This paper presents HybridPLAY, a novel technology composed of a sensor and mobile-based video games that transforms urban playgrounds into game scenarios. With this technology we aim to stimulate physical activity and playful learning by creating an entertaining environment in which users can actively participate and collaborate. HybridPLAY is different from other existing technologies that enhance playgrounds, as it is not integrated in them but can be attached to the different elements of the playgrounds, making its use more ubiquitous (i.e., not restricted to the playgrounds). HybridPLAY was born in 2007 as an artistic concept, and evolved after different phases of research and testing by almost 2000 users around the world (in workshops...
This book covers the latest advances in playful user interfaces – interfaces that invite social and ...
Young people spend a large part of their day sedentary, both at school and at home. The aim of the P...
Playgrounds (real or virtual) are universal areas where most people learn to play, interact, engage,...
This paper presents HybridPLAY, a novel technology composed of a sensor and mobile-based video games...
Play is an essential activity for the physical, cognitive and social development of children. Studie...
Play is a powerful means to have an impact on the cognitive, social-emotional, and/or motor skills d...
Play is an essential activity for the development of children. However, with the emergence of digita...
In this paper we present a wearable device in the form of a bracelet that turns everyday objects int...
The incorporation of the elderly into digital leisure has been especially driven by the development ...
This pictorial reports on the Play Poles prototype that was designed as part of a design ethnography...
The book is about user interfaces to applications that have been designed for social and physical in...
Mobile devices are pervasive and can be used to promote learning in a contextual way. When combined ...
Abstract: We propose a novel playware as a merge between exergames and mobile fitness apps to engage...
This paper reports the design of a pervasive game for children to demonstrate the design vision of H...
Children outdoor playground and play equipment have been innovative in design and interaction in rec...
This book covers the latest advances in playful user interfaces – interfaces that invite social and ...
Young people spend a large part of their day sedentary, both at school and at home. The aim of the P...
Playgrounds (real or virtual) are universal areas where most people learn to play, interact, engage,...
This paper presents HybridPLAY, a novel technology composed of a sensor and mobile-based video games...
Play is an essential activity for the physical, cognitive and social development of children. Studie...
Play is a powerful means to have an impact on the cognitive, social-emotional, and/or motor skills d...
Play is an essential activity for the development of children. However, with the emergence of digita...
In this paper we present a wearable device in the form of a bracelet that turns everyday objects int...
The incorporation of the elderly into digital leisure has been especially driven by the development ...
This pictorial reports on the Play Poles prototype that was designed as part of a design ethnography...
The book is about user interfaces to applications that have been designed for social and physical in...
Mobile devices are pervasive and can be used to promote learning in a contextual way. When combined ...
Abstract: We propose a novel playware as a merge between exergames and mobile fitness apps to engage...
This paper reports the design of a pervasive game for children to demonstrate the design vision of H...
Children outdoor playground and play equipment have been innovative in design and interaction in rec...
This book covers the latest advances in playful user interfaces – interfaces that invite social and ...
Young people spend a large part of their day sedentary, both at school and at home. The aim of the P...
Playgrounds (real or virtual) are universal areas where most people learn to play, interact, engage,...