Session:「Exertion, Sport, Bodies」

A Thing of Beauty: Steering Behavior in an Interactive Playground

論文URL: http://dl.acm.org/citation.cfm?doid=3025453.3025816

論文アブストラクト: Interactive playgrounds are spaces where players engage in collocated, playful activities, in which added digital technology can be designed to promote cognitive, social, and motor skills development. To promote such development, different strategies can be used to implement game mechanics that change player's in-game behavior. One of such strategies is enticing players to take action through incentives akin to game achievements. We explored if this strategy could be used to influence players' proxemic behavior in the Interactive Tag Playground, an installation that enhances the traditional game of tag. We placed the ITP in an art gallery, observed hundreds of play sessions, and refined the mechanics, which consisted in projecting collectible particles around the tagger that upon collection by runners resulted only in the embellishment of their circles. We implemented the refined mechanics in a study with 48 children. The playground automatically collected the players' positions, and analyses show that runners got closer to and moved more towards taggers when using our enticing strategy. This suggests an enticing strategy can be used to influence physical in-game behavior.

日本語のまとめ:

子供の認知、社会性、運動機能を育むためにテクノロジーを使った鬼ごっこ。発展させるために鬼に近づくように誘導したい。鬼から粒子を放出させてそれを集めるとかっこよくなる設計にしたらリスクしかないのに鬼に近づくようになった。

Five Lenses for Designing Exertion Experiences

論文URL: http://dl.acm.org/citation.cfm?doid=3025453.3025746

論文アブストラクト: The field of HCI has increasingly looked at ways to support the physically active human being, however, new work suggests that the field has only begun to understand the many virtues of exertion. To further the field, we present a set of five design lenses extended primarily from sports philosophy literature to help approach exertion not just as a means of deferring death, but also as an opportunity for personal growth. The lenses facilitate learning how to appreciate a void (Reverie), welcome pleasure (Pleasure), become humble (Humility), as well as be fearful and excited simultaneously (Sublime), whilst being more carefully aware of one's own body (Oneness). Using these lenses, we articulate associated technology opportunities through related work as well as our own craft knowledge. With our work, we aim to support designers who want to facilitate the many virtues of exertion so that ultimately more people profit from the many benefits of being physically active.

日本語のまとめ:

自分を成長させるために運動しよう。スポーツ哲学に基づく5つの視点(空想、喜び、謙虚、崇高、一体感)から運動体験を考える。デザイナーが多角的にスポーツを考えるきっかけになって、より多くの人に運動から恩恵を受けてほしい。

Recording and Sharing Non-Visible Information on Body Movement while Skateboarding

論文URL: http://dl.acm.org/citation.cfm?doid=3025453.3025476

論文アブストラクト: Knowing your own body movement is an essential element of sports. Recently, the popularization of smartphones has enabled people to easily record their performance in most situations. However, these observations have limited applicability in assisting with a clear understanding of body movement. In this paper, we propose the Motion Log Skateboard, which records and shares non-visible information about body movement that is difficult to obtain through current observation methods in skateboarding. A pressure-sensor matrix on a skateboard deck is used to record the pressure distribution data, which are then played using the video function of a smartphone camera. With this logged data, a user can access the feet positions, pressure intensity, and timing of the foot movements. To verify the proposed concept and determine the specific context of its use, an experimental session and interviews were conducted with skateboarders of various skill levels. Based on the results of this research, the shared experiences of non-visible information, which is perceived differently depending on the individual, are expected to become a standard for exploring and training body movement.

日本語のまとめ:

スケボー上の力の分布を記録して共有できる。同時に録画したビデオと同期再生して力の変化を確認できる。他人や他のトリックとの比較もできる。特定の身体部位に注目した練習に。コーチも指導しやすい。情報量を増やすと理解しづらい。

The Pokémon GO Experience: A Location-Based Augmented Reality Mobile Game Goes Mainstream

論文URL: http://dl.acm.org/citation.cfm?doid=3025453.3025871

論文アブストラクト: Pokémon GO is a location-based augmented reality mobile game based on the Pokémon franchise. After the game was launched globally in July 2016, it quickly became the most successful mobile game in both popularity and revenue generation at the time, and the first location-based augmented reality game to reach a mainstream status. We explore the game experiences through a qualitative survey (n=1000) in Finland focusing on the positive and the negative aspects of Pokémon GO as told by the players. The positive experiences are related to movement, sociability, game mechanics, and brand while the negative experiences emerge from technical problems, unequal gaming opportunities, bad behavior of other players and non-players, and unpolished game design. Interestingly, the augmented reality features, safety issues or the free-to-play revenue model did not receive considerable feedback. The findings are useful for academics and industry practitioners for studying and designing location-based augmented reality game experiences.

日本語のまとめ:

Pokémon GOユーザ1000人にアンケート。楽しい点は実際に移動して捕まえられる、世代を超えて話題を共有できる。嫌いな点は田舎と都市部で不公平、ゲームをやっていない人から見下される。位置情報ゲームの設計に生かす。