The social life of avatars: presence and interaction in shared virtual environments
The social life of avatars: presence and interaction in shared virtual environments
Exertion interfaces: sports over a distance for social bonding and fun
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Toward a more robust theory and measure of social presence: review and suggested criteria
Presence: Teleoperators and Virtual Environments
Computer Mediated Communication
Computer Mediated Communication
Designing the spectator experience
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
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
Design requirements for technologies that encourage physical activity
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Choreographic buttons: promoting social interaction through human movement and clear affordances
MULTIMEDIA '06 Proceedings of the 14th annual ACM international conference on Multimedia
Rules of Play: Game Design Fundamentals
Rules of Play: Game Design Fundamentals
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Using heart rate to control an interactive game
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Jogging over a distance: supporting a "jogging together" experience although being apart
CHI '07 Extended Abstracts on Human Factors in Computing Systems
Shakra: tracking and sharing daily activity levels with unaugmented mobile phones
Mobile Networks and Applications
Towards a Multimodal Interaction Space: categorisation and applications
Personal and Ubiquitous Computing
Stirring up experience through movement in game play: effects on engagement and social behaviour
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
People, places, and play: player experience in a socio-spatial context
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
TripleBeat: enhancing exercise performance with persuasion
Proceedings of the 10th international conference on Human computer interaction with mobile devices and services
Proceedings of the 20th Australasian Conference on Computer-Human Interaction: Designing for Habitus and Habitat
Heart rate control of exercise video games
Proceedings of Graphics Interface 2009
Fish'n'Steps: encouraging physical activity with an interactive computer game
UbiComp'06 Proceedings of the 8th international conference on Ubiquitous Computing
Designing sports: a framework for exertion games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
RopePlus: bridging distances with social and kinesthetic rope games
CHI '11 Extended Abstracts on Human Factors in Computing Systems
Transforming solitary exercises into social exergames
Proceedings of the ACM 2012 conference on Computer Supported Cooperative Work
T.F.O.: tangible flying objects
Proceedings of the Sixth International Conference on Tangible, Embedded and Embodied Interaction
Balancing exertion experiences
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
ExerLink: enabling pervasive social exergames with heterogeneous exercise devices
Proceedings of the 10th international conference on Mobile systems, applications, and services
ExerSync: facilitating interpersonal synchrony in social exergames
Proceedings of the 2013 conference on Computer supported cooperative work
ExerSync: interpersonal synchrony in social exergames
Proceedings of the 2013 conference on Computer supported cooperative work companion
HeartLink: open broadcast of live biometric data to social networks
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Dungeons & swimmers: designing an interactive exergame for swimming
Proceedings of the 2013 ACM conference on Pervasive and ubiquitous computing adjunct publication
Proceedings of the 12th International Conference on Mobile and Ubiquitous Multimedia
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Exertion activities, such as jogging, require users to invest intense physical effort and are associated with physical and social health benefits. Despite the benefits, our understanding of exertion activities is limited, especially when it comes to social experiences. In order to begin understanding how to design for technologically augmented social exertion experiences, we present "Jogging over a Distance", a system in which spatialized audio based on heart rate allowed runners as far apart as Europe and Australia to run together. Our analysis revealed how certain aspects of the design facilitated a social experience, and consequently we describe a framework for designing augmented exertion activities. We make recommendations as to how designers could use this framework to aid the development of future social systems that aim to utilize the benefits of exertion.