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Träfflista för sökning "WFRF:(Woźniak Paweł W. 1988) "

Sökning: WFRF:(Woźniak Paweł W. 1988)

  • Resultat 1-10 av 42
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1.
  • Wozniak, Mikolaj, et al. (författare)
  • Gapeau: Enhancing the Sense of Distance to Others with a Head-Mounted Sensor
  • 2022
  • Ingår i: ACM International Conference Proceeding Series. - New York, NY, USA : ACM.
  • Konferensbidrag (refereegranskat)abstract
    • Human perception lacks the capabilities to accurately assess distance. The recent Covid-19 pandemic outbreak rendered this ability particularly important. Augmenting our sense of distance can help maintain safe separation from others when required. To explore how systems can help users maintain physical distance, we designed, implemented and evaluated Gapeau - a head-mounted system for augmenting the sense of distance. Our system uses proximity sensors and thermal sensing to detect and measure the distance to other people. We conducted a validation protocol, an experiment, in which we compared different feedback modalities, and an in-the-wild study to evaluate Gapeau's performance and suitability for use in social contexts. We found that our system enabled users to more accurately determine whether they were maintaining a safe distance from others. Vibration and auditory feedback were found most effective and usable. Gapeau was perceived as socially acceptable. Our work contributes insights for augmented sensing systems with social relevance.
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2.
  • Adamkiewicz, Krzysztof, et al. (författare)
  • Screenless Interactive Tabletop Gaming with Capacitive Surface Sensing
  • 2024
  • Ingår i: Conference on Human Factors in Computing Systems - Proceedings.
  • Konferensbidrag (refereegranskat)abstract
    • Many interactive systems that support tabletop games either augment the experience with additional elements or transform game components into digital counterparts, e.g., using mixed reality. However, as many users prefer tangible game elements, digital augmentations can disrupt the immersion they seek to enhance, often due to the complexity of the hardware used. Responding to this challenge, we designed a screenless interactive tabletop system with capacitive sensing. The system is suitable for novice players and provides automatic score-keeping. Our method eliminates the need for external sensors and retains all original game pieces intact. We evaluated our system in a study with a forest planting game (n = 20). Gameplay with our system exhibited shorter turn duration, and participants adopted more effective strategies than in traditional gameplay. These results underscore the potential of screenless interactive tabletops to amplify the gaming experience without causing distractions.
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3.
  • Adikharla, Vamsi Kiran, et al. (författare)
  • HoloLeap: Towards efficient 3D object manipulation on light field displays
  • 2014
  • Ingår i: SUI 2014 - Proceedings of the 2nd ACM Symposium on Spatial User Interaction. - New York, NY, USA : ACM. ; , s. 158-
  • Konferensbidrag (refereegranskat)abstract
    • We present HoloLeap, which uses a Leap Motion controller for 3D model manipulation on a light field display (LFD). Like autostereo displays, LFDs support glasses-free 3D viewing. Unlike autostereo displays, LFDs automatically accommodate multiple viewpoints without the need of additional tracking equipment. We describe a gesture-based object manipulation that enables manipulation of 3D objects with 7DOFs by leveraging natural and familiar gestures. We provide an overview of research questions aimed at optimizing gestural input on light field displays.
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4.
  • Bentvelzen, Marit, et al. (författare)
  • Designing Reflective Derived Metrics for Fitness Trackers
  • 2023
  • Ingår i: Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies. - : Association for Computing Machinery (ACM). - 2474-9567. ; 6:4
  • Tidskriftsartikel (refereegranskat)abstract
    • Personal tracking devices are equipped with more and more sensors and offer an ever-increasing level of accuracy. Yet, this comes at the cost of increased complexity. To deal with that problem, fitness trackers use derived metrics - -scores calculated based on sensor data, e.g. a stress score. This means that part of the agency in interpreting health data is transferred from the user to the tracker. In this paper, we investigate the consequences of that transition and study how derived metrics can be designed to offer an optimal personal informatics experience. We conducted an online survey and a series of interviews which examined a health score (a hypothetical derived metric) at three levels of abstraction. We found that the medium abstraction level led to the highest level of reflection. Further, we determined that presenting the metric without contextual information led to decreased transparency and meaning. Our work contributes guidelines for designing effective derived metrics.
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5.
  • Bentvelzen, Marit, et al. (författare)
  • How Instructional Data Physicalisation Fosters Reflection in Personal Informatics
  • 2023
  • Ingår i: Conference on Human Factors in Computing Systems - Proceedings.
  • Konferensbidrag (refereegranskat)abstract
    • The ever-increasing number of devices quantifying our lives offers a perspective of high awareness of one's wellbeing, yet it remains a challenge for personal informatics (PI) to effectively support data-based reflection. Effective reflection is recognised as a key factor for PI technologies to foster wellbeing. Here, we investigate whether building tangible representations of health data can offer engaging and reflective experiences. We conducted a between-subjects study where n = 60 participants explored their immediate blood pressure data in relation to medical norms. They either used a standard mobile app, built a data representation from LEGO® bricks based on instructions, or completed a free-form brick build. We found that building with instructions fostered more comparison and using bricks fostered focused attention. The free-form condition required extra time to complete, and lacked usability. Our work shows that designing instructional physicalisation experiences for PI is a means of improving engagement and understanding of personal data.
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6.
