Plans and situated actions: the problem of human-machine communication
Plans and situated actions: the problem of human-machine communication
Integrality and separability of input devices
ACM Transactions on Computer-Human Interaction (TOCHI)
The visual analysis of human movement: a survey
Computer Vision and Image Understanding
Human motion analysis: a review
Computer Vision and Image Understanding
The EMOTE model for effort and shape
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Digital Representations of Human Movement
ACM Computing Surveys (CSUR)
Making sense of sensing systems: five questions for designers and researchers
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Using a gestural interface toolkit for tactile input to a dynamic virtual space
CHI '02 Extended Abstracts on Human Factors in Computing Systems
Where the action is: the foundations of embodied interaction
Where the action is: the foundations of embodied interaction
The Public Availability of Actions andArtefacts
Computer Supported Cooperative Work
AUIC '03 Proceedings of the Fourth Australasian user interface conference on User interfaces 2003 - Volume 18
Representation and recognition of action in interactive spaces
Representation and recognition of action in interactive spaces
Hands-only scenarios and video action walls: novel methods for tangible user interaction design
DIS '04 Proceedings of the 5th conference on Designing interactive systems: processes, practices, methods, and techniques
Expected, sensed, and desired: A framework for designing sensing-based interaction
ACM Transactions on Computer-Human Interaction (TOCHI)
Labanotation for design of movement-based interaction
Proceedings of the second Australasian conference on Interactive entertainment
EyesWeb: Toward Gesture and Affect Recognition in Interactive Dance and Music Systems
Computer Music Journal
Cooperative work and lived cognition: a taxonomy of embodied actions
ECSCW'97 Proceedings of the fifth conference on European Conference on Computer-Supported Cooperative Work
A design theme for tangible interaction: embodied facilitation
ECSCW'05 Proceedings of the ninth conference on European Conference on Computer Supported Cooperative Work
Context-aware technology: a phenomenological perspective
Human-Computer Interaction
The feel dimension of technology interaction: exploring tangibles through movement and touch
Proceedings of the 1st international conference on Tangible and embedded interaction
How it feels, not just how it looks: when bodies interact with technology
OZCHI '06 Proceedings of the 18th Australia conference on Computer-Human Interaction: Design: Activities, Artefacts and Environments
Real-time image-based 3D avatar for immersive game
VRCAI '08 Proceedings of The 7th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and Its Applications in Industry
A framework for exertion interactions over a distance
Proceedings of the 2009 ACM SIGGRAPH Symposium on Video Games
Evaluation of User's Physical Experience in Full Body Interactive Games
HAID '09 Proceedings of the 4th International Conference on Haptic and Audio Interaction Design
Biting, Whirling, Crawling - Children's Embodied Interaction with Walk-through Displays
INTERACT '09 Proceedings of the 12th IFIP TC 13 International Conference on Human-Computer Interaction: Part I
Calligraphic video: a phenomenological approach to dense visual interaction
MM '09 Proceedings of the 17th ACM international conference on Multimedia
The design of aesthetic interaction: towards a graceful interaction framework
Proceedings of the 2nd International Conference on Interaction Sciences: Information Technology, Culture and Human
Integrated Analytic and Linearized Inverse Kinematics for Precise Full Body Interactions
MIG '09 Proceedings of the 2nd International Workshop on Motion in Games
OZCHI '09 Proceedings of the 21st Annual Conference of the Australian Computer-Human Interaction Special Interest Group: Design: Open 24/7
CHI '10 Extended Abstracts on Human Factors in Computing Systems
Bodies, boards, clubs and bugs: a study of bodily engaging artifacts
CHI '10 Extended Abstracts on Human Factors in Computing Systems
Toward a ludic architecture: the space of play and games
Toward a ludic architecture: the space of play and games
Human-to-dancer interaction: designing for embodied performances in a participatory installation
Proceedings of the 8th ACM Conference on Designing Interactive Systems
Designing sports: a framework for exertion games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Multimedia Tools and Applications
The role of physical controllers in motion video gaming
Proceedings of the Designing Interactive Systems Conference
Design space and opportunities for physical movement participation in everyday life
Proceedings of the 24th Australian Computer-Human Interaction Conference
Calligraphic Video: Using the Body's Intuition of Matter
International Journal of Creative Interfaces and Computer Graphics
Moving and making strange: An embodied approach to movement-based interaction design
ACM Transactions on Computer-Human Interaction (TOCHI) - Special issue on the theory and practice of embodied interaction in HCI and interaction design
Bodily interaction in the dark
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Body-centric design space for multi-surface interaction
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
The design space of body games: technological, physical, and social design
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
CHI '13 Extended Abstracts on Human Factors in Computing Systems
The effects of physicality on the child's imagination
Proceedings of the 9th ACM Conference on Creativity & Cognition
Designing mediated combat play
Proceedings of the 8th International Conference on Tangible, Embedded and Embodied Interaction
Proceedings of the 25th Australian Computer-Human Interaction Conference: Augmentation, Application, Innovation, Collaboration
Active video game head movement inputs
Personal and Ubiquitous Computing
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The results of a study of two computer games, that use human movement as direct input, were analysed using four existing frameworks and approaches, drawn from different disciplines that relate to interaction and movement. This enabled the exploration of the relationships between bodily actions and the corresponding responses from technology. Interaction analysis, two design frameworks and Laban movement analysis were chosen for their ability to provide different perspectives on human movement in interaction design. Each framework and approach provided a different, yet still useful, perspective to inform the design of movement-based interaction. Each allowed us to examine the interaction between the player and the game technology in quite distinctive ways. Each contributed insights that the others did not.