Zhuying Li

Zhuying Li
Southeast University (China) | SEU · School of Computer Science and Engineering

Doctor of Philosophy
Human computer interaction

About

32
Publications
5,199
Reads
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305
Citations
Introduction
I’m Zhuying Li, a PhD candidate at Exertion Games Lab, Monash University, Australia. I am interested in the intersection of technology, human and play. Currently, I am passionate about how augmented-human technology could change people's daily experiences in the context of play. My PhD research is about designing playful experiences with ingestible sensors.
Additional affiliations
July 2016 - July 2020
RMIT University
Position
  • PhD Student

Publications

Publications (32)
Conference Paper
Full-text available
Sonic Straws is a beverage-based gustosonic system that allows users to experience playful personalized sounds via drinking through straws. The system consists of two straws, a customized lid, and a holder containing a microcontroller. It performs a sensing process via the two straws connected to the microcontroller to sense capacitance, which then...
Conference Paper
Full-text available
Interest in combining interactive play and the human body, using "bodily play" systems, is increasing. While these systems primarily prioritize a player's control over their bodily actions, we see intriguing possibilities in the pursuit of "limited control over the body" as an intriguing design resource for bodily play systems. In this paper, we us...
Article
In the field of human-computer interaction, the term “integration” describes an emergent paradigm in which the human and the computer are tightly coupled. Our previous research has contributed to this paradigm through the design of “bodily integrated” systems, where the human body and the computing machinery are coupled in a way that allows bidirec...
Conference Paper
Full-text available
Prior psychology studies have shown that eating ice cream increases happiness, while human-computer interaction work has shown that interactive technology can enrich the eating experience. We explore the opportunity to combine these two through WeScream!, a playful social gustosonic system we designed-social gustosonic referring to the link between...
Conference Paper
Full-text available
Human-Computer Integration (HInt) is an emerging paradigm in which computational and human systems are closely interwoven. Integrating computers with the human body is not new. however, we believe that with rapid technological advancements, increasing real-world deployments, and growing ethical and societal implications, it is critical to identify...
Preprint
Full-text available
The notion of gustosonic refers to the link between eating actions and listening within a combined multisensory experience. When it comes to designing celebratory technology for eating, i.e. technology that celebrates the experiential and playful aspects of eating, the use of sound has been mostly underexplored. In this paper, we present our work b...
Conference Paper
Full-text available
There is an increasing trend in HCI to combine eating and technology. We highlight the potential of interactive technology to support an experiential perspective on eating, in particular, how interactive technology can support experiencing eating as play. To understanding this, we reflect on four playful interactive eating systems we designed and t...
Conference Paper
Full-text available
There is an increasing trend in utilizing interactive technology for bodily integrations, such as additional limbs and ingestibles. Prior work on bodily integrated systems mostly examined them from a productivity perspective. In this article, we suggest examining this trend also from an experiential, playful perspective, as we believe that these sy...
Article
Full-text available
2020 ACM. Human-Computer Integration (HInt) is an emerging paradigm in which computational and human systems are closely interwoven. Integrating computers with the human body is not new. however, we believe that with rapid technological advancements, increasing real-world deployments, and growing ethical and societal implications, it is critical to...
Conference Paper
An imaging capsule is a pill-shaped device used to record images of the user's gastrointestinal tract. Existing research mainly focuses on the imaging capsule's functional perspective, while its experiential perspective is usually overlooked. To explore this, we introduce a playful system called InsideOut where the player wears an iPad to display t...
Conference Paper
Full-text available
There is an increasing trend that explores the convergence of digital play and eating to support a playful relationship with food. We note that interactive sound, although prevalent in digital game design, has only received limited attention in this trend. To contribute to an understanding of "playful gus-tosonic experiences", we present a design a...
Article
This study concerns the Japanese mobile game Tabi Kaeru (2017), ‘旅かえる’, or Travel Frog as it is known in English. We explore Travel Frog’s astonishing success in China in early 2018 despite no marketing campaign or Chinese localization of this Japanese language game. First outlining the game and its development, we then trace its reception in Chine...
Conference Paper
Full-text available
