Making sense of sensing systems: five questions for designers and researchers
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Technology probes: inspiring design for and with families
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Ambiguity as a resource for design
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Proceedings of the third Nordic conference on Human-computer interaction
Designing the spectator experience
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Expected, sensed, and desired: A framework for designing sensing-based interaction
ACM Transactions on Computer-Human Interaction (TOCHI)
Contemplative interaction: alternating between immersion and reflection
Proceedings of the 4th decennial conference on Critical computing: between sense and sensibility
Sexual interactions: why we should talk about sex in HCI
CHI '06 Extended Abstracts on Human Factors in Computing Systems
The Meatbook: tangible and visceral interaction
Proceedings of the 1st international conference on Tangible and embedded interaction
IEEE Pervasive Computing
From interaction to trajectories: designing coherent journeys through user experiences
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Addressing the Interplay of Culture and Affect in HCI: An Ontological Approach
Proceedings of the 13th International Conference on Human-Computer Interaction. Part III: Ubiquitous and Intelligent Interaction
Proceedings of the 5th Audio Mostly Conference: A Conference on Interaction with Sound
Breath control of amusement rides
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
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We introduce an interface for horror-themed entertainment experiences based on integrating breath sensors and WiFi into gas masks. Beyond enabling the practical breath control of entertainment systems, our design aims to heighten the intensity of the experience by amplifying the user's awareness of their breathing, as well as their feelings of isolation, claustrophobia and fear. More generally, this interface is intended to act as a technology probe for exploring an emerging research agenda around fearsome interactions. We describe the deployment of our gas masks in two events: as a control mechanism for an interactive ride, and to enhance a theme park horror maze. We identify six broad dimensions - cultural, visceral, control, social, performance and engineering - that frame an agenda for future research into fearsome interactions.