{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2025,10,1]],"date-time":"2025-10-01T16:00:11Z","timestamp":1759334411885,"version":"build-2065373602"},"publisher-location":"New York, NY, USA","reference-count":30,"publisher":"ACM","content-domain":{"domain":["dl.acm.org"],"crossmark-restriction":true},"short-container-title":[],"published-print":{"date-parts":[[2025,10,13]]},"DOI":"10.1145\/3744736.3749341","type":"proceedings-article","created":{"date-parts":[[2025,9,30]],"date-time":"2025-09-30T07:12:41Z","timestamp":1759216361000},"page":"52-57","update-policy":"https:\/\/doi.org\/10.1145\/crossmark-policy","source":"Crossref","is-referenced-by-count":0,"title":["Designing Embodied AR Games Through PT Movement Logics: A Spectacles-Based Study"],"prefix":"10.1145","author":[{"ORCID":"https:\/\/orcid.org\/0009-0007-7387-2407","authenticated-orcid":false,"given":"Binyan","family":"Xu","sequence":"first","affiliation":[{"name":"Bouv\u00e9 College of Health Sciences, Northeastern University, Boston, Massachusetts, USA"}]},{"ORCID":"https:\/\/orcid.org\/0009-0006-3847-983X","authenticated-orcid":false,"given":"Wei","family":"Wu","sequence":"additional","affiliation":[{"name":"College of Arts, Media and Design, Northeastern University, Boston, Massachusetts, USA"}]},{"ORCID":"https:\/\/orcid.org\/0009-0004-6238-1483","authenticated-orcid":false,"given":"Soonhyeon","family":"Kweon","sequence":"additional","affiliation":[{"name":"Bouv\u00e9 College of Health Sciences, Northeastern University, Boston, Massachusetts, USA"}]},{"ORCID":"https:\/\/orcid.org\/0000-0002-8164-0303","authenticated-orcid":false,"given":"Casper","family":"Harteveld","sequence":"additional","affiliation":[{"name":"College of Arts, Media and Design, Northeastern University, Boston, Massachusetts, USA"}]},{"ORCID":"https:\/\/orcid.org\/0000-0003-4041-3646","authenticated-orcid":false,"given":"Leanne","family":"Chukoskie","sequence":"additional","affiliation":[{"name":"Bouv\u00e9 College of Health Sciences, Northeastern University, Boston, Massachusetts, USA and College of Arts, Media and Design, Northeastern University, Boston, Massachusetts, USA"}]}],"member":"320","published-online":{"date-parts":[[2025,10,13]]},"reference":[{"key":"e_1_3_3_3_2_2","doi-asserted-by":"crossref","unstructured":"Dor Abrahamson and Raquel S\u00e1nchez-Garc\u00eda. 2016. Learning is moving in new ways: The ecological dynamics of mathematics education. Journal of the Learning Sciences 25 2 (2016) 203\u2013239.","DOI":"10.1080\/10508406.2016.1143370"},{"key":"e_1_3_3_3_3_2","doi-asserted-by":"publisher","DOI":"10.1145\/3491102.3517706"},{"key":"e_1_3_3_3_4_2","first-page":"30","volume-title":"Proceedings of the 9th International Conference on Interaction Design and Children","author":"Antle Alissa\u00a0N.","year":"2009","unstructured":"Alissa\u00a0N. Antle. 2009. Embodied child computer interaction: why embodiment matters. In Proceedings of the 9th International Conference on Interaction Design and Children. ACM, New York, NY, USA, 30\u201337."},{"key":"e_1_3_3_3_5_2","doi-asserted-by":"publisher","unstructured":"Alissa\u00a0N. Antle Greg Corness and Milena Droumeva. 2009. What the body knows: Exploring the benefits of embodied metaphors in hybrid physical digital environments. Interacting with Computers 21 1-2 (2009) 66\u201375. 10.1016\/j.intcom.2008.10.005","DOI":"10.1016\/j.intcom.2008.10.005"},{"key":"e_1_3_3_3_6_2","doi-asserted-by":"publisher","unstructured":"Nadia Bianchi-Berthouze. 2012. Understanding the role of body movement in player engagement. Human\u2013Computer Interaction 28 1 (2012) 40\u201375. 10.1080\/07370024.2012.688468","DOI":"10.1080\/07370024.2012.688468"},{"key":"e_1_3_3_3_7_2","doi-asserted-by":"publisher","unstructured":"F. Cary O. Postolache and P.\u00a0S. Girao. 2020. Kinect based system and serious game motivating approach for physiotherapy assessment and remote session monitoring. International Journal on Smart Sensing and Intelligent Systems 7 5 (2020) 1\u20136. 