Observations on Experience and Flow in Movement-Based Interaction

Antinus Nijholt, Marco Pasch, Elisabeth M.A.G. van Dijk, Dennis Reidsma, Dirk K.J. Heylen

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    Abstract

    Movement-based interfaces assume that their users move. Users have to perform exercises, they have to dance, they have to golf or football, or they want to train particular bodily skills. Many examples of those interfaces exist, sometimes asking for subtle interaction between user and interface and sometimes asking for ‘brute force’ interaction between user and interface. Often these interfaces mediate between players of a game. Obviously, one of the players may be a virtual human. We embed this interface research in ambient intelligence and entertainment computing research, and the interfaces we consider are not only mediating, but they also ‘add’ intelligence to the interaction. Intelligent movement-based interfaces, being able to know and learn about their users, should also be able to provide means to keep their users engaged in the interaction. Issues that will be discussed in this chapter are ‘flow’ and ‘immersion’ for movement-based interfaces and we look at the possible role of interaction synchrony to measure and support engagement.
    Original languageUndefined
    Title of host publicationWhole Body Interaction
    EditorsDavid England
    Place of PublicationLondon
    PublisherSpringer
    Pages101-119
    Number of pages20
    ISBN (Print)978-0-85729-432-6
    DOIs
    Publication statusPublished - 1 May 2011

    Publication series

    NameHuman–Computer Interaction Series
    PublisherSpringer-Verlag
    ISSN (Print)1571-5035

    Keywords

    • METIS-277520
    • IR-76882
    • Games
    • Movement-based interfaces
    • Immersion
    • EWI-19514
    • Whole body interaction
    • Entertainment
    • Engagement
    • Synchrony
    • HMI-MI: MULTIMODAL INTERACTIONS
    • Flow

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