ORCID Profile
0000-0001-6472-3476
Current Organisations
RMIT University
,
Monash University
Does something not look right? The information on this page has been harvested from data sources that may not be up to date. We continue to work with information providers to improve coverage and quality. To report an issue, use the Feedback Form.
Publisher: ACM
Date: 04-06-2016
Publisher: ACM
Date: 03-07-2020
Publisher: Elsevier BV
Date: 06-2016
Publisher: ACM
Date: 09-02-2020
Publisher: Mary Ann Liebert Inc
Date: 02-2015
Publisher: ACM
Date: 09-02-2020
Publisher: ACM
Date: 28-04-2007
Publisher: ACM
Date: 05-10-2015
Publisher: ACM
Date: 26-04-2014
Publisher: IGI Global
Date: 2009
DOI: 10.4018/978-1-60566-406-4.CH009
Abstract: Recent advances in computing technology have contributed to a new trend that merges digital gaming with physical sports activities and combines the advantages of both such as contributing a health benefit and supporting distributed participants. This chapter describes prominent ex les, and their underlying theoretical concepts and perspectives. In particular, it presents a design prototype, “Jogging over a Distance,” which offers social joggers the opportunity to run together, although being in two different locations. This approach demonstrates the potential for the merging of computer gaming technology with sports activities, to offer combined effects that have traditionally been limited to each respective domain. Future work on enhancing existing sports and gaming activities will support novel experiences previously not possible. This exciting new field has the potential to enhance users’ lives by making positive health contributions.
Publisher: ACM
Date: 09-02-2020
Publisher: IGI Global
Date: 2009
DOI: 10.4018/978-1-60566-406-4.CH008
Abstract: Augmenting existing sports experiences with computing technology is increasingly gaining attention due to its potential for performance enhancement. However, most of these approaches focus on existing single-user activities. The authors are presenting the newly emerging field of Computer Supported Collaborative Sports (CSCS) to draw attention to the social aspect of sport and its potential to support novel experiences for players that are not available in traditional sports environments. They discuss important dimensions in the design space of CSCS by detailing two ex le applications and lay out further research directions for the design of collaborative technologies in computer augmented sports.
Publisher: ACM
Date: 28-07-2010
Publisher: IEEE
Date: 12-2019
Publisher: Springer Science and Business Media LLC
Date: 16-01-2010
Publisher: Association for Computing Machinery (ACM)
Date: 23-09-2023
DOI: 10.1145/3590766
Abstract: Human-computer integration is an HCI trend in which computational machines can have agency, i.e. take control. Our work focuses on a particular form of integration in which the user and the computational machine share agency over the user's body, that is, can simultaneously (in contrast to a traditional turn-taking approach) control the user's body. The result is a user experience where the agency of the user and the computational machine is so intertwined that it is often no more discernable who contributed what to what extent we call this “intertwined integration”. Due to the recency of advanced technologies enabling intertwined integration systems, we find that little understanding and documented design knowledge exist. To begin constructing such an understanding, we use three case studies to propose two key dimensions (“awareness of machine's agency” and “alignment of machine's agency”) to articulate a design space for intertwined integration systems. We differentiate four roles that computational machines can assume in this design space (angel, butler, influencer, and adversary). Based on our craft knowledge gained through designing such intertwined integration systems, we discuss strategies to help designers create future systems. Ultimately, we aim to advance the HCI field's emerging understanding of sharing agency.
