2017
DOI: 10.1007/978-3-319-58697-7_35
|View full text |Cite
|
Sign up to set email alerts
|

Breath Is to Be Perceived - Breathing Signal Sharing Involved in Remote Emotional Communication

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1
1
1

Citation Types

0
17
0

Year Published

2021
2021
2023
2023

Publication Types

Select...
4
1

Relationship

0
5

Authors

Journals

citations
Cited by 9 publications
(17 citation statements)
references
References 4 publications
0
17
0
Order By: Relevance
“…Social play use cases range from multiplayer virtual reality (VR) gameplay (n=5, [29-31, 45, 63]) to video gaming (n=3, [32,95,107,142]), tabletop gameplay (n=3, [2,32,40]), mobile (n=2, [71,73]) and outdoor gameplay (n=1, [87]). Use cases for tele-social communication are primarily in remote nonverbal communication (n=9, [3,41,58,65,77,91,125,133,135]), followed by text-messaging (n=4, [52,67,80,81]) and video chatting (n=1, [70]). Other prominent application contexts for social biofeedback include public interactive displays of emotion (n=11, 17%) in the form of installations (n=6), performances (n=3) and wearables (n=3), as well as mediated social interaction (n=7), social meditation and relaxation (n=6), social exertion (n=5), online content sharing (n=4) and face-to-face communication (n=2).…”
Section: General Study Characteristicsmentioning
confidence: 99%
See 1 more Smart Citation
“…Social play use cases range from multiplayer virtual reality (VR) gameplay (n=5, [29-31, 45, 63]) to video gaming (n=3, [32,95,107,142]), tabletop gameplay (n=3, [2,32,40]), mobile (n=2, [71,73]) and outdoor gameplay (n=1, [87]). Use cases for tele-social communication are primarily in remote nonverbal communication (n=9, [3,41,58,65,77,91,125,133,135]), followed by text-messaging (n=4, [52,67,80,81]) and video chatting (n=1, [70]). Other prominent application contexts for social biofeedback include public interactive displays of emotion (n=11, 17%) in the form of installations (n=6), performances (n=3) and wearables (n=3), as well as mediated social interaction (n=7), social meditation and relaxation (n=6), social exertion (n=5), online content sharing (n=4) and face-to-face communication (n=2).…”
Section: General Study Characteristicsmentioning
confidence: 99%
“…Distributed [29], [3], [26], [27], [30], [31], [33], [41], [45], [58], [60], [61], [63], [65], [70], [85], [94], [95], [107], [109], [113], [82], [125], [135] [52], [67], [73], [72], [80], [78], [75], [81],…”
Section: Physical Contextmentioning
confidence: 99%
“…Most research efforts focused on the potential of social biofeedback to enhance the interpersonal relationship between interacting parties. Although the applied measures varied widely, the general finding was that biosignal sharing can increase feelings of connectedness (Buschek et al, 2018;Curmi et al, 2013Curmi et al, , 2017Hassib et al, 2016;Kim et al, 2015;Liu et al, 2017aLiu et al, , 2019Marci & Riess, 2005;Robinson et al, 2016;Slovák et al, 2012), empathy Hassib et al, 2017;, intimacy (Howell et al, 2019;Janssen et al, 2010), affective interdepence (Salminen et al, 2018), and sharing of an experience (Kurvinen et al, 2007;Sun & Tomimatsu, 2017;Walmink, Wilde et al, 2014).…”
Section: Benefits Of Sharing Biosignalsmentioning
confidence: 99%
“…In the projects using vibration as output medium, symmetry is found in the relative position of the vibrating artefacts on the body, such as: centre of the belly [9]; centre of the upper chest [28]; or in the blanket that has the same vibro-tactile sensation on both sides of the body [20]. In projects using shape-changing actuation as a medium to display breathing, CHI '21, May 8-13, 2021, Yokohama, Japan F s symmetry is found in: the equable expansion and contraction of a living wall [85]; in dynamic building structures [58,80], as well as in the whole shape of a particular probe [4,42]; or sometimes experienced by the whole body symmetrically [91].…”
Section: Placements On the Torso -Symmetric Versus Asymmetricmentioning
confidence: 99%
“…This is mostly done in phase, mapping expansion to inhalation and contraction to exhalation, with the exception of a photo frame that infates when a remote person exhales and vice versa [42]. The inhalation has been mapped to many diferent output modalities, including the expansion of a visualised geometrical shape [66,99,103] or pair of lungs [1], tides in a virtual environment [76], an increase in light intensity [20,90], as well as the expansion of a physical artefact [4,42,58,85,91]. Breathing phases can also be tied to the directions of movement of the protagonist in a video game [86] or of the user in a virtual environment [17,66,99].…”
Section: Syn-432 Reflecting On Synchronous and Asynchronous Feedbackmentioning
confidence: 99%