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RowSim: Designing and Evaluating Ambient Interaction in Mixed-Reality Rowing

The Thesis is the archival argument, tables, and numbered bibliography. This edition is the companion: short ledes, exhibits, and the same anonymous P1–P17 sessions. It cites the same works.

Repository verifiedStudy completed · N=17

Works cited

The same numbers as the Thesis.

[Th.] · ThesisThe archival argument. Every chapter.

Evidence policy

The same bibliography as the Thesis.

Chapter notes use the numbered works from the Thesis. Locators such as ch. 4–5 name chapters of that argument.

Read the study

Thesis chapters, on this site

From the floor to the study.

Eight interactive chapters. The study chapter is the reading of Chapters 4–5; discussion and future work follow the later argument in the Thesis.

Selected bibliography

Works this edition actually cites, in thesis-bibliography order. The full list lives in the Thesis.

  1. [Th.]

    Arsh Shah (2026).

    RowSim: Designing and Evaluating Ambient Interaction in Mixed-Reality Rowing.

    Master’s thesis, Dalhousie University, Halifax, NS.

    hdl.handle.net/10222/86331PDF

  2. [004]

    Apple Inc. (2024).

    Metal: Documentation and programming guide.

    Apple Developer Documentation.

    Link

  3. [009]

    Saskia Bakker, Elise van den Hoven, and Berry Eggen (2015).

    Peripheral interaction: characteristics and considerations.

    Personal and Ubiquitous Computing, 19, 239–254.

    doi:10.1007/s00779-014-0775-2

  4. [013]

    Oliver Bimber and Ramesh Raskar (2005).

    Spatial Augmented Reality: Merging Real and Virtual Worlds.

    A K Peters / CRC Press.

  5. [019]

    Virginia Braun and Victoria Clarke (2019).

    Reflecting on reflexive thematic analysis.

    Qualitative Research in Sport, Exercise and Health, 11(4), 589–597.

    doi:10.1080/2159676x.2019.1628806

  6. [022]

    Robert Bridson (2015).

    Fluid Simulation for Computer Graphics.

    CRC Press, 2nd edition.

  7. [025]

    William Buxton (1995).

    Integrating the periphery and context: A new model of telematics.

    Proceedings of Graphics Interface ’95, pp. 239–246.

  8. [031]

    Keenan Crane, Ignacio Llamas, and Sarah Tariq (2007).

    Real-time simulation and rendering of 3D fluids.

    GPU Gems 3, ch. 30. Addison-Wesley.

  9. [033]

    Mihaly Csikszentmihalyi (1990).

    Flow: The Psychology of Optimal Experience.

    Harper & Row.

  10. [036]

    Edsger W. Dijkstra (1972).

    The humble programmer.

    Communications of the ACM, 15(10), 859–866.

    doi:10.1145/355604.361591

  11. [040]

    Paul Dourish (2004).

    Where the Action Is: The Foundations of Embodied Interaction.

    MIT Press.

  12. [042]

    Anthony Dunne and Fiona Raby (2013).

    Speculative Everything: Design, Fiction, and Social Dreaming.

    MIT Press.

  13. [043]

    Ronald Fedkiw, Jos Stam, and Henrik Wann Jensen (2001).

    Visual simulation of smoke.

    Proceedings of SIGGRAPH 2001. ACM.

    doi:10.1145/383259.383260

  14. [047]

    William W. Gaver, Jacob Beaver, and Steve Benford (2003).

    Ambiguity as a resource for design.

    Proceedings of CHI 2003, pp. 233–240. ACM.

    doi:10.1145/642611.642653

  15. [048]

    James J. Gibson (1979).

    The Ecological Approach to Visual Perception.

    Houghton Mifflin.

  16. [056]

    Marc Hassenzahl (2008).

    User experience (UX): towards an experiential perspective on product quality.

    Proceedings of IHM ’08, pp. 11–15. ACM.

    doi:10.1145/1512714.1512717

  17. [062]

    Kristina Höök (2018).

    Designing with the Body: Somaesthetic Interaction Design.

    MIT Press.

