Disney's Aladdin: first steps toward storytelling in virtual reality
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Heart rate variability: indicator of user state as an aid to human-computer interaction
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Orchestrating a mixed reality performance
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Orchestrating a mixed reality game 'on the ground'
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Physiological indicators for the evaluation of co-located collaborative play
CSCW '04 Proceedings of the 2004 ACM conference on Computer supported cooperative work
Making space for stories: ambiguity in the design of personal communication systems
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Designing the spectator experience
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
The Frame of the Game: Blurring the Boundary between Fiction and Reality in Mobile Experiences
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Proceedings of the ACM symposium on Virtual reality software and technology
Flow in games (and everything else)
Communications of the ACM
Using heart rate to control an interactive game
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Augmenting amusement rides with telemetry
Proceedings of the international conference on Advances in computer entertainment technology
Experience evaluation of interactive art: study of GEO landscapes
IE '08 Proceedings of the 5th Australasian Conference on Interactive Entertainment
CHI '09 Extended Abstracts on Human Factors in Computing Systems
Deception and magic in collaborative interaction
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Designing for performative interactions in public spaces
Proceedings of the 12th ACM international conference adjunct papers on Ubiquitous computing - Adjunct
Proceedings of the 6th Nordic Conference on Human-Computer Interaction: Extending Boundaries
ExoBuilding: breathing life into architecture
Proceedings of the 6th Nordic Conference on Human-Computer Interaction: Extending Boundaries
Recommending Rides: Psychometric Profiling in the Theme Park
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Breath control of amusement rides
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Designing sports: a framework for exertion games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Performative interaction in public space
CHI '11 Extended Abstracts on Human Factors in Computing Systems
Personalizing the theme park: psychometric profiling and physiological monitoring
UMAP'11 Proceedings of the 19th international conference on User modeling, adaption, and personalization
Globicomp--doing ubicomp differently: introduction to the special issue
Personal and Ubiquitous Computing
Pursuing Leisure: Reflections on Theme Park Visiting
Computer Supported Cooperative Work
Designing performative interactions in public spaces
Proceedings of the Designing Interactive Systems Conference
ExoBuilding: Physiologically Driven Adaptive Architecture
ACM Transactions on Computer-Human Interaction (TOCHI)
Tabletop games for photo consumption at theme parks
Proceedings of the 2012 ACM international conference on Interactive tabletops and surfaces
Guidelines for the Design of Location-Based Audio for Mobile Learning
International Journal of Mobile and Blended Learning
HeartLink: open broadcast of live biometric data to social networks
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Performance-Led Research in the Wild
ACM Transactions on Computer-Human Interaction (TOCHI) - Special Issue of “The Turn to The Wild”
Communications of the ACM
Displaying heart rate data on a bicycle helmet to support social exertion experiences
Proceedings of the 8th International Conference on Tangible, Embedded and Embodied Interaction
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Fairground: Thrill Laboratory was a series of live events that augmented the experience of amusement rides. A wearable telemetry system captured video, audio, heart-rate and acceleration data, streaming them live to spectator interfaces and a watching audience. In this paper, we present a study of this event, which draws on video recordings and post-event interviews, and which highlights the experiences of riders, spectators and ride operators. Our study shows how the telemetry system transformed riders into performers, spectators into an audience, and how the role of ride operator began to include aspects of orchestration, with the relationship between all three roles also transformed. Critically, the introduction of a telemetry system seems to have had the potential to re-connect riders/performers back to operators/orchestrators and spectators/audience, re-introducing a closer relationship that used to be available with smaller rides. Introducing telemetry to a real-world situation also creates significant complexity, which we illustrate by focussing on a moment of perceived crisis.