Explorations in art and technology
Explorations in art and technology
interactions - The digital muse: HCI in support of creativity
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
Rules of Play: Game Design Fundamentals
Rules of Play: Game Design Fundamentals
Problems and Prospects for Intimate Musical Control of Computers
Computer Music Journal
Proceedings of the 20th Australasian Conference on Computer-Human Interaction: Designing for Habitus and Habitat
Formalising performative interaction
DSVIS'05 Proceedings of the 12th international conference on Interactive Systems: design, specification, and verification
Designing sports: a framework for exertion games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
BCS-HCI '11 Proceedings of the 25th BCS Conference on Human-Computer Interaction
Sweat-atoms: crafting physical objects with everyday exercise
CHI '13 Extended Abstracts on Human Factors in Computing Systems
Sweat-atoms: turning physical exercise into physical objects
CHI '13 Extended Abstracts on Human Factors in Computing Systems
SweatAtoms: materializing physical activity
Proceedings of The 9th Australasian Conference on Interactive Entertainment: Matters of Life and Death
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In this paper, we explore how exertion interfaces can promote physical creativity and the role that this might play in performative interaction. In particular, we are interested in exploring how to design and develop devices and applications which use physical interaction, or exertion, to promote performative interaction or the witting transitions between observing, participating and performing. Using the Nintendo Wii as an exertion interface, we are updating, analysing and representing a small selection of clapping games found in the Opie Collection of Children's Games and Songs in the British Library and emerging from ethnographic studies of playgrounds in London and Sheffield, UK. We describe the Physics of clapping and associated technical issues, the design of a low-fi, open source exertion interface and the analysis of a participant study. We suggest guidelines for designing for physical creativity, namely kinesthetic literacy, performative interaction and believability, and conclude with a discussion of future considerations.