Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play 2015
DOI: 10.1145/2793107.2793134
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Player-Computer Interaction Features for Designing Digital Play Experiences across Six Degrees of Water Contact

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Cited by 22 publications
(8 citation statements)
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“…From this work, we learned that considering the various properties of water can help us understand the resulting user experiences when supported by technology, which we considered in our framework that we present later. Although this prior work by Rafe et al [103] provides an interesting proposal of how to think about water and interactive technology, we note that the authors themselves acknowledge that it has not yet been validated, hence our work is still needed.…”
Section: Designing For Water's Propertiesmentioning
confidence: 98%
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“…From this work, we learned that considering the various properties of water can help us understand the resulting user experiences when supported by technology, which we considered in our framework that we present later. Although this prior work by Rafe et al [103] provides an interesting proposal of how to think about water and interactive technology, we note that the authors themselves acknowledge that it has not yet been validated, hence our work is still needed.…”
Section: Designing For Water's Propertiesmentioning
confidence: 98%
“…We therefore believe that designers must factor in how to harness or countermeasure the impact of these properties through informed risk assessment and within acceptable margins of safety. This has led Rafe et al to propose to see these constraints/opportunities as varying in degree depending on one's vicinity to water [103]. To help design future aquatic systems, the authors therein applied the "exertion framework" [71] to various water interactions to identify six degrees of water contact with the human body and the implication of each for interactive systems.…”
Section: Designing For Water's Propertiesmentioning
confidence: 99%
“…Therefore, Ashley Colley et al considered the influence of water interface on aesthetic design and user experience, 4 but the association between context and water has still not become a factor to be considered in interaction design. The work of William L. Raffe et al provides guidelines for the design and development of water-related digital games 5 by classifying users according to six degrees of contact with water.…”
Section: Water-mediated Interactionmentioning
confidence: 99%
“…On the Galactica rollercoaster (Merlin Entertainment Group, 2016), for example, riders wear HMDs to experience a virtual spaceflight which moves in response to the real rollercoaster. Similarly, researchers have also postulated adapting waterslides in waterparks to allow riders to wear HMDs to alter the experience while sliding down the slides (Raffe et al, 2015), which could potentially lead to sensory confusion in the form of making the riders visually see something in conflict with their movement down the slide. These works suggest that digital technology like HMDs could be a viable way of achieving vertigo play experiences, since these "vertigo" experiences have already made use of HMDs to alter and enhance existing experiences.…”
Section: Learning About Head Mounted Displaysmentioning
confidence: 99%