Publisher: ACM
Date: 26-04-2014
Publisher: ACM
Date: 18-04-2015
Publisher: ACM
Date: 21-04-2018
Publisher: Springer Berlin Heidelberg
Date: 2014
Publisher: ACM
Date: 15-10-2016
Publisher: Springer Science and Business Media LLC
Date: 30-03-2007
Publisher: ACM
Date: 20-06-2011
Publisher: ACM
Date: 02-05-2019
Publisher: ACM
Date: 06-05-2017
Publisher: ACM
Date: 05-04-2008
Publisher: Routledge
Date: 07-11-2013
Publisher: ACM
Date: 03-07-2020
Publisher: Springer Berlin Heidelberg
Date: 2013
Publisher: ACM
Date: 13-06-2007
Publisher: ACM
Date: 26-04-2014
Publisher: ACM
Date: 19-04-2023
Publisher: ACM
Date: 19-04-2023
Publisher: ACM
Date: 21-04-2020
Publisher: ACM
Date: 12-09-2016
Publisher: ACM
Date: 12-03-2023
Publisher: Association for Computing Machinery (ACM)
Date: 22-01-2020
DOI: 10.1145/3361524
Abstract: Theme parks visits can be very playful events for families, however, waiting in the ride’s queues can often be the cause of great frustration. We developed a novel augmented reality game to be played in the theme park’s queue, and an in-the-wild study with X participants using log data and interviews demonstrated that every minute playing was perceived to the same extent of about 5 minutes of not playing the game. We articulate a design space for researchers and strategies for game designers aiming to reduce perceived waiting time in queues. With our work, we hope to extend how we use games in everyday life to make our lives more playful.
Publisher: ACM
Date: 25-04-2020
Publisher: ACM
Date: 15-10-2016
Publisher: ACM
Date: 02-11-2020
Publisher: Association for Computing Machinery (ACM)
Date: 31-05-2020
DOI: 10.1145/3379539
Abstract: Self-monitoring devices are becoming increasingly popular in the support of physical activity experiences. These devices mostly represent on-screen data using numbers and graphs and in doing so, they may miss multi-sensorial methods for engaging with data. Embracing the opportunity for pleasurable interactions with one's own data through the use of different materials and digital fabrication technology, we designed and studied three systems that turn this data into 3D-printed plastic artifacts, sports drinks, and 3D-printed chocolate treats. We utilize the insights gained from associated studies, related literature, and our experiences in designing these systems to develop a conceptual framework, “ Shelfie. ” The “ Shelfie ” framework has 13 cards that convey key themes for creating material representations of physical activity data. Through this framework, we present a conceptual understanding of relationships between material representation and physical activity data and contribute guidelines to the design of meaningful material representations of physical activity data.
Publisher: Association for Computing Machinery (ACM)
Date: 25-09-2023
DOI: 10.1145/3603621
Abstract: Brain-computer interface (BCI) systems hold the potential to foster human flourishing and self-actualization. However, we believe contemporary BCI system design approaches unnecessarily limit these potentialities as they are approached from a traditional interaction perspective, producing command-response experiences. This article proposes to go beyond “interaction” and toward a paradigm of human-computer integration. The potential of this paradigm is demonstrated through three prototypes: Inter-Dream, a system that integrates with the brain's autonomic physiological processes to drive users toward healthy sleep states Neo-Noumena, a system that integrates with the user's affective neurophysiology to augment the interpersonal communication of emotion and PsiNet, a system that integrates interpersonal brain activity to lify human connection. Studies of these prototypes demonstrate the benefits of the integration paradigm in realizing the multifaceted benefits of BCI systems, and this work presents the brain-computer integration framework to help guide designers of future BCI integrations.
Publisher: ACM
Date: 28-11-2007
Publisher: ACM
Date: 25-04-2020
Publisher: ACM
Date: 04-06-2016
Publisher: ACM
Date: 26-04-2009
Publisher: Association for Computing Machinery (ACM)
Date: 31-05-2020
DOI: 10.1145/3387167
Abstract: Many people enjoy “vertigo” sensations caused by intense playful bodily activities such as spinning in circles, and riding fairground rides. Game scholar Caillois calls such experiences “vertigo play,” elucidating that these enjoyable activities are a result of confusion between sensory channels. In HCI, designers are often cautious to avoid deliberately causing sensory confusion in players, but we believe there is an opportunity to transition and extend Caillois’ thinking to the digital realm, allowing designers to create novel and intriguing digital bodily experiences inspired by traditional vertigo play activities. To this end, we present the Digital Vertigo Experience framework. Derived from four case studies and the development of three different digital vertigo experiences, this framework aims to bring the excitement of traditional vertigo play experiences to the digital world, allowing designers to create more engaging and exciting body-based games, and provides players with more possibilities to enjoy novel and exciting play experiences.
