Computers as theatre
Affective computing
DIS '00 Proceedings of the 3rd conference on Designing interactive systems: processes, practices, methods, and techniques
Where the action is: the foundations of embodied interaction
Where the action is: the foundations of embodied interaction
Aesthetic interaction: a pragmatist's aesthetics of interactive systems
DIS '04 Proceedings of the 5th conference on Designing interactive systems: processes, practices, methods, and techniques
Human computer (sexual) interactions
interactions - Funology
Technology as Experience
Theory and method for experience centered design
CHI '06 Extended Abstracts on Human Factors in Computing Systems
Sexual interactions: why we should talk about sex in HCI
CHI '06 Extended Abstracts on Human Factors in Computing Systems
The submissive speaks: the semiotics of visuality in virtual BDSM fantasy play
Proceedings of the 2006 ACM SIGGRAPH symposium on Videogames
FEATURE: Intimate interactions: online representation and software of the self
interactions - We must redesign professional design education for the 21st century
Feminist HCI: taking stock and outlining an agenda for design
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Pleasure is your birthright: digitally enabled designer sex toys as a case of third-wave HCI
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Fashionable shape switching: explorations in outfit-centric design
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Can you marry me?: conceptualizing in-game marriage as intimacy-mediated collaboration
Proceedings of the companion publication of the 17th ACM conference on Computer supported cooperative work & social computing
Hi-index | 0.00 |
Second Life, a participant-created multi-user virtual environment (MUVE), gained sudden media acclaim in 2006. Prior to that, the world was developing many of the characteristics that have come into their own today, such as virtual fashion lines, a thriving virtual economy, scripted interactive furniture, vehicles, and toys. Perhaps not surprisingly, much of the early content was adult in nature, from cyberstrip clubs to kinky lingerie, sex animations, and interactive virtual genitalia. More surprising was the visibility and prevalence of the BDSM (bondage, discipline, and sadomasochism) subculture. In this paper, we report results from a two-year study of the BDSM subculture in Second Life, combining virtual ethnography and artifact analysis with recent HCI theories of experience design to understand how and why this complex phenomenon emerged from Second Life users. We contend that the participant-created world enables the construction of powerful aesthetic experiences, and that these experiences are made possible by the interweaving of visual, literary, and interaction aesthetics.