  18. [064]

    Katherine Isbister, Kristina Höök, Jarmo Laaksolahti, and Michael Sharp (2007).

    The sensual evaluation instrument: Developing a trans-cultural self-report measure of affect.

    International Journal of Human-Computer Studies, 65(4), 315–328.

    doi:10.1016/j.ijhcs.2006.11.017

  19. [081]

    Paul Milgram and Fumio Kishino (1994).

    A taxonomy of mixed reality visual displays.

    IEICE Transactions on Information and Systems, E77-D(12), 1321–1329.

  20. [082]

    John McCarthy and Peter Wright (2004).

    Technology as Experience.

    MIT Press.

  21. [089]

    Heather L. O’Brien, Paul Cairns, and Mark Hall (2018).

    A practical approach to measuring user engagement with the refined user engagement scale (UES) and new UES short form.

    International Journal of Human-Computer Studies, 112, 28–39.

    doi:10.1016/j.ijhcs.2018.01.004

  22. [089]

    Thomas Nagel (1974).

    What is it like to be a bat?.

    The Philosophical Review, 83(4), 435–450.

    doi:10.2307/2183914

  23. [094]

    Michael Polanyi (1966).

    The Tacit Dimension.

    Doubleday.

  24. [096]

    Zachary Pousman and John Stasko (2006).

    A taxonomy of ambient information systems: four patterns of design.

    Proceedings of AVI 2006, pp. 67–74.

    doi:10.1145/1133265.1133277

  25. [097]

    Ramesh Raskar, Greg Welch, Matt Cutts, Adam Lake, Lev Stesin, and Henry Fuchs (1998).

    The office of the future: a unified approach to image-based modeling and spatially immersive displays.

    Proceedings of SIGGRAPH ’98, pp. 179–188. ACM.

    doi:10.1145/280814.280861

  26. [110]

    Richard M. Smith and Warwick L. Spinks (1995).

    Discriminant analysis of biomechanical differences between novice, good and elite rowers.

    Journal of Sports Sciences, 13(5), 377–385.

    doi:10.1080/02640419508732253

  27. [113]

    Jos Stam (1999).

    Stable fluids.

    Proceedings of SIGGRAPH ’99, pp. 121–128. ACM.

    doi:10.1145/311535.311548

  28. [114]

    Jos Stam (2003).

    Real-time fluid dynamics for games.

    Game Developers Conference (GDC).

  29. [116]

    John Steinhoff and David Underhill (1994).

    Modification of the Euler equations for “vorticity confinement”.

    Physics of Fluids, 6(8), 2738–2744.

    doi:10.1063/1.868164

  30. [127]

    Mark Weiser (1991).

    The computer for the 21st century.

    Scientific American, 265(3), 94–104.

    doi:10.1038/scientificamerican0991-94

  31. [128]

    William H. Warren (2006).

    The dynamics of perception and action.

    Psychological Review, 113(2), 358–389.

    doi:10.1037/0033-295x.113.2.358

  32. [128]

    Mark Weiser and John Seely Brown (1996).

    Designing calm technology.

    Technical report, Xerox PARC.

  33. [130]

    Craig Wisneski, Hiroshi Ishii, Andrew Dahley, Matt Gorbet, Scott Brave, Brygg Ullmer, and Paul Yarin (1998).

    Ambient displays: Turning architectural space into an interface between people and digital information.

    Cooperative Buildings (CoBuild ’98). Springer.

    doi:10.1007/3-540-69706-3_4

  34. [131]

    David Wessel and Matthew Wright (2002).

    Problems and prospects for intimate musical control of computers.

    Computer Music Journal, 26(3), 11–22.

    doi:10.1162/014892602320582945

  35. [136]

    Gabriele Wulf (2013).

    Attentional focus and motor learning: a review of 15 years.

    International Review of Sport and Exercise Psychology, 6, 77–104.

    doi:10.1080/1750984x.2012.723728

  36. [138]

    John Zimmerman, Jodi Forlizzi, and Shelley Evenson (2007).

    Research through design as a method for interaction design research in HCI.

    Proceedings of CHI 2007. ACM.

    doi:10.1145/1240624.1240704