Publisher: Association for Computing Machinery (ACM)
Date: 22-12-2017
DOI: 10.1145/3014568
Publisher: ACM
Date: 26-04-2014
Publisher: ACM
Date: 19-04-2023
Publisher: ACM
Date: 02-11-2022
Publisher: ACM
Date: 04-12-2018
Publisher: IEEE
Date: 08-2017
Publisher: ACM Press
Date: 2006
Publisher: ACM
Date: 29-01-2018
Publisher: ACM
Date: 04-09-2012
Publisher: Association for Computing Machinery (ACM)
Date: 25-02-2015
DOI: 10.1145/2724582
Publisher: ACM
Date: 14-06-2006
Publisher: ACM Press
Date: 2016
Publisher: ACM
Date: 27-04-2013
Publisher: ACM
Date: 02-11-2022
Publisher: ACM
Date: 27-04-2013
Publisher: ACM
Date: 18-04-2015
Publisher: ACM
Date: 02-11-2015
Publisher: Now Publishers
Date: 2018
DOI: 10.1561/1100000076
Publisher: ACM
Date: 05-05-2012
Publisher: ACM
Date: 26-04-2014
Publisher: ACM
Date: 18-04-2015
Publisher: ACM
Date: 29-10-2023
Publisher: ACM
Date: 21-06-2014
Publisher: ACM
Date: 14-02-2016
Publisher: ACM
Date: 27-04-2013
Publisher: Routledge
Date: 03-10-2014
Publisher: ACM
Date: 17-10-2019
Publisher: Mary Ann Liebert Inc
Date: 02-2015
Abstract: The design of exertion games (i.e., digital games that require physical effort from players) is a difficult intertwined challenge of combining digital games and physical effort. To aid designers in facing this challenge, we describe our experiences of designing exertion games. We outline personal reflections on our design processes and articulate analyses of players' experiences. These reflections and analyses serve to highlight the unique opportunities of combining digital games and physical effort. The insights we seek aim to enhance the understanding of exertion game design, contributing to the advancement of the field, and ultimately resulting in better games and associated player experiences.
Publisher: ACM
Date: 28-11-2007
Publisher: ACM
Date: 27-04-2013
Publisher: ACM
Date: 23-10-2018
Publisher: Association for Computing Machinery (ACM)
Date: 10-2008
Abstract: Physical leisure games can be beneficial to physical as well as mental health and offer a means to connect with others socially. However, players have to be in the same physical location to play. Recent trends in the gaming industry and research labs have started to embrace exertion games: physical games that are expected to be exhausting because they require intense physical effort. However, there is still a lack of a design space that can guide in evaluating such exertion games, help designers in creating future games by maximizing their potential, and inspire new directions in this domain. We present such a design space for exertion games, based on the characteristics of traditional physical games but extended to support distributed interactions. Our motivation is based on the belief that the physicality found in traditional leisure games contributes to facilitating social bonds. We used this design space to develop a networked table tennis-like game called “Table Tennis for Three.” It is played with a real paddle and ball and augmented with a large-scale video-conference. Our prototype shows how the application of the design space can leverage the potential for novel exertion gaming experiences such as supporting three players in three geographically distant locations. An evaluation with 41 participants indicated a successful application of some of the ingredients of the networked exertion games “cocktail” however, some participants did not enjoy the game, and we present informed interpretations to explain their reactions. With this work we aim to provide other researchers and designers with a practical design space of the main components that can create a networked exertion game, and hence inspire and guide them in designing and evaluating future networked exertion games.
