Drafts by Rakesh Patibanda

In recent years attention has increased around digital breathing games via new technology that al... more In recent years attention has increased around digital breathing games via new technology that allows interaction between breathing and video games. While some breathing games use breath as a fun form of interaction, other games use breath to improve mental health aspects a player in order to reduce stress and anxiety. So far, little research has been devoted towards understanding the design of breathing games. To develop an understanding towards the design of breathing games, we begin by proposing a taxonomy depending on the factors of game genre, game design analysis based on the human body senses involved, breathing technique used, aim of the breathing technique, technology used to experience the game world and technology used to measure breathing. To demonstrate the strength of our taxonomy, we analyze example games and discuss how the novel taxonomy could help game designers to create breathing games.
Conference Presentations by Rakesh Patibanda

Proceedings of the Annual Symposium on Computer-Human Interaction in Play, Oct 15, 2017
Regular breathing exercises can be a beneficial part of leading a healthy life. Digital games may... more Regular breathing exercises can be a beneficial part of leading a healthy life. Digital games may have the potential to help people practice breathing exercises in an engaging way, however designing breathing exercise games is not well understood. To contribute to such an understanding, we created Life Tree as the culmination of three prototypal breathing games. Life Tree is a virtual reality (VR) game in which a player controls the growth of a tree by practicing pursed-lip breathing. We selected VR head-mounted display technology because it allows players to focus and limit external distractions, which is beneficial for breathing exercises. 32 participants played Life Tree and analysis of the collected data identified four key themes: 1) Designing Breathing Feedback; 2) Increasing Self-Awareness of Breathing and Body; 3) Facilitating Focused Immersion; and, 4) Engagement with Breathing Hardware. We used these themes to articulate a set of breathing exercise game design strategies that future game designers may consider to develop engaging breathing exercise games.
Papers by Rakesh Patibanda
Adjunct Proceedings of the 36th Annual ACM Symposium on User Interface Software and Technology
Prior research has ofered a plethora of wearables centred around sensing bodily actions ranging f... more Prior research has ofered a plethora of wearables centred around sensing bodily actions ranging from more explicit data, such as movement and physiological response, to implicit information, such as ocular and brain activity. Bodily augmentations that physically Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for proft or commercial advantage and that copies bear this notice and the full citation on the frst page. Copyrights for third-party components of this work must be honored. For all other uses, contact the owner/author(s).

arXiv (Cornell University), Jul 20, 2023
Most digital bodily games focus on the body as they use movement as input. However, they also dra... more Most digital bodily games focus on the body as they use movement as input. However, they also draw the player's focus away from the body as the output occurs on visual displays, creating a divide between the physical body and the virtual world. We propose a novel approach-the "Body as a Play Material"-where a player uses their body as both input and output to unify the physical body and the virtual world. To showcase this approach, we designed three games where a player uses one of their hands (input) to play against the other hand (output) by loaning control over its movements to an Electrical Muscle Stimulation (EMS) system. We conducted a thematic analysis on the data obtained from a field study with 12 participants to articulate four player experience themes. We discuss our results about how participants appreciated the engagement with the variety of bodily movements for play and the ambiguity of using their body as a play material. Ultimately, our work aims to unify the physical body and the virtual world. CCS Concepts: • Human-centered computing → Interaction paradigms.

arXiv (Cornell University), Jul 20, 2023
Spectating digital games can be exciting. However, due to its vicarious nature, spectators often ... more Spectating digital games can be exciting. However, due to its vicarious nature, spectators often wish to engage in the gameplay beyond just watching and cheering. To blur the boundaries between spectators and players, we propose a novel approach called "Fused Spectatorship", where spectators watch their hands play games by loaning bodily control to a computational Electrical Muscle Stimulation (EMS) system. To showcase this concept, we designed three games where spectators loan control over both their hands to the EMS system and watch them play these competitive and collaborative games. A study with 12 participants suggested that participants could not distinguish if they were watching their hands play, or if they were playing the games themselves. We used our results to articulate four spectator experience themes and four fused spectator types, the behaviours they elicited and offer one design consideration to support each of these behaviours. We also discuss the ethical design considerations of our approach to help game designers create future fused spectatorship experiences. CCS Concepts: • Human-centered computing → Interaction paradigms.

