Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems 2018
DOI: 10.1145/3173574.3174036
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Designing Future Social Wearables with Live Action Role Play (Larp) Designers

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Cited by 47 publications
(16 citation statements)
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“…Furthermore, there are many opportunities to push interaction possibilities as we think about the player as a resource in themselves (e.g. [12,20]. Throughout this background work authors share a consensus that play should be "heads up" (see [22]).…”
Section: Background Workmentioning
confidence: 99%
“…Furthermore, there are many opportunities to push interaction possibilities as we think about the player as a resource in themselves (e.g. [12,20]. Throughout this background work authors share a consensus that play should be "heads up" (see [22]).…”
Section: Background Workmentioning
confidence: 99%
“…Social wearables have been defined as wearable technology that augments co-located social interaction [30]. Such technologies have already been developed from early experiments with digital badges [15] to displays integrated into clothes [10,11] and accessories [7] to augmented reality fashion [17,29,40].…”
Section: Background 21 Designing Social Wearablesmentioning
confidence: 99%
“…In the area of social wearables and dynamic fabrics, research has started using co-design [9,30] and auto-ethnography [29] to study wearables in context. Mackey and colleagues [29] argue for ongoing research to "include explorations in genuine social contexts".…”
Section: Cultural Practices As a Starting Pointmentioning
confidence: 99%
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