10.21307\/ijssis-2019-131","DOI":"10.21307\/ijssis-2019-131"},{"key":"e_1_3_3_3_8_2","doi-asserted-by":"crossref","unstructured":"Francesco Cerritelli Maria Chiera Maria Abbro Valerio Megale Jorge Esteves Alberto Gallace and Andrea Manzotti. 2021. The challenges and perspectives of the integration between virtual and augmented reality and manual therapies. Frontiers in Neurology 12 (2021) 700211.","DOI":"10.3389\/fneur.2021.700211"},{"key":"e_1_3_3_3_9_2","doi-asserted-by":"crossref","unstructured":"Monica Chiu Elena Tochilnikova and Casper Harteveld. 2024. From Novelty to Clinical Practice: Exploring VR Exergames with Physical Therapists. Proceedings of the ACM on Human-Computer Interaction 8 CHI PLAY (2024) 1\u201329.","DOI":"10.1145\/3677068"},{"key":"e_1_3_3_3_10_2","doi-asserted-by":"publisher","unstructured":"H. Choi E. Chung and B. Lee. 2013. The effects of augmented reality-based Otago exercise on balance gait and falls efficacy of elderly women. Journal of Physical Therapy Science 25 7 (2013) 797\u2013801. 10.1589\/jpts.25.797","DOI":"10.1589\/jpts.25.797"},{"key":"e_1_3_3_3_11_2","doi-asserted-by":"publisher","unstructured":"C. Colomer R. Llorens E. No\u00e9 and M. Alca\u00f1iz. 2016. Effect of a mixed reality-based intervention on arm hand and finger function in chronic stroke. Journal of NeuroEngineering and Rehabilitation 13 1 (2016) 45. 10.1186\/s12984-016-0153-6","DOI":"10.1186\/s12984-016-0153-6"},{"key":"e_1_3_3_3_12_2","doi-asserted-by":"publisher","DOI":"10.7551\/mitpress\/7221.001.0001"},{"key":"e_1_3_3_3_13_2","unstructured":"Google. 2013. Google Glass (Explorer Edition). Available at https:\/\/www.google.com\/glass\/ (discontinued)."},{"key":"e_1_3_3_3_14_2","unstructured":"Snap Inc.2023. Snap Spectacles (AR 2023). Available at https:\/\/www.spectacles.com\/."},{"key":"e_1_3_3_3_15_2","doi-asserted-by":"publisher","unstructured":"Katherine Isbister and Florian\u00a0\u201cFloyd\u201d Mueller. 2015. Guidelines for the design of movement-based games and their relevance to HCI. Human\u2013Computer Interaction 30 3\u20134 (2015) 366\u2013399. 10.1080\/07370024.2014.996647","DOI":"10.1080\/07370024.2014.996647"},{"key":"e_1_3_3_3_16_2","doi-asserted-by":"publisher","unstructured":"S. Janssen J. de\u00a0Ruyter\u00a0van Steveninck H.\u00a0S. Salim H.\u00a0M. Cockx B.\u00a0R. Bloem T. Heida and R.\u00a0J. van Wezel. 2020. The effects of augmented reality visual cues on turning in place in Parkinson\u2019s disease patients with freezing of gait. Frontiers in Neurology 11 (2020) 185. 10.3389\/fneur.2020.00185","DOI":"10.3389\/fneur.2020.00185"},{"key":"e_1_3_3_3_17_2","doi-asserted-by":"publisher","unstructured":"S. Jeon and J. Kim. 2020. Effects of augmented-reality-based exercise on muscle parameters physical performance and exercise self-efficacy for older adults. International Journal of Environmental Research and Public Health 17 9 (2020) 3260. 10.3390\/ijerph17093260","DOI":"10.3390\/ijerph17093260"},{"key":"e_1_3_3_3_18_2","doi-asserted-by":"publisher","unstructured":"Mina\u00a0C. Johnson-Glenberg. 2018. Immersive VR and education: Embodied design principles that include gesture and hand controls. Frontiers in Robotics and AI 5 (2018) 81. 10.3389\/frobt.2018.00081","DOI":"10.3389\/frobt.2018.00081"},{"key":"e_1_3_3_3_19_2","doi-asserted-by":"publisher","unstructured":"I. Kim and B. Lee. 2012. Effects of augmented reality with functional electric stimulation on muscle strength balance and gait of stroke patients. Journal of Physical Therapy Science 24 8 (2012) 755\u2013762. 10.1589\/jpts.24.755","DOI":"10.1589\/jpts.24.755"},{"key":"e_1_3_3_3_20_2","doi-asserted-by":"publisher","unstructured":"J. Ku Y. Kim S. Cho T. Lim H. Lee and Y. Kang. 2019. Three-dimensional augmented reality system for balance and mobility rehabilitation in the elderly: a randomized controlled trial. Cyberpsychology Behavior and Social Networking 22 2 (2019) 132\u2013141. 10.1089\/cyber.2018.0261","DOI":"10.1089\/cyber.2018.0261"},{"key":"e_1_3_3_3_21_2","doi-asserted-by":"publisher","unstructured":"Robb Lindgren and Mina Johnson-Glenberg. 