PingPongPlus: design of an athletic-tangible interface for computer-supported cooperative play
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
Exertion interfaces: sports over a distance for social bonding and fun
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Fitness computer game with a bodily user interface
ICEC '03 Proceedings of the second international conference on Entertainment computing
Sensor systems for interactive surfaces
IBM Systems Journal
Design requirements for technologies that encourage physical activity
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Personal and Ubiquitous Computing
Design of Experience and Flow in Movement-Based Interaction
Motion in Games
CHI '09 Extended Abstracts on Human Factors in Computing Systems
A novel approach to interactive playgrounds: the interactive slide project
Proceedings of the 8th International Conference on Interaction Design and Children
Contact through canvas: an entertaining encounter
Personal and Ubiquitous Computing
Classifying input for active games
Proceedings of the International Conference on Advances in Computer Enterntainment Technology
Brute force interactions: leveraging intense physical actions in gaming
OZCHI '09 Proceedings of the 21st Annual Conference of the Australian Computer-Human Interaction Special Interest Group: Design: Open 24/7
OZCHI '09 Proceedings of the 21st Annual Conference of the Australian Computer-Human Interaction Special Interest Group: Design: Open 24/7
Requirements and design space for interactive public displays
Proceedings of the international conference on Multimedia
Building with a memory: responsive color interventions
Proceedings of the international conference on Multimedia
Activate your GAIM: a toolkit for input in active games
Futureplay '10 Proceedings of the International Academic Conference on the Future of Game Design and Technology
Artificial Life and Robotics
Evaluating gesture-based games with older adults on a large screen display
Proceedings of the 2011 ACM SIGGRAPH Symposium on Video Games
Evaluating gesture-based games with older adults on a large screen display
ACM SIGGRAPH 2011 Game Papers
An educational tool for creating distributed physical games
Proceedings of the 6th International Conference on Foundations of Digital Games
Gemini: a pervasive accumulated context exergame
ICEC'11 Proceedings of the 10th international conference on Entertainment Computing
Bubble Popper: considering body contact in games
Proceedings of the 4th International Conference on Fun and Games
What makes you click: exploring visual signals to entice interaction on public displays
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Tweetris: a study of whole-body interaction during a public art event
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
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People use a wide range of intensity when interacting with artifacts and one another, spanning from subtle to brute force. However, computer interfaces so far have mainly focused on interactions restrained to limited force and do not consider extreme physical and brutal interactions, such as those encountered in contact sports. We present an interactive demonstrator that aims to facilitate "Brute Force" activities to aid designers who want to leverage the physical and mental health benefits of such forceful interactions. Our prototype demonstrates that augmenting Brute Force with computing technology can be beneficial: unlike traditional contact sports experiences, it supports distributed participants. Our aim is to encourage designers to extend their supported interactions to include extreme forceful behaviors, which can contribute to general fitness and weight loss while at the same time allowing socializing in an entertaining sportive way.