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Shamit Ahmed

Publications and source records attributed to Shamit Ahmed.

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Become the Beast: Exploring Human-Quadruped Locomotion for Exergames

Embodying non-human characters and exercising abdominal muscles are both underexplored in exergames. We address this by describing the design and evaluation of a novel human quadruped locomotion exergame, Become the Beast. In the game, the player lies supine on the ground and moves their arms and legs to control a quadrupedal character (a tiger), similar to common bodyweight abdominal muscle exercises such as the Bicycle Crunch. The motion tracking is computer vision-based, utilizing a Kinect sensor placed above the player, which makes our approach suitable for commercial premises such as indoor activity parks where a system needs to run unattended and without any wearable components. Our system extends embodied interaction beyond traditional bipedal or controller-based systems, demonstrating how natural limb movements can generate responsive and immersive quadrupedal motion within virtual environments. We conducted a user study (N=15) and utilized Reflexive Thematic Analysis (RTA) to evaluate the system's intuitiveness, control, and overall player experience. The findings validate that natural body movements effectively control the avatar while delivering an intense core workout. Notably, gameplay immersion masked physical exertion, allowing rigorous core training to be primarily perceived as play.

cs.HC

Reflection at Design Actualization (RDA) : A Tool and Process For Research Through Game Design

There is a growing interest in researching game design processes, artifacts and culture through active game design. Tools and processes to support these attempts are limited, especially in terms of a) capturing smaller design decisions where rich tacit information is often situated, and b) visually tracking the project's growth and evolution. To address this gap, we present Reflection at Design Actualization (RDA), an open source tool and process for collecting granular reflections at playtesting moments and automatically recording the playtests, bringing reflection and data collection closer to the point where design decisions concretize. Three researchers engaged with and evaluated RDA in three varied game development projects, adhering to the principles of autobiographical design. We illustrate the designer experience with RDA through three themes, namely, designer-routine compromise, designer-researcher persona consolidation, and mirror effect of RDA. We further discuss the tool's challenges and share each designer's personal experience as case studies.

cs.HC