Proceedings of the 2023 ACM Designing Interactive Systems Conference
Our bodies play an important part in our remembering practices, for example when we can remember ... more Our bodies play an important part in our remembering practices, for example when we can remember passwords by typing, even if we cannot verbalise them. An increasing number of technologies are being developed to support remembering. However, so far, they seem to have not taken the opportunity yet to support remembering through bodily movements. To better understand how to design for such embodied remembering, we conducted a diary study with 12 participants who recorded their embodied remembering experiences in everyday life over a three-week period. Our thematic analysis of the diaries and interviews led to the creation of a framework that helps understand embodied remembering experiences (ERXs) based on the level of skilled and conscious movements used. We describe how this ERX framework could help with the design of technologies to support embodied remembering.
Extended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems
Figure 1: Human-Computer Integration highlights a partnership between computers and human, while ... more Figure 1: Human-Computer Integration highlights a partnership between computers and human, while overlooking how users' embodiment relates to technologies. Meanwhile, in recent years, technologies are becoming increasingly closer and even interwoven with the human body to enhance their bodily capabilities, mediating their embodiment and making them feel augmented. In this work, we explore whether computers can incorporate into one's embodiment and form a partnership with the user.

Augmented Humans Conference, Mar 12, 2023
Assistive Augmentation, the intersection of human-computer interaction, assistive technologies an... more Assistive Augmentation, the intersection of human-computer interaction, assistive technologies and human augmentation, was broadly discussed at the CHI'14 workshop and subsequently published as an edited volume on Springer Cognitive Science and Technology series. In this workshop, the aim is to propose a more structured way to design Assistive Augmentations. In addition, we aim to discuss the challenges and opportunities for Assistive Augmentations in light of current trends in research and technology. Participants of the workshop need to submit a short position paper or interactive system demonstration, which will be peer-reviewed. The selected position papers and demos will kick off a face-to-face discussion at the workshop. Participants will also be invited to extend the workshop discussion into a journal submission to a venue such as the Foundations and Trends in Human-Computer Interaction.
Figure 1: Human-Computer Integration highlights a partnership between computers and human, while ... more Figure 1: Human-Computer Integration highlights a partnership between computers and human, while overlooking how users' embodiment relates to technologies. Meanwhile, in recent years, technologies are becoming increasingly closer and even interwoven with the human body to enhance their bodily capabilities, mediating their embodiment and making them feel augmented. In this work, we explore whether computers can incorporate into one's embodiment and form a partnership with the user.
Towards an Initial Understanding of the Design of Playful Water Experiences Through Flotation
Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play, Nov 2, 2022
TouchMate: Understanding the Design of Body Actuating Games using Physical Touch
Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play, Nov 2, 2022
Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play
Figure 1: Our vision of using the body as input and output for designing games.

Proceedings of the ACM on Human-Computer Interaction
Our gastrointestinal health is influenced by complex interactions between our gut bacteria and mu... more Our gastrointestinal health is influenced by complex interactions between our gut bacteria and multiple external factors. A wider understanding of these concepts is vital to help make gut-friendly decisions in everyday life; however, its complexity can challenge public understanding if not approached systematically. Research suggests that board games can help to playfully navigate complex subjects. We present Gooey Gut Trail (GGT), a board game to help players understand the multifactorial interactions that influence and sustain gut microbial diversity. Through the embodied enactment of in-game activities, players learn how their habits surrounding diet, physical activity, emotions, and lifestyle influence the gut microbial population. A qualitative field study with 15 participants revealed important facets of our game design that increased participants' awareness, causing them to reflect upon their habits that influence gut health. Drawing upon the study insights, we present fi...
The Adjunct Publication of the 35th Annual ACM Symposium on User Interface Software and Technology
Figure 1: The two application scenarios in which SomaFlatables are used: A: "Pardon": This applic... more Figure 1: The two application scenarios in which SomaFlatables are used: A: "Pardon": This application consists of bladder placed behind the user's ear which when infated makes the ear bigger and moves it forward; B: "Bye-Bye": This application consists of the bladder attached to the user's palm which when infated opens up their hand to signal bye.
Human–Computer Integration: Towards Integrating the Human Body with the Computational Machine
Foundations and Trends® in Human-Computer Interaction

