Arsh Shah (2026)
RowSim: Designing and Evaluating Ambient Interaction in Mixed-Reality Rowing.
Master’s thesis, Dalhousie University, Halifax, NS.
HomeTHESIS & SOURCES / 2026
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.
Works cited
[Th.] · ThesisThe archival argument. Every chapter.
Evidence policy
Chapter notes use the numbered works from the Thesis. Locators such as ch. 4–5 name chapters of that argument.
Read the studyThesis chapters, on this site
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.
RowSim: Designing and Evaluating Ambient Interaction in Mixed-Reality Rowing.
Master’s thesis, Dalhousie University, Halifax, NS.
Metal: Documentation and programming guide.
Apple Developer Documentation.
Peripheral interaction: characteristics and considerations.
Personal and Ubiquitous Computing, 19, 239–254.
Spatial Augmented Reality: Merging Real and Virtual Worlds.
A K Peters / CRC Press.
Reflecting on reflexive thematic analysis.
Qualitative Research in Sport, Exercise and Health, 11(4), 589–597.
Fluid Simulation for Computer Graphics.
CRC Press, 2nd edition.
Integrating the periphery and context: A new model of telematics.
Proceedings of Graphics Interface ’95, pp. 239–246.
Real-time simulation and rendering of 3D fluids.
GPU Gems 3, ch. 30. Addison-Wesley.
Flow: The Psychology of Optimal Experience.
Harper & Row.
The humble programmer.
Communications of the ACM, 15(10), 859–866.
Where the Action Is: The Foundations of Embodied Interaction.
MIT Press.
Speculative Everything: Design, Fiction, and Social Dreaming.
MIT Press.
Visual simulation of smoke.
Proceedings of SIGGRAPH 2001. ACM.
Ambiguity as a resource for design.
Proceedings of CHI 2003, pp. 233–240. ACM.
The Ecological Approach to Visual Perception.
Houghton Mifflin.
User experience (UX): towards an experiential perspective on product quality.
Proceedings of IHM ’08, pp. 11–15. ACM.
Designing with the Body: Somaesthetic Interaction Design.
MIT Press.
The sensual evaluation instrument: Developing a trans-cultural self-report measure of affect.
International Journal of Human-Computer Studies, 65(4), 315–328.
A taxonomy of mixed reality visual displays.
IEICE Transactions on Information and Systems, E77-D(12), 1321–1329.
Technology as Experience.
MIT Press.
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.
What is it like to be a bat?.
The Philosophical Review, 83(4), 435–450.
The Tacit Dimension.
Doubleday.
A taxonomy of ambient information systems: four patterns of design.
Proceedings of AVI 2006, pp. 67–74.
The office of the future: a unified approach to image-based modeling and spatially immersive displays.
Proceedings of SIGGRAPH ’98, pp. 179–188. ACM.
Discriminant analysis of biomechanical differences between novice, good and elite rowers.
Journal of Sports Sciences, 13(5), 377–385.
Stable fluids.
Proceedings of SIGGRAPH ’99, pp. 121–128. ACM.
Real-time fluid dynamics for games.
Game Developers Conference (GDC).
Modification of the Euler equations for “vorticity confinement”.
Physics of Fluids, 6(8), 2738–2744.
The computer for the 21st century.
Scientific American, 265(3), 94–104.
The dynamics of perception and action.
Psychological Review, 113(2), 358–389.
Designing calm technology.
Technical report, Xerox PARC.
Ambient displays: Turning architectural space into an interface between people and digital information.
Cooperative Buildings (CoBuild ’98). Springer.
Problems and prospects for intimate musical control of computers.
Computer Music Journal, 26(3), 11–22.
Attentional focus and motor learning: a review of 15 years.
International Review of Sport and Exercise Psychology, 6, 77–104.
Research through design as a method for interaction design research in HCI.
Proceedings of CHI 2007. ACM.