2013. Emboldened by embodiment: Six precepts for research on embodied learning and mixed reality. Educational Researcher 42 8 (2013) 445\u2013452. 10.3102\/0013189X13511661","DOI":"10.3102\/0013189X13511661"},{"key":"e_1_3_3_3_22_2","unstructured":"Meta. 2024. Meta Quest Orion Glasses. https:\/\/www.meta.com\/emerging-tech\/orion\/?srsltid=AfmBOooG6UbsDY961qh-xMPWaL-bhObU004CHoc3BBsCxIpqRD_hFlK1. Accessed July 2025."},{"key":"e_1_3_3_3_23_2","doi-asserted-by":"publisher","DOI":"10.1109\/ISMAR-Adjunct57072.2022.00120"},{"key":"e_1_3_3_3_24_2","doi-asserted-by":"publisher","unstructured":"Francisco Navarro-Lozano Patrizio Kiper Carmen Carmona-P\u00e9rez Stanislaw Rutkowski Elena Pinero-Pinto and Carlos Luque-Moreno. 2022. Effects of non-immersive virtual reality and video games on walking speed in Parkinson disease: a systematic review and meta-analysis. Journal of Clinical Medicine 11 22 (2022) 6610. 10.3390\/jcm11226610","DOI":"10.3390\/jcm11226610"},{"key":"e_1_3_3_3_25_2","doi-asserted-by":"crossref","unstructured":"Caleb Phillips Matthew Klarkowski Julian Frommel Carl Gutwin and Regan\u00a0L. Mandryk. 2021. Identifying commercial games with therapeutic potential through a content analysis of steam reviews. Proceedings of the ACM on Human-Computer Interaction 5 CHI PLAY (2021) 1\u201321.","DOI":"10.1145\/3474682"},{"key":"e_1_3_3_3_26_2","doi-asserted-by":"publisher","DOI":"10.1007\/978-3-030-71221-1_8"},{"key":"e_1_3_3_3_27_2","doi-asserted-by":"crossref","unstructured":"David Putrino Hayden Zanders Tyler Hamilton Ariella Rykman Peter Lee and David\u00a0J Edwards. 2017. Patient engagement is related to impairment reduction during digital game-based therapy in stroke. Games for health journal 6 5 (2017) 295\u2013302.","DOI":"10.1089\/g4h.2016.0108"},{"key":"e_1_3_3_3_28_2","doi-asserted-by":"publisher","unstructured":"O.R. Stalheim and H.M. Somby. 2024. An Embodied Perspective on an Augmented Reality Game in School: Pupil\u2019s Bodily Experience Toward Learning. Smart Learning Environments 11 24 (2024) 1\u201321. 10.1186\/s40561-024-00308-7","DOI":"10.1186\/s40561-024-00308-7"},{"key":"e_1_3_3_3_29_2","doi-asserted-by":"publisher","DOI":"10.1145\/3313831.3376430"},{"key":"e_1_3_3_3_30_2","doi-asserted-by":"crossref","unstructured":"Wubishet\u00a0A. Taye. 2024. A Review of the Evolution and Advancements of Neurological Physical Therapy. Journal of Biomedical and Sustainable Healthcare Applications 4 1 (2024) 63\u201372.","DOI":"10.53759\/0088\/JBSHA20240407"},{"key":"e_1_3_3_3_31_2","doi-asserted-by":"publisher","unstructured":"Rhiannon\u00a0M. Williams Kiana Alikhademi Elizabeth Drobina Juan\u00a0E. Gilbert and Timothy Sutor. 2019. Augmented Reality for Rehabilitative Therapy: Patient Experiences and Practitioner Perspectives. Proceedings of the Human Factors and Ergonomics Society Annual Meeting 63 1 (2019) 748\u2013752. 10.1177\/1071181319631140","DOI":"10.1177\/1071181319631140"}],"event":{"name":"CHI PLAY '25: The Annual Symposium on Computer-Human Interaction in Play","sponsor":["SIGCHI ACM Special Interest Group on Computer-Human Interaction"],"location":"Pittsburgh USA","acronym":"CHI PLAY Companion '25"},"container-title":["Companion Proceedings of the Annual Symposium on Computer-Human Interaction in Play"],"original-title":[],"link":[{"URL":"https:\/\/dl.acm.org\/doi\/pdf\/10.1145\/3744736.3749341","content-type":"unspecified","content-version":"vor","intended-application":"similarity-checking"}],"deposited":{"date-parts":[[2025,9,30]],"date-time":"2025-09-30T15:47:19Z","timestamp":1759247239000},"score":1,"resource":{"primary":{"URL":"https:\/\/dl.acm.org\/doi\/10.1145\/3744736.3749341"}},"subtitle":[],"short-title":[],"issued":{"date-parts":[[2025,10,13]]},"references-count":30,"alternative-id":["10.1145\/3744736.3749341","10.1145\/3744736"],"URL":"https:\/\/doi.org\/10.1145\/3744736.3749341","relation":{},"subject":[],"published":{"date-parts":[[2025,10,13]]},"assertion":[{"value":"2025-10-13","order":3,"name":"published","label":"Published","group":{"name":"publication_history","label":"Publication History"}}]}}