Amon Rapp

Orcid: 0000-0003-3855-9961

Affiliations:
  • University of Torino, Italy


According to our database1, Amon Rapp authored at least 121 papers between 2007 and 2024.

Collaborative distances:
  • Dijkstra number2 of four.
  • Erdős number3 of four.

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
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Online presence:

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Bibliography

2024
"Tell Me Why": using natural language justifications in a recipe recommender system to support healthier food choices.
User Model. User Adapt. Interact., April, 2024

Exploring the impact of commercial wearable activity trackers on body awareness and body representations: A mixed-methods study on self-tracking.
Comput. Hum. Behav., February, 2024

Does Any AI-Based Activity Contribute to Develop AI Conception? A Case Study with Italian Fifth and Sixth Grade Classes.
Proceedings of the Thirty-Eighth AAAI Conference on Artificial Intelligence, 2024

2023
Exploring the Lived Experience of Behavior Change Technologies: Towards an Existential Model of Behavior Change for HCI.
ACM Trans. Comput. Hum. Interact., December, 2023

Making sense of the pandemic: Multiple functions of commercial video games during one year and a half of COVID-19 crisis.
Int. J. Hum. Comput. Stud., December, 2023

How do sensory features of places impact on spatial exploration of people with autism? A user study.
J. Inf. Technol. Tour., March, 2023

Wearable technologies as extensions: a postphenomenological framework and its design implications.
Hum. Comput. Interact., 2023

5th Workshop on Explainable User Models and Personalised Systems (ExUM).
Proceedings of the Adjunct Proceedings of the 31st ACM Conference on User Modeling, 2023

CARES: an Inclusive Personalized Touristic System for Autism.
Proceedings of the Adjunct Proceedings of the 31st ACM Conference on User Modeling, 2023

BehavRec: Workshop on Recommendations for Behavior Change.
Proceedings of the 17th ACM Conference on Recommender Systems, 2023

How Shall a Machine Call a Thing?
Proceedings of the Natural Language Processing and Information Systems, 2023


Ambiguity for Social Self-tracking Practices: Exploring an Emerging Design Space.
Proceedings of the Computer Supported Cooperative Work and Social Computing, 2023

GENERAL: GENerative, Explainable and Reasonable Artificial Learning.
Proceedings of the 15th Biannual Conference of the Italian SIGCHI Chapter, 2023

Methodological Challenges, Risks, and Ethical Implications in Game Research.
Proceedings of the Companion Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2023

Collaborating with a Text-Based Chatbot: An Exploration of Real-World Collaboration Strategies Enacted during Human-Chatbot Interactions.
Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems, 2023

Towards an Adaptive Behavior Change Game Based on User-tailored and Context-aware Interventions.
Proceedings of the International Workshop on Behavior Change and Persuasive Recommender Systems co-located with the 17th ACM Conference on Recommender Systems (RecSys 2023), 2023

2022
Dialogue corpus for explanation request in a customer-care chatbot service.
Dataset, June, 2022

Anticipating User Intentions in Customer Care Dialogue Systems.
IEEE Trans. Hum. Mach. Syst., 2022

Time, engagement and video games: How game design elements shape the temporalities of play in massively multiplayer online role-playing games.
Inf. Syst. J., 2022

How do people experience the temporality of everyday life changes? Towards the exploration of existential time in HCI.
Int. J. Hum. Comput. Stud., 2022

Introduction to the special issue on time and HCI.
Hum. Comput. Interact., 2022

Commercial video games as a resource for mental health: A systematic literature review.
Behav. Inf. Technol., 2022

Workshop on Explainable User Models and Personalised Systems (ExUM).
Proceedings of the UMAP '22: 30th ACM Conference on User Modeling, Adaptation and Personalization, Barcelona, Spain, July 4, 2022

New Trends in HCI and Sports.
Proceedings of the MobileHCI '22: Adjunct Publication of the 24th International Conference on Human-Computer Interaction with Mobile Devices and Services, Vancouver, BC, Canada, 28 September 2022, 2022

2021
The human side of human-chatbot interaction: A systematic literature review of ten years of research on text-based chatbots.
Int. J. Hum. Comput. Stud., 2021

