Aryan Saini

Aryan Saini

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Aryan Saini

Exertion Games Lab, Department of Human-Centred Computing, Monash University, Melbourne, Victoria, Australia

Research Focus & Metrics

Academic Career Length

5Years (2022-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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29 September 2023 in Proceedings of the ACM on Human-Computer Interaction
Verified
Journal Article
Open access
RPRakesh Patibanda
Rakesh Patibanda
ASAryan Saini
Aryan Saini
NONathalie Overdevest
Nathalie Overdevest
MVMaria Fernanda Montoya Vega
Maria Fernanda Montoya Vega
XLXiang Li
Xiang Li
FMFlorian ‘fLoyd’ Mueller
Florian ‘fLoyd’ Mueller
Spectating digital games can be exciting. However, due to its vicarious nature, spectators often wish to engage in the gameplay beyond just watching and cheering. To blur the boundaries between spectators and players, we propose a novel approach called "Fused Spectatorship", where spectators watch their hands play games by loaning bodily control to a computational Electrical Muscle Stimulation (EMS) system. To showcase this concept, we designed three games where spectators loan control over both their hands to the EMS system and watch them play these competitive and collaborative games. A study with 12 participants suggested that participants could not distinguish if they were watching their hands play, or if they were playing the games themselves. We used our results to articulate four spectator experience themes and four fused spectator types, the behaviours they elicited and offer one design consideration to support each of these behaviours. We also discuss the ethical design considerations of our approach to help game designers create future fused spectatorship experiences.

29 September 2023 in Proceedings of the ACM on Human-Computer Interaction
Verified
Journal Article
Open access
RPRakesh Patibanda
Rakesh Patibanda
CHChris Hill
Chris Hill
ASAryan Saini
Aryan Saini
XLXiang Li
Xiang Li
YCYuzheng Chen
Yuzheng Chen
FMFlorian ‘Floyd’ Mueller
Florian ‘Floyd’ Mueller
Most digital bodily games focus on the body as they use movement as input. However, they also draw the player’s focus away from the body as the output occurs on visual displays, creating a divide between the physical body and the virtual world. We propose a novel approach – the "Body as a Play Material" – where a player uses their body as both input and output to unify the physical body and the virtual world. To showcase this approach, we designed three games where a player uses one of their hands (input) to play against the other hand (output) by loaning control over its movements to an Electrical Muscle Stimulation (EMS) system. We conducted a thematic analysis on the data obtained from a field study with 12 participants to articulate four player experience themes. We discuss our results about how participants appreciated the engagement with the variety of bodily movements for play and the ambiguity of using their body as a play material. Ultimately, our work aims to unify the physical body and the virtual world.

10 July 2023
Verified
Conference Paper
Open access
JDJialin Deng
Jialin Deng
HYHumphrey Yang
Humphrey Yang
ASAryan Saini
Aryan Saini
UGUrs Dominic Gaudenz
Urs Dominic Gaudenz
Lining YaoLining Yao
Lining Yao
FMFlorian ‘fLoyd’ Mueller
Florian ‘fLoyd’ Mueller
Contemporary human-food interaction design is often a technology-driven endeavor in which food's materiality has been largely underexplored. Building on the concept of “computational food”, this paper explores the design of food as a material realization of computation through a material-centered approach. We engaged with a “Research through Design” exploration by designing a computational food system called “Dancing Delicacies”, which enables food items to be “programmed” and “reconfigured” within dynamic trajectories. Our practice led to a design framework resulting in four original dish designs. Our dishes aim to illustrate the richness of this new design space for computational food. Furthermore, through engaging with expert practitioners from the hospitality industry, we provide a first account of understanding the design of computational food for dynamic dining trajectories and its speculative use contexts in the industry. With this work, we hope to inspire researchers and designers to envision a new future of human-food interaction.

10 July 2023
Verified
Conference Paper
Open access
NONathalie Overdevest
Nathalie Overdevest
RPRakesh Patibanda
Rakesh Patibanda
ASAryan Saini
Aryan Saini
EHElise Van Den Hoven
Elise Van Den Hoven
FMFlorian ‘fLoyd’ Mueller
Florian ‘fLoyd’ Mueller
Our bodies play an important part in our remembering practices, for example when we can remember passwords by typing, even if we cannot verbalise them. An increasing number of technologies are being developed to support remembering. However, so far, they seem to have not taken the opportunity yet to support remembering through bodily movements. To better understand how to design for such embodied remembering, we conducted a diary study with 12 participants who recorded their embodied remembering experiences in everyday life over a three-week period. Our thematic analysis of the diaries and interviews led to the creation of a framework that helps understand embodied remembering experiences (ERXs) based on the level of skilled and conscious movements used. We describe how this ERX framework could help with the design of technologies to support embodied remembering.

11 February 2024
Verified
Conference Paper
Open access
ASAryan Saini
Aryan Saini
RPRakesh Patibanda
Rakesh Patibanda
NONathalie Overdevest
Nathalie Overdevest
EHElise Van Den Hoven
Elise Van Den Hoven
FMFlorian ‘fLoyd’ Mueller
Florian ‘fLoyd’ Mueller
Prior research around the design of interactive systems has highlighted the benefits of supporting embodiment in everyday life. This resulted in the creation of body-centric systems that leverage movement. However, these advances supporting movement in everyday life, aligning with the embodiment theory, so far focused on sensing movement as opposed to facilitating movement. We present PneuMa, a novel wearable system that can facilitate movement in everyday life through pneumatic-based bodily extensions. We showcase the system through three examples: "Pardon?", moving the ear forward; "Greetings", moving a hand towards the "Bye-bye" gesture; "Take a break", moving the hands away from the keyboard, enabling the bodily extensions that support movement in everyday life. From the thematic analysis of a field study with 12 participants, we identified three themes: bodily awareness, Perception of the scenarios, and anticipating movement. We discuss our findings in relation to prior research around bodily extensions and embodied interaction to provide strategies to design bodily extensions that support movement in everyday life. Ultimately, we hope that our work helps more people profit from the benefits of everyday movement support.

1 July 2024
Verified
Conference Paper
Open access
RPRakesh Patibanda
Rakesh Patibanda
NONathalie Overdevest
Nathalie Overdevest
SNShreyas Nisal
Shreyas Nisal
ASAryan Saini
Aryan Saini
DEDon Samitha Elvitigala
Don Samitha Elvitigala
FMFlorian 'FLoyd' Mueller
Florian 'FLoyd' Mueller
Traditional games like "Tag" rely on shared control via inter-body interactions (IBIs) – touching, pushing, and pulling – that foster emotional and social connection. Digital games largely limit IBIs, with players using their bodies as input to control virtual avatars instead. Our “Shared Bodily Fusion” approach addresses this by fusing players’ bodies through a mediating computer, creating a shared input and output system. We demonstrate this approach with "Hidden Touch", a game where a novel social electrical muscle stimulation system transforms touch (input) into muscle actuations (output), facilitating IBIs. Through a study (n=27), we identified three player experience themes. Informed by these findings and our design process, we mapped their trajectories across our three experiential spaces – threshold, tolerance, and precision – which collectively form our design framework. This framework facilitates the creation of future digital games where IBIs are intrinsic, ultimately promoting the many benefits of social play.