  • Bentvelzen, Marit, et al. (författare)
  • Revisiting Reflection in HCI: Four Design Resources for Technologies that Support Reflection
  • 2022
  • Ingår i: Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies. - : Association for Computing Machinery (ACM). - 2474-9567. ; 6:1
  • Forskningsöversikt (refereegranskat)abstract
    • Reflection is a commonly addressed design goal in commercial systems and in Human-Computer Interaction (HCI) research. Yet, it is still unclear what tools are at the disposal of designers who want to build systems that support reflection. Understanding the design space of reflection support systems and the interaction techniques that can foster reflection is necessary to enable building technologies that contribute to the users' well-being. In order to gain additional insight into how interactive artefacts foster reflection, we investigated past research prototypes and reflection-supporting smartphone applications (apps). Through a structured literature review and an analysis of app reviews, we constructed four design resources for reflection: temporal perspective, conversation, comparison and discovery. We also identified design patterns in past digital artefacts that implement the resources. Our work constitutes intermediate-level knowledge that is intended to inspire future technologies that better support reflection.
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7.
  • Bentvelzen, Marit, et al. (författare)
  • Tailor My Zwift: How to Design for Amateur Sports in the Virtual World
  • 2022
  • Ingår i: Proceedings of the ACM on Human-Computer Interaction. - : Association for Computing Machinery (ACM). - 2573-0142. ; 6:MHCI
  • Tidskriftsartikel (refereegranskat)abstract
    • Physical activity is entering the virtual realm. Zwift is an at-home cycling system that is enjoying increasing popularity, yet the specifics of the experience of a virtual cyclist have not been studied to date. Building virtual sports systems can make physical activity accessible to more diverse user groups. To understand how and why users engage in virtual cycling, we conducted n=22 interviews with Zwift users. Through charting the motivations behind using Zwift, we determined that it allowed users to engage in a range of cycling activities traditionally reserved for professional cyclists. Our work reports on key motivations and identifies five key strategies which Zwift uses to create an engaging virtual sports experience. Further, we discuss how Zwift creates a world of virtual professionalism. Our findings offer a structured understanding of the experience of Zwift which can be used to inspire the design of future virtual amateur sports systems.
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8.
  • Berentsen, Mark J., et al. (författare)
  • MTBalance: Assisting Novice Mountain Bikers with Real-Time Proprioceptive Feedback
  • 2021
  • Ingår i: Proceedings of the ACM on Human-Computer Interaction. - : Association for Computing Machinery (ACM). - 2573-0142. ; 5:ISS
  • Tidskriftsartikel (refereegranskat)abstract
    • Mountain Biking (MTB) is an increasingly popular outdoors activity which offers a unqiue connection to nature along with the health benefits of cardiovascular exercise. Yet, complex MTB technique is an entry barrier that often prevent novices from enjoying the sport. Developing interactive systems, which can support developing MTB proficiency can augment the outdoor experience and make the sport available to a larger group of users. To that end, we designed, implemented and evaluate MTBalance - a system which provides body posture feedback for beginner mountain bikers. Based on inertial tracking, MTBalance informs the user about how to correct their posture to improve MTB performance. We conducted a study in which we compared different feedback modalities for MTBalance. We observed that the system increased perceived balance awareness. Our work provides insights for designing body awareness systems for outdoor sports.
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9.
  • Elagroudy, Passant, et al. (författare)
  • I (Don't) Know What You Did Last Summer: A Framework for Ubiquitous Research Preservation
  • 2023
  • Ingår i: Conference on Human Factors in Computing Systems - Proceedings.
  • Konferensbidrag (refereegranskat)abstract
    • Research preservation is a pillar for knowledge transfer, science reproducibility and saving time by reusing existing resources. However, human compliance with efficient capturing strategies is a key barrier to creating complete scientific repositories. To circumvent this issue, we introduce the term: Ubiquitous Research Preservation (URP), describing automated knowledge capturing and retrieval in computational science. We also propose a framework composed of three models for designing URP systems (URPS) to 1) understand users' interaction and data governance, 2) propose technical pipelines for data management, and 3) understand users' sharing practices. Our work is a theoretical reflection on our past experiences in designing URPS. We plan future evaluation by using the framework to analyze existing URPS. We expect a positive impact from using URPS on researchers' sense-making and ability to share findings and resources. Our framework is a checklist for design decisions needed to build successful URPS.
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10.
  • Elagroudy, Passant, et al. (författare)
  • Prisoner of Words: Lessons learnt from mobile gamification of lab memory experiments
  • 2021
  • Ingår i: CHI PLAY 2021 - Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play. - New York, NY, USA : ACM. ; , s. 256-261
  • Konferensbidrag (refereegranskat)abstract
    • Gamifying experiments in-the-wild showed promising opportunities in supporting participants' engagement, increasing sample size and diversity, and saving lab and personnel resources needed for lab experiments. However, transforming memory lab experiments to mobile games is challenging as some standard game design guidelines jeopardize the validity of the experimental design. Our work draws attention to this trade-off by providing design guidelines for critical game elements, namely scoring systems and input methods. We distil those guidelines from a case study where we replicated a lab memory experiment via a mobile game apparatus and produced congruent psychological results. Our work sheds the light on the special challenges in gamifying memory experiments and encourages psychologists and game designers to investigate human memory in natural settings.
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