Underground astronauts: Understanding the sporting science of speleology and its implications for HCI.
Int. J. Hum. Comput. Stud., 2021

In Search for Design Elements: A New Perspective for Employing Ethnography in Human-Computer Interaction Design Research.
Int. J. Hum. Comput. Interact., 2021

Exploring the Effects of Natural Language Justifications in Food Recommender Systems.
Proceedings of the 29th ACM Conference on User Modeling, Adaptation and Personalization, 2021

Towards a New generation of Personalized Intelligent Conversational Agents.
Proceedings of the Adjunct Publication of the 29th ACM Conference on User Modeling, 2021

Empowering AI competences in children: A training program based on simple playful activities.
Proceedings of the Third Symposium on Psychology-Based Technologies, 2021

A Personalised Interactive Mobile App for People with Autism Spectrum Disorder.
Proceedings of the Human-Computer Interaction - INTERACT 2021 - 18th IFIP TC 13 International Conference, Bari, Italy, August 30, 2021

Designing for/with/around Nature: Exploring new Frontiers of Outdoor-related HCI.
Proceedings of the 14th Biannual Conference of the Italian SIGCHI Chapter, 2021

2020
Preface to the special issue on harnessing personal tracking data for personalization and sense-making.
User Model. User Adapt. Interact., 2020

Finding a Secure Place: A Map-Based Crowdsourcing System for People With Autism.
IEEE Trans. Hum. Mach. Syst., 2020

A Gameful Organizational Assimilation Process: Insights from World of Warcraft for Gamification Design.
Proc. ACM Hum. Comput. Interact., 2020

Self-tracking while doing sport: Comfort, motivation, attention and lifestyle of athletes using personal informatics tools.
Int. J. Hum. Comput. Stud., 2020

An exploration of world of Warcraft for the gamification of virtual organizations.
Electron. Commer. Res. Appl., 2020

Design fictions for learning: A method for supporting students in reflecting on technology in Human-Computer Interaction courses.
Comput. Educ., 2020

Generating Recommendations From Multiple Data Sources: A Methodological Framework for System Design and Its Application.
IEEE Access, 2020

Personalized Tourist Guide for People with Autism.
Proceedings of the Adjunct Publication of the 28th ACM Conference on User Modeling, 2020

How can we engage people to map places suitable for the autistic population? A crowdsourced approach.
Proceedings of the Second Symposium on Psychology-Based Technologies, 2020

2019
Internet of Things: An Opportunity for Advancing Universal Access.
Proceedings of the Web Accessibility - A Foundation for Research, Second Edition, 2019

Rethinking Technologies for Behavior Change: A View from the Inside of Human Change.
ACM Trans. Comput. Hum. Interact., 2019

Designing Wearable Systems for Sports: A Review of Trends and Opportunities in Human-Computer Interaction.
IEEE Trans. Hum. Mach. Syst., 2019

Real World User Model: Evolution of User Modeling Triggered by Advances in Wearable and Ubiquitous Computing - State of the Art and Future Directions.
Inf. Syst. Frontiers, 2019

Strengthening gamification studies: Current trends and future opportunities of gamification research.
Int. J. Hum. Comput. Stud., 2019

Design fictions for behaviour change: exploring the long-term impacts of technology through the creation of fictional future prototypes.
Behav. Inf. Technol., 2019

FirstLife: Combining Social Networking and VGI to Create an Urban Coordination and Collaboration Platform.
IEEE Access, 2019

UMAP 2019 Workshop on Explainable and Holistic User Modeling (ExHUM) Chairs' Welcome & Organization.
Proceedings of the Adjunct Publication of the 27th Conference on User Modeling, 2019

Privacy Issues in Holistic Recommendations.
Proceedings of the Adjunct Publication of the 27th Conference on User Modeling, 2019

Designing an Urban Support for Autism.
Proceedings of the 21st International Conference on Human-Computer Interaction with Mobile Devices and Services, 2019

Designing Mobile Technologies for Neurodiversity: Challenges and Opportunities.
Proceedings of the 21st International Conference on Human-Computer Interaction with Mobile Devices and Services, 2019

2018
Autoethnography in Human-Computer Interaction: Theory and Practice.
Proceedings of the New Directions in Third Wave Human-Computer Interaction: Volume 2, 2018

