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Leo Holsti

dblp:128/9412 · DBLP profile ↗
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1ranked-venue papers
0as first author
0since 2021 · last 2016
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
1 paper
Games and playful interaction · 62% Ubiquitous computing and smart environments · 19% User interface design and tools · 19%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Games and playful interaction
exergames
0.212016
The Augmented Climbing Wall: High-Exertion Proximity Interaction on a Wall-Sized Interactive Surface · CHI 2016
Ubiquitous computing and smart environments
interactive surfaces
0.112016
The Augmented Climbing Wall: High-Exertion Proximity Interaction on a Wall-Sized Interactive Surface · CHI 2016
User interface design and tools › display technology
wall-sized display
0.112016
The Augmented Climbing Wall: High-Exertion Proximity Interaction on a Wall-Sized Interactive Surface · CHI 2016

Methods — techniques the papers use, named apart from their topics

user study · 0.2observation · 0.2interviews · 0.2
YearPublicationVenuePosition
2016 The Augmented Climbing Wall: High-Exertion Proximity Interaction on a Wall-Sized Interactive Surface
abstract
We present the design and evaluation of the Augmented Climbing Wall (ACW). The system combines computer vision and interactive projected graphics for motivating and instructing indoor wall climbing. We have installed the system in a commercial climbing center, where it has been successfully used by hundreds of climbers, including both children and adults. Our primary contribution is a novel movement-based game system that can inform the design of future games and augmented sports. We evaluate ACW based on three user studies (N=50, N=10, N=10) and further observations and interviews. We highlight three central themes of how digital augmentation can contribute to a sport: increasing diversity of movement and challenges, enabling user-created content in an otherwise risky environment, and enabling procedurally generated content. We further discuss how ACW represents an underexplored class of interactive systems, i.e., proximity interaction on wall-sized interactive surfaces, which presents novel human-computer interaction challenges.
Raine A. Kajastila, Leo Holsti, Perttu Hämäläinen
CHI2