Designing Interactive Systems Conference
Aquatic recreation encompasses a variety of water-based activities from which participants gain p... more Aquatic recreation encompasses a variety of water-based activities from which participants gain physical, mental, and social benefts. Although interactive technologies for supporting aquatic recreation activities have increased in recent years, the HCI community does not yet have a structured understanding of approaches to interaction design for aquatic recreation. To contribute towards such an understanding, we present the results of a systematic review of 48 papers on the design of interactive technology for aquatic recreation, drawn from the ACM, IEEE, and SPORTDiscus libraries. This review presents an aquatic recreation user experience framework that details problems and opportunities concerning water and HCI. Our framework brings us closer to understanding how technology can interact with users and the aquatic environment to enhance the existing recreational experiences that connect us to aquatic environments. We found that designers can elicit delight, enablement, challenge, and synergy in aquatic recreation experiences.
Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play, 2021
Myopia is an eye condition that makes it difficult for people to focus on faraway objects. It has... more Myopia is an eye condition that makes it difficult for people to focus on faraway objects. It has become one of the most serious eye conditions worldwide and negatively impacts the quality of life of those who suffer from it. Although myopia is prevalent, many non-myopic people have misconceptions about it and encounter challenges empathizing those who suffer from it. In this research, we developed two virtual reality (VR) games, (1) "Myopic Bike" and (2) "Say Hi", to provide a means for the non-myopic population

Extended Abstracts of the 2021 CHI Conference on Human Factors in Computing Systems, 2021
People engage in sportive activities for reasons beyond improving their athletic performance. The... more People engage in sportive activities for reasons beyond improving their athletic performance. They also seek experiences like fun, adventure, a feeling of oneness, clear their heads, and flow. Since sport is a highly bodily experience, we argue that taking an embodied interaction perspective to inspire interaction design of sports systems is a promising direction in HCI research and practice. This workshop will address the challenges of designing interactive systems in the realm of sports from an embodied interaction perspective focusing on athletes' experience rather than performance. We will explore how interactive systems enhance sports experience without distracting from the actual goal of the athlete, such as freeing the mind. We will focus on several topics of interest such as sensory augmentation, augmented experience, multi-modal interaction, and motor learning in sports.

Extended Abstracts of the 2021 CHI Conference on Human Factors in Computing Systems, 2021
While many systems have successfully demonstrated functional integration of humans and technology... more While many systems have successfully demonstrated functional integration of humans and technology, little attention has been paid to how technologies might experientially integrate to feel as part of humans. Our aim is to shed light on the importance of experiential integration and provide researchers with a scientifically driven foundation for future designs and investigations. The workshop will consist of hands-on experiments with novel body-illusions, discussions on experiential integration, and instructor-guided sessions Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the owner/author(s).

Extended Abstracts of the 2021 CHI Conference on Human Factors in Computing Systems, 2021
Human-Computer Integration (HInt) is a growing paradigm within HCI which seeks to understand how ... more Human-Computer Integration (HInt) is a growing paradigm within HCI which seeks to understand how humans can, and already are, merging with computational machines. HInt's recent inception and evolution has seen much discussion in a variety of symposiums, workshops, and publications for HCI. This has enabled a democratized and decentralised emergence of its core concepts. While this has allowed for rapid growth in our understanding of HInt, there is some discrepancy in how the proponents of this movement might describe its principles, motivations, definitions, and ultimate goals, with many offshoot concepts of HInt beginning to emerge. SIGHint aims to provide a platform to facilitate high level discussion and collation of information between researchers and designers seeking to learn from and contribute to the development of Human-Computer Integration. It is our intention that through this SIG we may better understand how new and emerging, diverging ideas, and perspectives within Human-Computer Integration relate to each other, ultimately facilitating a mapping of the paradigm and a synthesis of its concepts.
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Drafts by Rakesh Patibanda
Conference Presentations by Rakesh Patibanda
Papers by Rakesh Patibanda