Personal Informatics for Sport: Meaning, Body, and Social Relations in Amateur and Elite Athletes.
ACM Trans. Comput. Hum. Interact., 2018

Multiplayer online role-playing as information retrieval and system use: an ethnographic study.
J. Documentation, 2018

Designing technology for spatial needs: Routines, control and social competences of people with autism.
Int. J. Hum. Comput. Stud., 2018

Envisioning the Future of Personalization Through Personal Informatics: A User Study.
Int. J. Mob. Hum. Comput. Interact., 2018

Social Game Elements in World of Warcraft: Interpersonal Relations, Groups, and Organizations for Gamification Design.
Int. J. Hum. Comput. Interact., 2018

Editorial of the Special Issue on Quantified Self and Personal Informatics.
Comput., 2018

Designing a personal informatics system for users without experience in self-tracking: a case study.
Behav. Inf. Technol., 2018

Holistic User Models for Cognitive Disabilities: Personalized Tools for Supporting People with Autism in the City.
Proceedings of the Adjunct Publication of the 26th Conference on User Modeling, 2018

UMAP 2018 HUM (Holistic User Modeling) Workshop Chairs' Preface &Organization.
Proceedings of the Adjunct Publication of the 26th Conference on User Modeling, 2018

Towards a Conceptual Model for Holistic Recommendations.
Proceedings of the Adjunct Publication of the 26th Conference on User Modeling, 2018

Personalized Spatial Support for People with Autism Spectrum Disorder.
Proceedings of the Adjunct Publication of the 26th Conference on User Modeling, 2018

Ubiquitous Chatbots: Workshop on Wearable and Embodied Conversational Agents.
Proceedings of the 2018 ACM International Joint Conference and 2018 International Symposium on Pervasive and Ubiquitous Computing and Wearable Computers, 2018

Progettare Chatbot: considerazioni e linee guida.
Proceedings of the Fifth Italian Conference on Computational Linguistics (CLiC-it 2018), 2018

Reflexive Ethnographies in Human-Computer Interaction: Theory and Practice.
Proceedings of the Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems, 2018

Gamification for Self-Tracking: From World of Warcraft to the Design of Personal Informatics Systems.
Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems, 2018

2017
Drawing Inspiration from World of Warcraft: Gamification Design Elements for Behavior Change Technologies.
Interact. Comput., 2017

Know Thyself: A Theory of the Self for Personal Informatics.
Hum. Comput. Interact., 2017

Designing interactive systems through a game lens: An ethnographic approach.
Comput. Hum. Behav., 2017

An ethnographic study of packaging-free purchasing: designing an interactive system to support sustainable social practices.
Behav. Inf. Technol., 2017

UMAP 2017 THUM Workshop Chairs' Welcome & Organization.
Proceedings of the Adjunct Publication of the 25th Conference on User Modeling, 2017

Data-driven gamification design.
Proceedings of the 21st International Academic Mindtrek Conference, AcademicMindtrek 2017, Tampere, Finland, September 20, 2017

Tracking personal movements in urban environments: personalized maps for people with autism spectrum disorder.
Proceedings of the Adjunct Proceedings of the 2017 ACM International Joint Conference on Pervasive and Ubiquitous Computing and Proceedings of the 2017 ACM International Symposium on Wearable Computers, 2017

New frontiers of quantified self 3: exploring understudied categories of users.
Proceedings of the Adjunct Proceedings of the 2017 ACM International Joint Conference on Pervasive and Ubiquitous Computing and Proceedings of the 2017 ACM International Symposium on Wearable Computers, 2017

Personalized interactive urban maps for autism: enhancing accessibility to urban environments for people with autism spectrum disorder.
Proceedings of the Adjunct Proceedings of the 2017 ACM International Joint Conference on Pervasive and Ubiquitous Computing and Proceedings of the 2017 ACM International Symposium on Wearable Computers, 2017

Interactive Urban Maps for People with Autism Spectrum Disorder.
Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, 2017

2016
Personal informatics for everyday life: How users without prior self-tracking experience engage with personal data.
Int. J. Hum. Comput. Stud., 2016

