th annual ACM symposium on User interface software and technology, 2014

Displaying heart rate data on a bicycle helmet to support social exertion experiences.
Proceedings of the Eighth International Conference on Tangible, 2014

Designing interactive technology for skateboarding.
Proceedings of the Eighth International Conference on Tangible, 2014

Designing mediated combat play.
Proceedings of the Eighth International Conference on Tangible, 2014

Running with technology: where are we heading?
Proceedings of the 26th Australian Computer-Human Interaction Conference on Designing Futures, 2014

Designing Digital Climbing Experiences through Understanding Rock Climbing Motivation.
Proceedings of the Entertainment Computing - ICEC 2014 - 13th International Conference, 2014

Playful Game Jams: Guidelines for Designed Outcomes.
Proceedings of the 2014 Conference on Interactive Entertainment, 2014

Preliminary results from a study of the impact of digital activity trackers on health risk status.
Proceedings of the Investing in E-Health: People, Knowledge and Technology for a Healthy Future, 2014

Dance Enhanced: Investigating how earning content through exertion impacts dance game enjoyment.
Proceedings of the 9th International Conference on the Foundations of Digital Games, 2014

Game idea jam for sport and exertion games.
Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play, Toronto, ON, Canada, October 19, 2014

Intangle: exploring interpersonal bodily interactions through sharing controllers.
Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play, Toronto, ON, Canada, October 19, 2014

Reindeer & wolves: exploring sensory deprivation in multiplayer digital bodily play.
Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play, Toronto, ON, Canada, October 19, 2014

Interaction opportunities around helmet design.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2014

How far is up?: encouraging social interaction through children's book app design.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2014

Jogging with technology: interaction design supporting sport activities.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2014

Movement-based game guidelines.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2014

Supporting the creative game design process with exertion cards.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2014

Designing for the experiential body.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2014

Tastybeats: making mocktails with heartbeats.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2014

SweatAtoms: understanding physical activity through material artifacts.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2014

Understanding physical activity through 3D printed material artifacts.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2014

i-dentity: innominate representation as engaging movement game element.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2014

i-dentity: innominate movement representation as engaging game element.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2014

Game jam: [4 research].
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2014

Proxemics play: understanding proxemics for designing digital play experiences.
Proceedings of the Designing Interactive Systems Conference 2014, DIS '14, Vancouver, BC, 2014

Towards understanding balancing in exertion games.
Proceedings of the 11th Conference on Advances in Computer Entertainment Technology, 2014

2013
Three Themes for Designing Games That Aim to Promote a Positive Body Perception in Hospitalized Children.
Proceedings of the Persuasive Technology - 8th International Conference, 2013

Designing for depth: underwater play.
Proceedings of the 9th Australasian Conference on Interactive Entertainment, 2013

Duel reality: a sword-fighting game for novel gameplay around intentionally hiding body data.
Proceedings of the 9th Australasian Conference on Interactive Entertainment, 2013

Reflections on designing networked exertion games.
Proceedings of the 9th Australasian Conference on Interactive Entertainment, 2013

SweatAtoms: materializing physical activity.
Proceedings of the 9th Australasian Conference on Interactive Entertainment, 2013

Combining moving bodies with digital elements: design space between players and screens.
Proceedings of the 9th Australasian Conference on Interactive Entertainment, 2013

Watch your steps: designing a semi-public display to promote physical activity.
Proceedings of the 9th Australasian Conference on Interactive Entertainment, 2013

Musical embrace: exploring social awkwardness in digital games.
Proceedings of the 2013 ACM International Joint Conference on Pervasive and Ubiquitous Computing, 2013

Adding an interactive display to a public basketball hoop can motivate players and foster community.
Proceedings of the 2013 ACM International Joint Conference on Pervasive and Ubiquitous Computing, 2013

Understanding a Socially Awkward Digital Play Journey.
Proceedings of the 2013 DiGRA International Conference: DeFragging Game Studies, 2013