Publisher: ACM
Date: 18-03-2018
Publisher: Association for Computing Machinery (ACM)
Date: 31-08-2023
DOI: 10.1145/3589954
Abstract: Ingestible sensors have become smaller and more powerful and allow us to envisage new human-computer interactions and bodily play experiences inside our bodies. Users can swallow ingestible sensors, which facilitate interior body sensing functions that provide data on which play experiences can be built. We call bodily play that uses ingestible sensors as play technologies “ingestible play”, and we have adopted a research-through-design approach to investigate three prototypes. For each prototype, we conducted a field study to understand the player experiences. Based upon these results and practical design experiences, we have developed a design framework for ingestible play. We hope this work can guide future design of ingestible play inspire the design of play technologies inside the human body to expand the current bodily play design space and ultimately extend our understanding of how to design for the human body by considering the bodily experience of one’s interior body.
Publisher: Elsevier BV
Date: 07-2017
Publisher: ACM
Date: 30-09-2013
Publisher: ACM
Date: 30-09-2013
Publisher: ACM
Date: 10-07-2023
Publisher: ACM
Date: 27-04-2013
Publisher: Association for Computing Machinery (ACM)
Date: 29-09-2023
DOI: 10.1145/3611054
Publisher: ACM
Date: 02-12-2014
Publisher: ACM
Date: 02-05-2019
Publisher: Association for Computing Machinery (ACM)
Date: 29-09-2023
DOI: 10.1145/3611056
Publisher: ACM
Date: 19-04-2023
Publisher: ACM
Date: 05-10-2015
Publisher: IEEE
Date: 08-2015
Publisher: ACM
Date: 19-10-2014
Publisher: ACM
Date: 16-02-2014
Publisher: ACM
Date: 15-10-2016
Publisher: Springer International Publishing
Date: 2017
Publisher: ACM
Date: 03-10-2010
Publisher: ACM
Date: 16-02-2014
Publisher: ACM
Date: 30-09-2013
Publisher: Association for Computing Machinery (ACM)
Date: 29-09-2023
DOI: 10.1145/3611049
Publisher: ACM
Date: 30-09-2013
Publisher: ACM
Date: 25-04-2020
Publisher: ACM
Date: 25-04-2020
Publisher: Elsevier BV
Date: 02-2023
Publisher: Inderscience Publishers
Date: 2010
Publisher: ACM
Date: 02-05-2017
Publisher: ACM
Date: 05-10-2015
Publisher: ACM
Date: 05-04-2008
Publisher: ACM
Date: 05-10-2015
Publisher: ACM
Date: 28-04-2007
Publisher: ACM
Date: 02-05-2017
Publisher: ACM
Date: 21-04-2018
Publisher: Springer International Publishing
Date: 2015
Publisher: ACM
Date: 16-02-2014
Publisher: ACM
Date: 18-06-2019
Publisher: ACM
Date: 19-10-2014
Publisher: ACM
Date: 18-04-2015
Publisher: ACM
Date: 30-09-2013
Publisher: ACM
Date: 04-06-2016
Publisher: ACM
Date: 11-11-2014
Publisher: Emerald
Date: 29-03-2018
DOI: 10.26687/ARCHNET-IJAR.V12I1.1444
Abstract: Waterfront regeneration projects worldwide have transformed cities’ edges into new public spaces. Although water should be the centerpiece of these transformations, users are often situated as passive observers of water urban design of public spaces only affords distant views of water and limited possibilities for active bodily engagement and play. Formulaic urban design has often neglected the potentials of indeterminate spaces where users’ desires can unfold. From these departure points, this paper uses a temporary design installation to investigate potential forms of active water engagement in a contemporary waterfront space. The installation prompts users to interact playfully with water through a variety of prototypes and devices. Observation of visitor interactions with the intervention provides data about users’ desires for water engagement, in terms of three research questions concerning: engagement with the water and the marine life within it, the multiple behavioural affordances of the water’s edge, and the adaptability of waterfront spaces. The study indicates the potential of temporary installations to test hypotheses and design possibilities, and thereby inform larger permanent waterfront urban design projects.
