Wizard of Oz studies: why and how
IUI '93 Proceedings of the 1st international conference on Intelligent user interfaces
Sympathetic interfaces: using a plush toy to direct synthetic characters
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
From HCI to interaction design
Human computer interaction
Research + design: the making of Brainball
interactions
SenToy: an affective sympathetic interface
International Journal of Human-Computer Studies - Application of affective computing in humanComputer interaction
Office voodoo: a real-time editing engine for an algorithmic sitcom
ACM SIGGRAPH 2003 Sketches & Applications
Technology as Experience
Research through design as a method for interaction design research in HCI
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Temporal trajectories in shared interactive narratives
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
From interaction to trajectories: designing coherent journeys through user experiences
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Understanding and evaluating cooperative games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Hand in hand with the material: designing for suppleness
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Eliza meets the wizard-of-oz: blending machine and human control of embodied characters
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Breath control of amusement rides
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Wriggle: an exploration of emotional and social effects of movement
CHI '11 Extended Abstracts on Human Factors in Computing Systems
interactions
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Bodily expressions can be used to involve players in intense experiences with games. By physically moving, breathing, or increasing your pulse, you may start emotional processes that help create for a stronger experience of the narrative in the game. We have designed a system named EmRoll that poses riddles to pairs of players. The riddles can only be solved if the players are, or at least pretend to be, moving according to different emotional states: dancing happily, relaxed breathing and being scared. The system measures movement, breathing and sweat reactions from the two players. Lessons learnt were: playing in pairs is an important aspect as the two players influenced one-another, pulling each other into stronger experiences; getting excited through intense movement when involving your whole body worked well, as did relaxing through deep breathing; using the sweat response as an input mechanism worked less well; and finally, putting a Wizard (a human operator) into the loop can help bootstrap difficulty balancing and thereby increase emotional involvement.