Duel reality.
Proceedings of the 2013 ACM SIGCHI Conference on Human Factors in Computing Systems, 2013

Lumahelm: an interactive helmet.
Proceedings of the 2013 ACM SIGCHI Conference on Human Factors in Computing Systems, 2013

Bubble popper: body contact in digital games.
Proceedings of the 2013 ACM SIGCHI Conference on Human Factors in Computing Systems, 2013

Cart-load-o-fun: designing digital games for trams.
Proceedings of the 2013 ACM SIGCHI Conference on Human Factors in Computing Systems, 2013

4 design themes for skateboarding.
Proceedings of the 2013 ACM SIGCHI Conference on Human Factors in Computing Systems, 2013

Copy paste skate.
Proceedings of the 2013 ACM SIGCHI Conference on Human Factors in Computing Systems, 2013

Gravity well: underwater play.
Proceedings of the 2013 ACM SIGCHI Conference on Human Factors in Computing Systems, 2013

HCI with sports.
Proceedings of the 2013 ACM SIGCHI Conference on Human Factors in Computing Systems, 2013

Joggobot: jogging with a flying robot.
Proceedings of the 2013 ACM SIGCHI Conference on Human Factors in Computing Systems, 2013

Sweat-atoms: turning physical exercise into physical objects.
Proceedings of the 2013 ACM SIGCHI Conference on Human Factors in Computing Systems, 2013

Musical embrace: facilitating engaging play experiences through social awkwardness.
Proceedings of the 2013 ACM SIGCHI Conference on Human Factors in Computing Systems, 2013

Musical embrace: socially awkward interactions through physical proximity to drive digital play.
Proceedings of the 2013 ACM SIGCHI Conference on Human Factors in Computing Systems, 2013

UnoJoy!: a library for rapid video game prototyping using arduino.
Proceedings of the 2013 ACM SIGCHI Conference on Human Factors in Computing Systems, 2013

Game jam.
Proceedings of the 2013 ACM SIGCHI Conference on Human Factors in Computing Systems, 2013

Understanding handicapping for balancing exertion games.
Proceedings of the 2013 ACM SIGCHI Conference on Human Factors in Computing Systems, 2013

2012
Bubble Popper: considering body contact in games.
Proceedings of the 4th International Conference on Fun and Games, 2012


Balancing exertion experiences.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2012

Hanging off a bar.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2012

Joggobot: a flying robot as jogging companion.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2012

2011
Designing sports: a framework for exertion games.
Proceedings of the International Conference on Human Factors in Computing Systems, 2011

Evaluating technology that makes physical games for children more engaging.
Proceedings of the Interaction Design and Children, 2011

2010
An Exploration of Exertion in Mixed Reality Systems via the "Table Tennis for Three" Game.
Proceedings of the Engineering of Mixed Reality Systems, 2010

Evaluating Exertion Games.
Proceedings of the Evaluating User Experience in Games - Concepts and Methods, 2010

Towards understanding how to design for social play in exertion games.
Pers. Ubiquitous Comput., 2010

Considerations for the design of networked exertion interactions.
Int. J. Arts Technol., 2010

Jogging over a distance between Europe and Australia.
Proceedings of the 23rd Annual ACM Symposium on User Interface Software and Technology, 2010

Jogging over a distance: the influence of design in parallel exertion games.
Proceedings of the 5th ACM SIGGRAPH Symposium on Video Games, 2010

2009
A framework for exertion interactions over a distance.
Proceedings of the 2009 ACM SIGGRAPH Symposium on Video Games, 2009

Brute force interactions: leveraging intense physical actions in gaming.
Proceedings of the 21st Australasian Computer-Human Interaction Conference, 2009

Exertion in networked games.
Proceedings of the 4th International Conference on Foundations of Digital Games, 2009

The mousegrip.
Proceedings of the 27th International Conference on Human Factors in Computing Systems, 2009

