CHI '09 Extended Abstracts on Human Factors in Computing Systems 2009
DOI: 10.1145/1520340.1520485
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Designing a wearable social network

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Cited by 14 publications
(9 citation statements)
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References 48 publications
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“…They collected one of the partner's biosignals and reproduced them to their distant partner using wearable prototypes, so that this partner would feel more connected by physically feeling their partner's heartbeat and breathing rate. Differently from the work of Min and Nam, He and Schiphorst [14] explored the concept of mediated communication using wearables and presented a wearable prototype named Patches that allowed for two-way nonverbal communication. In this prototype, the wearer could be poked via a Facebook application by one of his/hers friends and receive the poke on the prototype by simulated feelings of warmth and pressure from one of the patches.…”
Section: Control Of Data Spaces and Wearable-based Interactionsmentioning
confidence: 99%
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“…They collected one of the partner's biosignals and reproduced them to their distant partner using wearable prototypes, so that this partner would feel more connected by physically feeling their partner's heartbeat and breathing rate. Differently from the work of Min and Nam, He and Schiphorst [14] explored the concept of mediated communication using wearables and presented a wearable prototype named Patches that allowed for two-way nonverbal communication. In this prototype, the wearer could be poked via a Facebook application by one of his/hers friends and receive the poke on the prototype by simulated feelings of warmth and pressure from one of the patches.…”
Section: Control Of Data Spaces and Wearable-based Interactionsmentioning
confidence: 99%
“…In this situation, it may be difficult to know the relationship between the two actors as physical proximity cues are unavailable. Explicit representations are needed, such as using Facebook settings as done in He and Schiphorst [14]. However, these mechanisms then require attention from the wearer, conflicting with some of the desired wearable characteristics brought by Mann.…”
Section: Control Of Data Spaces and Wearable-based Interactionsmentioning
confidence: 99%
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“…Patches [14] is a wearable social network which uses Facebook to promote online communication in everyday life.…”
Section: B Pervasive Social Networkingmentioning
confidence: 99%
“…Recent work has explored tangible and unconventional interfaces for remote communication between children and their families, including remote-hugging pajamas [6], asynchronous multimedia messaging centers [4], enhanced digital picture frames, and other innovative indicators of presence. Some systems for child-to-child communication, such as Message Bubbles, [7] have explored video recording and manipulation designed for children to operate, but not imaginative play specifically.…”
Section: Related Workmentioning
confidence: 99%