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Träfflista för sökning "WFRF:(Niess Jasmin) srt2:(2022)"

Search: WFRF:(Niess Jasmin) > (2022)

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1.
  • Bentvelzen, Marit, et al. (author)
  • Revisiting Reflection in HCI: Four Design Resources for Technologies that Support Reflection
  • 2022
  • In: Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies. - : Association for Computing Machinery (ACM). - 2474-9567. ; 6:1
  • Research review (peer-reviewed)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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2.
  • Bentvelzen, Marit, et al. (author)
  • Tailor My Zwift: How to Design for Amateur Sports in the Virtual World
  • 2022
  • In: Proceedings of the ACM on Human-Computer Interaction. - : Association for Computing Machinery (ACM). - 2573-0142. ; 6:MHCI
  • Journal article (peer-reviewed)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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3.
  • Mencarini, Eleonora, et al. (author)
  • New Trends in HCI and Sports
  • 2022
  • In: MobileHCI 2022 Adjunct - Publication of the 24th ACM International Conference on Human-Computer Interaction with Mobile Devices and Services. - New York, NY, USA : ACM.
  • Conference paper (peer-reviewed)abstract
    • Over the last 15 years, we have witnessed a digitalization of the sports experience, i.e., many sports have been enhanced by digital and wearable devices. The centrality of the human body and the different contexts where sports can be practiced have led HCI research to explore how mobile and wearable devices could support the physical, social, and environmental aspects of sports disciplines. Yet, the field of HCI & sports continues to evolve under the push of new technological developments and events affecting people worldwide, such as the Covid-19 pandemic and climate change. Technological advancements like the metaverse, inbodied technologies, and AI have paved the way for augmented humans, esports, new forms of sociality, and new ways to engage the audience. Likewise, contextual factors push sports trends in two opposite directions simultaneously: on the one hand, they foster the indoorisation and individualization of sports; on the other hand, they encourage practicing sports outdoors and taking advantage of the "restorative environment"of nature. With this workshop, we would like to invite the MobileHCI community to discuss the current trends in portable technologies for sports and trace future directions for HCI research in this field.
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4.
  • Mencarini, Eleonora, et al. (author)
  • Preface to the Proceedings of the Workshop “New Trends in HCI and Sports” held at MobileHCI ‘22
  • 2022
  • In: CEUR Workshop Proceedings. - 1613-0073. ; 3267
  • Conference paper (peer-reviewed)abstract
    • The contemporary digitalization of the sports experience brought new challenges for the HCI community. HCI researchers started exploring how mobile and wearable devices could support the physical, social, and environmental aspects of sports, while technological transformations like the metaverse, inbodied technologies, and AI have recently paved the way for augmented humans, esports, new forms of sociality, and new ways to engage the sports audience. In this preface, we present the papers accepted to the workshop Net Trends in HCI and Sports, held in conjunction with MobileHCI ‘22, which precisely attempted to deal with the recent advancements in technology used in the sports domain.
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5.
  • Wozniak, Mikolaj, et al. (author)
  • Gapeau: Enhancing the Sense of Distance to Others with a Head-Mounted Sensor
  • 2022
  • In: ACM International Conference Proceeding Series. - New York, NY, USA : ACM.
  • Conference paper (peer-reviewed)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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