80 6 DesigningBlended Reality Spaces where there is no obvious tool – say, a running game – if the game player feels uphill resistance, wind movement, and so on, as physical forces, then tangibility will have been achieved and a high degree of presence can be expected. The similarity of the virtual representation to the person playing the game strongly affected self-presence, but did not affect presence. Ratan et al. (2007)have alsofoundthatparticipantswhousedaMiidissimilartothemselvesreportedsignifi- cantlyless self-presencethan participantswho used aMii similar to themselves,and that feelings of presence were unaffected by character assignment. In fact, presence and self-presence appear to be quite unrelated phenomena. The latter may be more important for social presence than individual presence, which suggests a tension in providingfor both – but also gives hints for a nuanced approach to design. The results have contributed to the design and implementation of strategic combinations of tools, perspectives and avatars for other application scenarios, for example in a design approach to developing free movement based interactions for motor rehabilitation (see below) as well as blended reality spaces for collaboration betweenhospitals, care organizationsand the home. Physiotherapy for Children The approach and findings from experiments with blended reality games as described above can be applied to the development of many HCI designs that inte- grate reality-based touch and force feedback technique into a media environment, most obviously for sports and other training and such medical application areas as remote motor rehabilitation, remote therapy for mental health disabilities, and also collaborativecaremanagementforprofessionalstaff.Hereweconsiderthedesignof blendedreality spaces for the rehabilitation of children with sensorimotor disorders as an illustrative example. Duringtheperiodofachildren’srehabilitationathis/herhome,professionalsand the children already routinely meet via the Internet to discuss the current progress, next collaborative steps and plans for the future. Various crucial decisions are made onthebasisofthesecollaborations.Butcurrently,nosatisfactorytoolsexisttoassist in making the right decision, no visualizations or other media representations are brought to assist in these healthcare collaborations. One potential approach is to design and develop intrinsic information devices of various kinds and which also functionas multi-sensoryinteractiondevicesthatcanbe usedincombinationwithin acomputerizedcommunicationenvironment(Fig.6.3).Inthisblendedrealityspace, tangibleinteractionobjectswouldbeusedinfourdifferentroles:(i)asinputdevices, (ii) as user representations, (iii) as system agents, and (iv) as characters in the collaboration. The tangible objects help to create a sense of shared reality between users in different physical places. Three ways of enhancing immersive and tangible presence in blended reality space can be considered: Active participation, natural flow of action,andembodied interaction (Waterworth and Riva 2014):
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