Session:「Beyond the Screen」

Playing Close to Home: Interaction and Emerging Play in Outdoor Play Installations

論文URL: http://dl.acm.org/citation.cfm?doid=3173574.3173730

論文アブストラクト: Outdoor play is becoming an increasingly marginalised activity in the urban landscape. Even in HCI, research on interactive solutions for outdoor play has largely been limited to special areas and in particular playgrounds. But children play everywhere, and especially play close to home is central in children's play activities. In this article we draw upon knowledge about designing for children's play in interaction design as well as in landscape architecture, to study how interactive play installations can be integrated in outdoor environments of a residential area. We present a field study in which digitally enhanced play installations were installed, in dialogue with the landscape, in between the buildings of a residential area. We focus on how emerging play activities made use of the installations as well as of the surrounding landscape in expected as well as unexpected ways. Based on the observations, we discuss how residential play is special, and how this affects how to design for it.

日本語のまとめ:

子供は公園のような遊び場よりも家の近くで遊ぶことが多いが、これまで充分にClose to homeのインタラクションは議論されていない。そのため、家の近くにインタラクションを誘発する遊具を設置し、子供達の遊び方を観察した中間報告。

Bots & (Main)Frames: Exploring the Impact of Tangible Blocks and Collaborative Play in an Educational Programming Game

論文URL: http://dl.acm.org/citation.cfm?doid=3173574.3173840

論文アブストラクト: While recent work has begun to evaluate the efficacy of educational programming games, many common design decisions in these games (e.g., single player gameplay using touchpad or mouse) have not been explored for learning outcomes. For instance, alternative design approaches such as collaborative play and embodied interaction with tangibles may also provide important benefits to learners. To better understand how these design decisions impact learning and related factors, we created an educational programming game that allows for systematically varying input method and mode of play. In this paper, we describe design rationale for mouse and tangible versions of our game, and report a 2x2 factorial experiment comparing efficacy of mouse and tangible input methods with individual and collaborative modes of play. Results indicate tangibles have a greater positive impact on learning, situational interest, enjoyment, and programming self-beliefs. We also found collaborative play helps further reduce programming anxiety over individual play.

日本語のまとめ:

タンジブルデバイスとコラボレーティブプレイの影響を調べた。プログラム学習ゲームを作り、その条件を含めた2×2条件で実験を行った結果を評価している。プログラミングの自信等にポジティブな影響を与え、不安を取り除く助けになった。

BreathVR: Leveraging Breathing as a Directly Controlled Interface for Virtual Reality Games

論文URL: http://dl.acm.org/citation.cfm?doid=3173574.3173914

論文アブストラクト: With virtual reality head-mounted displays rapidly becoming accessible to mass audiences, there is growing interest in new forms of natural input techniques to enhance immersion and engagement for players. Research has explored physiological input for enhancing immersion in single player games through indirectly controlled signals like heart rate or galvanic skin response. In this paper, we propose breathing as a directly controlled physiological signal that can facilitate unique and engaging play experiences through natural interaction in single and multiplayer virtual reality games. Our study (N = 16) shows that participants report a higher sense of presence and find the gameplay more fun and challenging when using our breathing actions. From study observations and analysis we present five design strategies that can aid virtual reality game designers interested in using directly controlled forms of physiological input.

日本語のまとめ:

VRゲームプレイにおける操作方法として4種類の呼吸を用いることを提案。ケーススタディとして参加者は2種のゲームを呼吸と通常操作の2条件でプレイした。呼吸を用いることで疲れが生じる等の問題があるが、没入感を高めることができた。

Inpher: Inferring Physical Properties of Virtual Objects from Mid-Air Interaction

論文URL: http://dl.acm.org/citation.cfm?doid=3173574.3174104

論文アブストラクト: We present Inpher, a virtual reality system for setting physical properties of virtual objects using mid-air interaction. Users simply grasp virtual objects and mimic their desired physical movement. The physical properties required to fulfill that movement will then be inferred directly from that motion. We provide a 3D user interface that does not require users to have an abstract model of physical properties. Our approach leverages users' real world experiences with physics. We conducted a bodystorming to investigate users' mental model of physics. Based on our iterative design process, we implemented techniques for inferring mass, bounciness and friction. We conducted a case study with 15 participants with varying levels of physics education. The results indicate that users are capable of demonstrating the required interactions and achieve satisfying results.

日本語のまとめ:

VR環境で仮想オブジェクトを持って動かすだけで、その動きを再現するシステムを提示。3種類の物理的特性を実験参加者が構築するケーススタディを行なった。VRの経験がない人間でも、短い時間でシステムに慣れることができた。