Design influence on social play in distributed exertion games.
Proceedings of the 27th International Conference on Human Factors in Computing Systems, 2009

Remote impact: shadowboxing over a distance.
Proceedings of the 27th International Conference on Human Factors in Computing Systems, 2009

2008
The Design of Networked Exertion Games.
J. Virtual Real. Broadcast., 2008

Design space of networked exertion games demonstrated by a three-way physical game based on Table Tennis.
Comput. Entertain., 2008

Taxonomy of exertion games.
Proceedings of the 20th Australasian Computer-Human Interaction Conference, 2008

Exertion interfaces.
Proceedings of the Extended Abstracts Proceedings of the 2008 Conference on Human Factors in Computing Systems, 2008

Evaluating user experiences in games.
Proceedings of the Extended Abstracts Proceedings of the 2008 Conference on Human Factors in Computing Systems, 2008

2007
Sports over a Distance.
Pers. Ubiquitous Comput., 2007

Evaluating a distributed physical leisure game for three players.
Proceedings of the 2007 Australasian Computer-Human Interaction Conference, 2007

Brute force as input for networked gaming.
Proceedings of the 2007 Australasian Computer-Human Interaction Conference, 2007

A physical three-way interactive game based on table tennis.
Proceedings of the 4th Australasian Conference on Interactive Entertainment, 2007

Jogging the distance.
Proceedings of the 2007 Conference on Human Factors in Computing Systems, 2007

Jogging over a distance: supporting a "jogging together" experience although being apart.
Proceedings of the Extended Abstracts Proceedings of the 2007 Conference on Human Factors in Computing Systems, 2007

Building a table tennis game for three players.
Proceedings of the International Conference on Advances in Computer Entertainment Technology, 2007

How to build a hard-to-use mouse.
Proceedings of the International Conference on Advances in Computer Entertainment Technology, 2007

2006
Auf die harte Tour - Physisch anstrengende Netzwerkspiele (Exertion Interfaces for Networked Games).
i-com, 2006

Holding hands over a distance: technology probes in an intimate, mobile context.
Proceedings of the 2006 Australasian Computer-Human Interaction Conference, 2006

From the certainty of information transfer to the ambiguity of intuition.
Proceedings of the 2006 Australasian Computer-Human Interaction Conference, 2006

A table tennis game for three players.
Proceedings of the 2006 Australasian Computer-Human Interaction Conference, 2006

Airhockey over a distance.
Proceedings of the Extended Abstracts Proceedings of the 2006 Conference on Human Factors in Computing Systems, 2006

Airhockey over a distance: a networked physical game to support social interactions.
Proceedings of the International Conference on Advances in Computer Entertainment Technology, 2006

2005
Sports over a distance.
Comput. Entertain., 2005

Mediating intimacy: designing technologies to support strong-tie relationships.
Proceedings of the 2005 Conference on Human Factors in Computing Systems, 2005

Hug over a distance.
Proceedings of the Extended Abstracts Proceedings of the 2005 Conference on Human Factors in Computing Systems, 2005

2003
Exertion interfaces: sports over a distance for social bonding and fun.
Proceedings of the 2003 Conference on Human Factors in Computing Systems, 2003

2002
Transparent hearing.
Proceedings of the Extended abstracts of the 2002 Conference on Human Factors in Computing Systems, 2002

LAFCam: Leveraging affective feedback camcorder.
Proceedings of the Extended abstracts of the 2002 Conference on Human Factors in Computing Systems, 2002

2001
Cheese: tracking mouse movement activity on websites, a tool for user modeling.
Proceedings of the CHI 2001 Extended Abstracts on Human Factors in Computing Systems, 2001

2000
mediacaptain - a demo.
Proceedings of the 8th ACM International Conference on Multimedia 2000, Los Angeles, CA, USA, October 30, 2000

Mediacaptain - an interface for browsing streaming media.
Proceedings of the 8th ACM International Conference on Multimedia 2000, Los Angeles, CA, USA, October 30, 2000


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