Florian 'Floyd' Mueller’s research while affiliated with Monash University (Australia) and other places

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Publications (307)


Figure 1: The main designer engaged with bodily practices. A) Taking an online class of Yoga-Surfing. B) Taking a surf lesson in a wave pool. C) Taking a surf lesson in the ocean.
Figure 2: A) testing a VR headset while getting into a standing platform in a swimming pool. B) Testing the vibration of a haptic actuator while in the water and over the standing platform. C) Thermochromic fabric changes depending on cold and hot water. D) Hydrochromic ink on different materials.
Figure 3: Design Concepts. A) A wearable size-adjustable top. B) A soft-robots in the shape of an octopus.
Figure 5: Electronics prototyping. A) The microcontroller and vibration motors for the wearable top are waterproofed using silicone. B) Complete waterproofing microcontroller and heat pad addition. C) The waterproofed pressure sensor for the soft robot was tested in water. D) The microcontroller and vibration motors for the soft robot were tested in water.
Figure 6: Soft robot prototyping. A) The electronic test on the surfboard on-land. B) Soft robot cover with the shape of an octopus, short tentacles and eyes made with thermochromic fabric, and long tentacles covered with velcro for adjustment to the surfboard C) Soft robot with electronics embedded tested on the surfboard on-land with colour changing activation due to sunlight
Exploring the Design of Playful Devices for Surfing
  • Conference Paper
  • Full-text available

October 2024

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5 Reads

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Nathalie Overdevest

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[...]

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Florian Floyd Mueller
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Why Movement-Based Design!? Exploring Methods and Experiences in MBD

July 2024

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41 Reads

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1 Citation

The rise of movement-based design (MBD) is fuelled by the integration of computer technology into the movement of the everyday. Departing from traditional interface design, MBD prioritizes natural interaction, SportsHCI, and health promotion through physical activity. This paradigm shift has led to innovations in experimental applications and interaction techniques, including exergames, expressivity in interactions and soma-design. Various guidelines and frameworks have been proposed for specific purposes, from sports to virtual reality. This workshop explores participants' experiences and perspectives on MBD, delving into MBD workshop design and reflect on MBD methods and the current move towards MBD methodologies.







Citations (60)


... We see this as the next design wave domain to catch opportunities for innovation in WaterHCI. While HCI practitioners have advanced interactive systems for aquatic activities [32,62,68], outdoor water activities like surfing are less explored. Recognizing the potential for unexplored interactions in all sports [72,86], and the opportunity to enrich surfing's experiential aspect through play, we pose the research question: How can playful interactive technology support the experiential aspects of surfing? ...

Reference:

Exploring the Design of Playful Devices for Surfing
Grand challenges in WaterHCI
  • Citing Conference Paper
  • May 2024

... The integration of technology in dance has its roots in Merce Cunningham's groundbreaking use of 3D computer graphics to create choreography [70,71], as well as the Bauhaus Ballet's influence on applying geometric and mathematical concepts to the human body and movement [8,68,79,81]. Over time, computational choreography [18,19,46,47,53,67,69] has progressed alongside developments in virtual theatre environments [26,29,30], virtual agents and 3D avatars [2,5,7,10,20,22,23,31,52,77], wearable computing [45,56,66,80], motion capture and annotation technologies [11,34,39,57,64,72], human-computer interaction techniques [12,15,21,25,37,40,48,61,84,85], and, more recently, the emergence of generative AI models [13,32,49,50,59,78,82,86]. This research presents an approach to advancing Thai traditional dance through computational choreography. ...

From Plating to Tasting: Towards Understanding the Choreography of Computational Food
  • Citing Conference Paper
  • May 2024

... For example, as individuals age or experience changes in life circumstances, maintaining daily steps goals can become more challenging. However, staying active in different ways other than only taking steps has significant benefits for both physical and mental well-being [7,20]. This shifts the focus from using technologies to support individuals in managing their health to designing technologies to support better those who are already experiencing changes in their lives [10]. ...

Grand Challenges in SportsHCI

... In contrast, to these workshops, we explore how multimodal feedback can support different sports by discussing existing interaction frameworks from (mobile) computing such as glanceable interactions [9], peripheral interactions [2]. Additionally, we will hands-on explore multimodal feedback in sports through "quick and dirty" prototyping, delving into underexplored modalities such as temperature change and smell, and look into technologies such as shape-changing inflatables [24]. ...

PneuMa: Designing Pneumatic Bodily Extensions for Supporting Movement in Everyday Life
  • Citing Conference Paper
  • February 2024

... In particular, he explores how we can develop closed-loop bodily integrations utilising everyday clothes and clothing accessories. He has co-organized the TEI'24 studio "Foot Augmentation 101: Design your own Augmented Experiences" [35] and he is the co-program chair for AHs'24. ...

Foot Augmentation 101: Design your own Augmented Experiences
  • Citing Conference Paper
  • February 2024

... On the contrary, when it comes to food industry, regulatory system and consumer acceptance still delay the progress of PCCs usage. The food market clearly reveals that there are very few examples of PCC-derived products (Obrist et al., 2024). ...

Grand Challenges in Human-Food Interaction
  • Citing Article
  • December 2023

International Journal of Human-Computer Studies

... Researchers and practitioners design and develop new technological advancements for cyclists by augmenting helmets, bicycles, and the environment around them [4, 8, 10, 15-18, 20, 32-35]. Recent works aimed to measure and evaluate subjective experiences [1,3,5,6,9,11,13,19,20,23,27], address safe and potentially realistic bicycle simulators [7,14,22,25,26,37], and even propose self-driving bikes [24,39]. Given the increasing popularity of bicycle research in the HCI community reflected in a high number of previous workshops and cycling events [2,21,30,31,36,38], we believe there is a lot we can learn from these emerging research projects for interaction design regarding cycling for researchers, designers, and practitioners. ...

Taking inspiration from becoming “one with a bike” to design human-computer integration
  • Citing Article
  • November 2023

Human-Computer Interaction

... Virtual environments have appeared in recent years. They serve various purposes due to the enrich experiences, such as digital museums [27,58], education [12], training [25,31], sensory stimulation [44,45], authentication [32], meditation [66], rehabilitation [11], and gaming [8,18,33,71]. For instance, the multimedia community leverages the metaverse as the medium to promote lighting due to the security of the teaching venues and the relevant costs [67]. ...

Auto-Paizo Games: Towards Understanding the Design of Games That Aim to Unify a Player’s Physical Body and the Virtual World

Proceedings of the ACM on Human-Computer Interaction

... Virtual environments have appeared in recent years. They serve various purposes due to the enrich experiences, such as digital museums [27,58], education [12], training [25,31], sensory stimulation [44,45], authentication [32], meditation [66], rehabilitation [11], and gaming [8,18,33,71]. For instance, the multimedia community leverages the metaverse as the medium to promote lighting due to the security of the teaching venues and the relevant costs [67]. ...

Fused Spectatorship: Designing Bodily Experiences Where Spectators Become Players
  • Citing Article
  • October 2023

Proceedings of the ACM on Human-Computer Interaction

... We adopted a soma design process [46,50,55,87], previously successful in other sports [54,61,88] and beneficial in WaterHCI work [64,65], to address this challenge. Soma design considers technological and bodily affordances in the environmental context [69,90], crucial for surfing due to its oceanic setting, where complex interactions occur. ...

Fluito: Towards Understanding the Design of Playful Water Experiences Through an Extended Reality Floatation Tank System

Proceedings of the ACM on Human-Computer Interaction