Designing Mediated Combat Play

Supporting physical exertion is a growing trend in digital technology design. However, most experiences focus on bodily actions in which participants act independently of each other. In contrast, we focus on virtual body-to-body interactions between multiple participants, inspired by combat-oriented sports such as boxing that highlight the need to act while avoiding reciprocal bodily action. Mediating such body-to-body interactions with technology is challenging, particularly when participants are not co-located. Prior systems have often involved a mixture of novel physical interfaces and interactions through virtual avatars. This paper charts a design space for virtual combat play experiences and offers a set of design dimensions and recommendations for future systems. We draw on our experiences of designing and evaluating Remote Impact - a boxing-style exertion game involving aggressive bodily interaction with a large force-sensing projection surface. By expanding our knowledge of mediated exertion with an understanding of combat interactions we extend the social experience space of exertion play.

In  The 8th International Conference on Tangible, Embedded and Embodied Interaction (TEI '14)

Publisher  ACM
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. TEI'14, February 16 - 19 2014, Munich, Germany Copyright is held by the owner/author(s). Publication rights licensed to ACM. ACM 978-1-4503-2635-3/14/02…$15.00. http://dx.doi.org/10.1145/2540930.2540937

Details

TypeInproceedings
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