Communications of the ACM
Design and Control of Autonomous Underwater Robots: A Survey
Autonomous Robots
Exertion interfaces: sports over a distance for social bonding and fun
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Tactons: structured tactile messages for non-visual information display
AUIC '04 Proceedings of the fifth conference on Australasian user interface - Volume 28
Multimodal astronaut virtual training prototype
International Journal of Human-Computer Studies - Interaction with virtual environments
Non-interrupting user interfaces for electronic body-worn swim devices
Proceedings of the 2nd International Conference on PErvasive Technologies Related to Assistive Environments
SIGGRAPH '09: Posters
SwimMaster: a wearable assistant for swimmer
Proceedings of the 11th international conference on Ubiquitous computing
Designing sports: a framework for exertion games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
IEEE Transactions on Robotics
Underwater augmented reality game using the DOLPHYN
Proceedings of the 18th ACM symposium on Virtual reality software and technology
CHI '13 Extended Abstracts on Human Factors in Computing Systems
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The underwater domain is an alluring 'other world', inviting of human-aquatic interactivity and bodily play and yet it is also an extreme environment as it is inhospitable to support human life without external air-supply. Playful interactions are therefore matters of life and death in the underwater domain. We correlated data on human-aquatic interactions and narcosis with a range of game design principals to produce a design pallet for digital underwater play from water level to 30m depth. We also present a proof-of-concept system called Gravity Well as an exemplary research tool. Through our work, we aim to inspire other researchers and designers to consider creating digital play in and under water.