In our design-research studies, we aim to persuade teenagers to engage in playful moments of casual activity. In this article, we present one explorative prototype: walk-of-fame, a multimedia installation that creates virtual avatars in a corridor, depending on the walking style of passers-by. We intend to create playful active moments throughout the day, independent of time or location, supported by mobile and ambient technologies.
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H. L. Chulani (1977) studied this question.
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