Disney's Aladdin: first steps toward storytelling in virtual reality
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Phidgets: easy development of physical interfaces through physical widgets
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Exertion interfaces: sports over a distance for social bonding and fun
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
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StressCam: non-contact measurement of users' emotional states through thermal imaging
CHI '05 Extended Abstracts on Human Factors in Computing Systems
Bio-sensing systems and bio-feedback systems for interactive media arts
NIME '03 Proceedings of the 2003 conference on New interfaces for musical expression
A fitness game reflecting heart rate
Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology
Sabbath day home automation: "it's like mixing technology and religion"
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
BYU-BYU-View: a wind communication interface
ACM SIGGRAPH 2007 emerging technologies
Performing thrill: designing telemetry systems and spectator interfaces for amusement rides
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
The flote: an instrument for people with limited mobility
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PERSUASIVE '08 Proceedings of the 3rd international conference on Persuasive Technology
Heart rate control of exercise video games
Proceedings of Graphics Interface 2009
The Bronco: a proof-of-concept adaptive fairground ride
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Asthmon: empowering asthmatic children's self-management with a virtual pet
CHI '10 Extended Abstracts on Human Factors in Computing Systems
Input device for disabled persons using expiration and tooth-touch sound signals
Proceedings of the 2010 ACM Symposium on Applied Computing
How to stay in the emotional rollercoaster: lessons learnt from designing EmRoll
Proceedings of the 6th Nordic Conference on Human-Computer Interaction: Extending Boundaries
Using fast interaction to create intense experiences
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
The gas mask: a probe for exploring fearsome interactions
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
Analysing the playground: sensitizing concepts to inform systems that promote playful interaction
INTERACT'11 Proceedings of the 13th IFIP TC 13 international conference on Human-computer interaction - Volume Part I
Breathalising games: understanding the potential of breath control in game interfaces
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology
Pursuing Leisure: Reflections on Theme Park Visiting
Computer Supported Cooperative Work
The machine in the ghost: augmenting broadcasting with biodata
CHI '12 Extended Abstracts on Human Factors in Computing Systems
Tabletop games for photo consumption at theme parks
Proceedings of the 2012 ACM international conference on Interactive tabletops and surfaces
Performance-Led Research in the Wild
ACM Transactions on Computer-Human Interaction (TOCHI) - Special Issue of “The Turn to The Wild”
Musical embrace: exploring social awkwardness in digital games
Proceedings of the 2013 ACM international joint conference on Pervasive and ubiquitous computing
Communications of the ACM
Duel reality: a sword-fighting game for novel gameplay around intentionally hiding body data
Proceedings of The 9th Australasian Conference on Interactive Entertainment: Matters of Life and Death
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
Engagement: the inputs and the outputs: conference overview
Proceedings of the 2013 Inputs-Outputs Conference: An Interdisciplinary Conference on Engagement in HCI and Performance
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Emerging robotic technologies are enabling the control of individual seats on rollercoasters and other thrill rides. We explore the potential of breathing as an effective and engaging way of driving this. Observations and interviews from trials of an enhanced bucking bronco ride show that breath-control is fun, challenging and intelligible, and reveal riders-x tactics as they battled the machine. We conclude that breath control is feasible and appropriate for controlling rides, unpack its important characteristics, and consider how it might be built into future ride systems. We argue that the combination of voluntary and involuntary factors in breathing is especially appealing for controlling rides as it balances game-like elements of skill and learning against the thrill of surrendering control to the machine.