" Ingestible sensors are pill-like sensors that people swallow mainly for medical purposes. We propose that ingestible sensors also offer unique opportunities to facilitate intriguing bodily experiences in a playful manner. To explore this, we present "HeatCraft", a two-player system that translates the user's body temperature measured by an ingest...
Conference Paper
Full-text available
Recent HCI work on digital games highlighted the advantage for designers to take on a 1 st person perspective on the human body (referring to the phenomenological "lived" body) and a 3 rd person perspective (the material "fleshy" body, similar to looking in the mirror). This is useful when designing bodily play, however, we note that there is not m...
Conference Paper
Full-text available
In this demonstration, we present iScream!, a novel gustosonic experience that generates unique digital sounds as a result of eating ice cream. The system uses capacitive sensing to detect eating actions and based on these actions, it plays out six different playful sounds to facilitate a playful eating experience. Our aim is to support a playful w...
Conference Paper
Full-text available
Ingestible sensors are digital devices that can measure the user's body data after being swallowed and hence have great potential in medical use. Unfortunately, few studies have considered the playful experiences afforded by ingestible sensors. We believe that the use of localised sensations, such as those created by heat, to represent the data mea...
Conference Paper
Full-text available
Ingestible sensors, such as capsule endoscopy and medication monitoring pills, are becoming increasingly popular in the medical domain, yet few studies have considered what experiences may be designed around ingestible sensors. We believe such sensors may create novel bodily experiences for players when it comes to digital games. To explore the pot...
Conference Paper
Full-text available
We note a trend on utilizing interactive technology to extend human capacities through bodily cyborg-like integrations such as artificial limbs and implantables. This trend is often captured by the term "transhumanism", referring to the use of technology to extend human capacities. We find that many transhuman discussions appear to focus on instrum...
Conference Paper
Full-text available
The advancement of sensor technology has provided new opportunities for bodily play and consequently enriched our bodily experiences. The emergence of ingestible sensors supports capturing the user's body data continuously. The intimacy between ingestible sensors and human body also shapes our bodily experiences. My research focuses on utilizing in...
Conference Paper
Full-text available
There is an increasing trend in interaction design to engage with food. We note that most prior work targets instrumental benefits (for example see food tracking apps to manage nutritional intake). In contrast, in this article, we highlight the potential of technology to support eating as a form of play. We reflect on our own work to articulate two...
Conference Paper
Full-text available
Food sounds - sounds that certain foods make during eating through chewing, biting or licking - are key parts of the eating experience. They play an important role in establishing our perception about the palatability of food. We believe interactive technology offers unique opportunities to create novel playful experiences with food by playing with...
Conference Paper
Full-text available
Recent HCI work on digital games highlighted the advantage for designers to take on a 1st person perspective on the human body (referring to the phenomenological "lived" body) and a 3rd person perspective (the material "fleshy" body, similar to looking in the mirror). This is useful when designing bodily play, however, we note that there is not muc...
Conference Paper
Full-text available
We present the "Guts Game", a novel two-player mobile game involving ingestible devices. Our game requires the players to swallow a digital sensor that measures the user's body temperature continuously. Players need to change their body temperature to a certain degree to complete ingame tasks. Points are awarded to players upon completing these tas...
Conference Paper
Full-text available
Interactive devices are increasingly used inside human bodies , such as pace makers and wireless pills. This trend has led to novel experiences with ingestible devices in the field of human-computer interaction on novel experiences people have with ingestible devices. We believe there is a missed opportunity to facilitate innovative game experience...
Conference Paper
Full-text available
Guts Game is a two-player mobile game that uses ingestible sensors to capture players' gut temperature as core game mechanic. It involves changing one's gut temperature to outscore an opponent and to win a race. Unlike most games that are controlled via external controllers, Guts Game makes a novel contribution by using an ingestible sensor, in the...

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Projects

Projects (2)
Archived project
1. Define what is playful eating and understand the playfulness in eating activities. 2. Design and evaluate the playful gustosonic systems. 3. How playful gustosonic experiences can be used as a mediator for eating. 4. Generate design framework of the gustosonic experiences.