Abstract
There is an increasing trend in utilizing interactive technology for bodily integrations, such as additional limbs and ingestibles. Prior work on bodily integrated systems mostly examined them from a productivity perspective. In this article, we suggest examining this trend also from an experiential, playful perspective, as we believe that these systems offer novel opportunities to engage the human body through play. Hence, we propose that there is an opportunity to design "bodily integrated play". By relating to our own and other's work, we present an initial set of design strategies for bodily integrated play, aiming to inform designers on how they can engage with such systems to facilitate playful experiences, so that ultimately, people will profit from bodily play's many physical and mental wellbeing benefits even in a future where machine and human converge.
Original language | English |
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Title of host publication | TEI’20 - Proceedings of the Fourteenth International Conference on Tangible, Embedded, and Embodied Interaction |
Editors | Orit Shaer, Jelle van Dijk, Andrew Kun |
Place of Publication | New York NY USA |
Publisher | Association for Computing Machinery (ACM) |
Pages | 207-220 |
Number of pages | 14 |
ISBN (Electronic) | 9781450361071 |
DOIs | |
Publication status | Published - 2020 |
Event | Tangible, Embedded, and Embodied Interaction 2020 - Sydney, Australia Duration: 9 Feb 2020 → 12 Feb 2020 Conference number: 14th https://tei.acm.org/2020/ https://dl.acm.org/doi/proceedings/10.1145/3374920 (Proceedings) |
Conference
Conference | Tangible, Embedded, and Embodied Interaction 2020 |
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Abbreviated title | TEI 2020 |
Country/Territory | Australia |
City | Sydney |
Period | 9/02/20 → 12/02/20 |
Internet address |
Keywords
- Bodily integration
- Cyborg
- Play
- Transhuman
- Whole-body interaction