Key issues for the successful design of an intelligent, interactive playground
IDC '08 Proceedings of the 7th international conference on Interaction design and children
CHI '09 Extended Abstracts on Human Factors in Computing Systems
Social signal processing: Survey of an emerging domain
Image and Vision Computing
Designing playful interactions for social interaction and physical play
Personal and Ubiquitous Computing
Multimodal coordination: exploring relevant features and measures
Proceedings of the 2nd international workshop on Social signal processing
Measuring Multimodal Synchrony for Human-Computer Interaction
CW '10 Proceedings of the 2010 International Conference on Cyberworlds
Building sensitising terms to understand free-play in open-ended interactive art environments
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Feetup: a playful accessory to practice social skills through free-play experiences
INTERACT'11 Proceedings of the 13th IFIP TC 13 international conference on Human-computer interaction - Volume Part III
Stomp: an interactive platform for people with intellectual disabilities
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology
Rhythmic synchrony and mediated interaction: towards a framework of rhythm in embodied interaction
AI & Society - Special issue: Witnessed presence
A research framework for playful persuasion based on psychological needs and bodily interaction
HBU'11 Proceedings of the Second international conference on Human Behavior Unterstanding
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We are working towards a socially adaptive digital playground for children. To this end, we are looking into nonverbal synchrony and other social signals as a measure of social behaviour and into ways to alter game dynamics to trigger and inhibit certain social behaviours. Our first results indicate that we can indeed influence social behaviours in a digital playground by changing game dynamics. Furthermore, our first results show that we will be able to sense some of these social behaviours using only computer vision techniques. I propose an iterative method for working towards a socially adaptive digital playground.