Publisher: ACM
Date: 14-02-2016
Publisher: ACM
Date: 15-01-2015
Publisher: ACM
Date: 10-07-2023
Publisher: ACM
Date: 07-05-2016
Publisher: Informa UK Limited
Date: 22-12-2015
Publisher: ACM
Date: 26-04-2014
Publisher: ACM
Date: 05-05-2012
Publisher: ACM
Date: 08-09-2013
Publisher: Association for Computing Machinery (ACM)
Date: 10-05-2017
DOI: 10.1145/3064938
Abstract: While exertion games facilitate, and benefit from, social play, most exertion games merely support players acting independently. To help designers explore the richness of social play in exertion games, we present the design dimension “bodily interplay” that gives critical focus to how players’ bodies interact with one another. We offer two broad categories of bodily interplay— parallel and interdependent play —to explain how exertion games can facilitate independent and offensive/defensive-type experiences. These categories can be applied to both the physical and virtual space, and by looking at all permutations of these categories, we articulate four ways of coupling the spaces: comparative, actuated, derived, and projected coupling. This article illustrates the inspirational power of the dimensions by applying them to the analysis of four exertion games. Altogether, we articulate a vocabulary that can guide designers in the creation of social exertion games, helping players profit from the many benefits of exertion.
Publisher: ACM
Date: 15-10-2017
Publisher: ACM
Date: 19-10-2014
Publisher: ACM
Date: 18-04-2015
Publisher: ACM Press
Date: 2006
Publisher: ACM
Date: 21-04-2020
Publisher: ACM
Date: 15-10-2017
Publisher: ACM
Date: 25-04-2020
Publisher: Association for Computing Machinery (ACM)
Date: 31-12-2022
DOI: 10.1145/3528352
Abstract: Human–computer interaction (HCI) is increasingly interested in supporting exertion experiences so more people can benefit from physical activity. So far, most systems have focused on sensing and presenting information to the user via screens to support the exertion experience. Interestingly, emerging technology can also act on the exerting user's body based on sensed information, granting researchers the potential to develop technology that not only “presents” but also “acts” on information throughout an integrated exertion experience. As a result, design opportunities surrounding computing machinery as contextually aware exertion partners are now available. However, there are currently no frameworks to guide the design of human–computer integration in an exertion context. To contribute to closing this gap, we designed three eBike systems to investigate different forms of integration with the exerting user and we studied the resulting user experiences. Based on the results of these three case studies, we present the first framework, including associated design tactics, to offer guidance on how to design human–computer integration in an exertion context.
Publisher: ACM
Date: 26-04-2014
Publisher: ACM
Date: 21-04-2018
Publisher: ACM
Date: 09-02-2020
Publisher: ACM
Date: 18-06-2019
Publisher: ACM Press
Date: 2006
Publisher: ACM
Date: 27-04-2013
Publisher: ACM
Date: 23-10-2018
Publisher: ACM
Date: 23-10-2018
Publisher: ACM
Date: 21-04-2020
Publisher: ACM
Date: 21-04-2020
Publisher: ACM
Date: 07-05-2016
Publisher: ACM
Date: 13-06-2007
Publisher: ACM
Date: 26-04-2014
Publisher: ACM
Date: 23-10-2018
Publisher: ACM
Date: 23-11-2009
Publisher: ACM
Date: 18-04-2015
Publisher: ACM
Date: 10-07-2023
Publisher: ACM Press
Date: 2014
Publisher: ACM
Date: 02-05-2019
Publisher: ACM
Date: 23-10-2018
Publisher: Elsevier BV
Date: 08-2021
Publisher: ACM
Date: 02-05-2019
Publisher: Association for Computing Machinery (ACM)
Date: 25-02-2015
DOI: 10.1145/2729712
Publisher: ACM
Date: 04-08-2009
Publisher: ACM
Date: 05-05-2012
Publisher: ACM
Date: 23-10-2018
Publisher: ACM
Date: 23-10-2018
Publisher: ACM
Date: 02-12-2014
Publisher: ACM
Date: 23-10-2018
Publisher: ACM
Date: 15-10-2017
Publisher: Institute of Electrical and Electronics Engineers (IEEE)
Date: 2017
DOI: 10.1109/MPRV.2017.6
Publisher: ACM
Date: 23-10-2018
Publisher: ACM
Date: 26-04-2014
Publisher: ACM
Date: 17-10-2019
No related grants have been discovered for Florian Mueller.