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We explore whole-body interaction with <i>Tweetris</i>, a game where two players competitively race to form Tetris shapes (tetrominos) with their body. We debuted Tweetris at an all-night, public art event, collecting 6000 winning body shapes made by more than 270 players. Tweetris employs a novel form of interaction cue we call a <i>discretized(More)
Limber, in its current iteration, is a vision-based application that introduces gamification into the workplace. This ongoing effort to incentivize good posture, and regular body movements implements several changes to include; full body stretches (figure 2), team gaming elements, and an ambient display (figure 1). With increased intra and inter team(More)
Limber is an office "exergame" aimed at incentivizing regular body movement and good posture. In this paper we describe our progression in design and implementation from a wearable system targeting repetitive stress injury to the back, wrist and neck, to our current vision-based system focused on posture, gross motor mobility and whole body stretches. We(More)
We demonstrate a computational method to predict the clinical phenotypes of a patient from raw metagenomic sequence read data. We compared two state of the art programs for annotating the sequence data, UCLUST and Kraken, and using their output for feature generation. We apply these programs to a set of over 1.3 million reads from 904 patients, some of whom(More)
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