Proceedings of the 2018 Designing Interactive Systems Conference 2018
DOI: 10.1145/3196709.3196765
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Attending to Breath

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Cited by 65 publications
(31 citation statements)
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“…Multiple participants reported that "the immersion provoked a clear augmentation of motivation," that the fact "it was a game [he/she] was more involved and motivated to succeed" and that "the experiment seemed easier in VR." This is in accordance to the work of Weerdmeester et al (2017) and Prpa et al (2018). These results can also relate to the conclusions of Wollmann et al (2016) that games motivate players to engage and perform better in biofeedback training situations.…”
Section: Discussionsupporting
confidence: 90%
See 1 more Smart Citation
“…Multiple participants reported that "the immersion provoked a clear augmentation of motivation," that the fact "it was a game [he/she] was more involved and motivated to succeed" and that "the experiment seemed easier in VR." This is in accordance to the work of Weerdmeester et al (2017) and Prpa et al (2018). These results can also relate to the conclusions of Wollmann et al (2016) that games motivate players to engage and perform better in biofeedback training situations.…”
Section: Discussionsupporting
confidence: 90%
“…As demonstrated by the work of Weerdmeester et al (2017) and Prpa et al (2018), the sense of physiological self-efficacy influences the sense of agency in virtual environment. Moreover, it is interesting to note that the usage of biofeedback helps the users to gain a better control of their physiology, shifting their Locus of Control 1 to be more personal.…”
Section: From Physiological Self-efficacy To Agencymentioning
confidence: 99%
“…On the one hand, many commercial apps scaffold the integration of meditation as a regular daily practice, albeit they merely provide noninteractive audio-visual guidance which limitedly accounts for user's real-time performance [60]. On the other hand, most interactive technologies in HCI provide real-time feedback based on the changes in internal processes underpinning meditation, such as relaxation [48] or attention [53]. Still, the role of the human body in such designs has been limitedly explored [7,42], as the body has been mainly used to record physiological signals (e.g.…”
Section: Introductionmentioning
confidence: 99%
“…Still, the role of the human body in such designs has been limitedly explored [7,42], as the body has been mainly used to record physiological signals (e.g. EDA [57], breathing [48,49,70], EEG [3,40,53]) which were further mapped onto creative audio-visual feedback.…”
Section: Introductionmentioning
confidence: 99%
“…Examples range from ludic to functional. Ludic examples include Jenga [39], adaptive zombie games [18], VR lanscapes [65,80]; when the adaptation is subtle, immersive spaces provide implicit biofeedback [3,69]. At the practical end of the spectrum, neuro-adaptive technologies (i.e., based on brain activity) have been studied extensively for high-workload scenarios such as flight [8].…”
Section: From Quantification To Implicit Controlmentioning
confidence: 99%