VIDEOPLACE—an artificial reality
CHI '85 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Perceptual user interfaces: things that see
Communications of the ACM
Video Kids: Making Sense of Nintendo
Video Kids: Making Sense of Nintendo
Training for Physical Tasks in Virtual Environments: Tai Chi
VR '03 Proceedings of the IEEE Virtual Reality 2003
Interactive video mirrors for sports training
Proceedings of the third Nordic conference on Human-computer interaction
"Killer App" of wearable computing: wireless force sensing body protectors for martial arts
Proceedings of the 17th annual ACM symposium on User interface software and technology
Children's intuitive gestures in vision-based action games
Communications of the ACM - Interaction design and children
Martial arts in artificial reality
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
A computer vision and hearing based user interface for a computer game for children
ERCIM'02 Proceedings of the User interfaces for all 7th international conference on Universal access: theoretical perspectives, practice, and experience
Interaction Design and Children
Foundations and Trends in Human-Computer Interaction
Kinesthetic interaction: revealing the bodily potential in interaction design
Proceedings of the 20th Australasian Conference on Computer-Human Interaction: Designing for Habitus and Habitat
Evaluation of User's Physical Experience in Full Body Interactive Games
HAID '09 Proceedings of the 4th International Conference on Haptic and Audio Interaction Design
Multimedia Tools and Applications
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This paper presents a study of children playing a full-body-interactive mixed-reality martial arts game. The user interface of the game is multi-modal and unencumbered -- any number of simultaneous players can fight collaboratively against the virtual enemies using body movements and voice.The contribution of the paper is two-fold. Firstly, based on our observations, interviews, and an earlier study of the game with martial artists, we discuss the challenges of designing full-body exertion interfaces for children. Secondly, there are no previous studies of the combined effects of full-body interaction and violence, although interaction design for children and the effects of media violence are active fields of research. In this paper we propose that when assessing the level of violence in interactive media such as games, both user input and system output should be considered. The realism of user's actions and the audiovisual output both contribute to the overall realism of the user experience.