PingPongPlus: design of an athletic-tangible interface for computer-supported cooperative play
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
Making sense of sensing systems: five questions for designers and researchers
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Where the action is: the foundations of embodied interaction
Where the action is: the foundations of embodied interaction
Tangible bits: designing the seamless interface between people, bits, and atoms
Proceedings of the 8th international conference on Intelligent user interfaces
Exertion interfaces: sports over a distance for social bonding and fun
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
DIS '04 Proceedings of the 5th conference on Designing interactive systems: processes, practices, methods, and techniques
Beyond Bandwidth: Dimensions of Connection in Interpersonal Communication
Computer Supported Cooperative Work
Expected, sensed, and desired: A framework for designing sensing-based interaction
ACM Transactions on Computer-Human Interaction (TOCHI)
Getting a grip on tangible interaction: a framework on physical space and social interaction
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Design requirements for technologies that encourage physical activity
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Airhockey over a distance: a networked physical game to support social interactions
Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology
Flow in games (and everything else)
Communications of the ACM
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Personal and Ubiquitous Computing
Evaluating a distributed physical leisure game for three players
OZCHI '07 Proceedings of the 19th Australasian conference on Computer-Human Interaction: Entertaining User Interfaces
A physical three-way interactive game based on table tennis
IE '07 Proceedings of the 4th Australasian conference on Interactive entertainment
People, places, and play: player experience in a socio-spatial context
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Second International Workshop on Physicality
BCS-HCI '07 Proceedings of the 21st British HCI Group Annual Conference on People and Computers: HCI...but not as we know it - Volume 2
Fish'n'Steps: encouraging physical activity with an interactive computer game
UbiComp'06 Proceedings of the 8th international conference on Ubiquitous Computing
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Research in human-computer interaction has begun to acknowledge the benefits of physicality in the way people interact with computers. However, the role of physicality is often understood in terms of the characteristics of physical smart objects and their digital augmentation. We are stressing that the physicality lies within the interaction, not the object, and use a subset of bodily actions, exertion interactions, as an example to demonstrate our point. Emerging game designs have shown that supporting such exertion interactions can enable beneficial experiences between geographically distant participants. Based on several designs from our own work as well as others in this area we articulate reflections for the design of systems that support and facilitate bodily aspects of physicality in networked environments. We believe our work can serve as guidance for designers who are interested in creating future systems that support networked exertion interactions.