Using game mechanics for field evaluation of prototype social applications: a novel methodology.
Behav. Inf. Technol., 2016

Accuracy and Reliability of Personal Data Collection: An Autoethnographic Study.
Proceedings of the Late-breaking Results, 2016

New frontiers of quantified self 2: going beyond numbers.
Proceedings of the 2016 ACM International Joint Conference on Pervasive and Ubiquitous Computing and Proceedings of the 2016 ACM International Symposium on Wearable Computers, 2016

An ontology for quantified self: capturing the concepts behind the numbers.
Proceedings of the 2016 ACM International Joint Conference on Pervasive and Ubiquitous Computing and Proceedings of the 2016 ACM International Symposium on Wearable Computers, 2016

The Falsified Self: Complexities in Personal Data Collection.
Proceedings of the Universal Access in Human-Computer Interaction. Methods, Techniques, and Best Practices, 2016

Fictional Game Elements 2016.
Proceedings of the Workshop on Fictional Game Elements 2016 co-located with The ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play (CHI PLAY 2016), 2016

Fictional Game Elements: Critical Perspectives on Gamification Design.
Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play, 2016

The Value of Rewards: Exploring World of Warcraft for Gamification Design.
Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play, 2016

Gamifying the City: Pervasive Game Elements in the Urban Environment.
Proceedings of the Workshop on Fictional Game Elements 2016 co-located with The ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play (CHI PLAY 2016), 2016

A Field Evaluation of an Intelligent Interaction Between People and a Territory and its Cultural Heritage.
Proceedings of the 1st Workshop on Advanced Visual Interfaces for Cultural Heritage co-located with the International Working Conference on Advanced Visual Interfaces (AVI 2016), 2016

2015
A Qualitative Investigation of Gamification: Motivational Factors in Online Gamified Services and Applications.
Int. J. Technol. Hum. Interact., 2015

Map: making: designing a mobile application for enhancing memories' retrieval.
Proceedings of the 17th International Conference on Human-Computer Interaction with Mobile Devices and Services Adjunct, 2015

Affordances for self-tracking wearable devices.
Proceedings of the 2015 ACM International Symposium on Wearable Computers, 2015

New frontiers of quantified self: finding new ways for engaging users in collecting and using personal data.
Proceedings of the 2015 ACM International Joint Conference on Pervasive and Ubiquitous Computing and Proceedings of the 2015 ACM International Symposium on Wearable Computers, 2015

Human body and smart objects.
Proceedings of the 2015 ACM International Joint Conference on Pervasive and Ubiquitous Computing and Proceedings of the 2015 ACM International Symposium on Wearable Computers, 2015

Narrating the quantified self.
Proceedings of the 2015 ACM International Joint Conference on Pervasive and Ubiquitous Computing and Proceedings of the 2015 ACM International Symposium on Wearable Computers, 2015

Quantified self and modeling of human cognition.
Proceedings of the 2015 ACM International Joint Conference on Pervasive and Ubiquitous Computing and Proceedings of the 2015 ACM International Symposium on Wearable Computers, 2015

Engaging Users in Self-Reporting Their Data: A Tangible Interface for Quantified Self.
Proceedings of the Universal Access in Human-Computer Interaction. Access to Interaction, 2015

2014
Self-Monitoring of Emotions: a Novel Personal Informatics Solution for an Enhanced Self-Reporting.
Proceedings of the Posters, 2014

Meaningful game elements for personal informatics.
Proceedings of the ISWC'14, 2014

The Role of Affordance in Cyber-Physical Systems for Behavioral Change.
Proceedings of the Internet of Things. User-Centric IoT, 2014

Ontologies for Quantified Self: a Semantic Approach.
Proceedings of the Hypertext 2014 Extended Proceedings: Late-breaking Results, 2014

Self-monitoring and Technology: Challenges and Open Issues in Personal Informatics.
Proceedings of the Universal Access in Human-Computer Interaction. Design for All and Accessibility Practice, 2014

Immersion and involvement in a 3D training environment: Experimenting different points of view.
Proceedings of the IEEE International Conference on Computational Intelligence and Virtual Environments for Measurement Systems and Applications, 2014

2013
Interacting with social networks of intelligent things and people in the world of gastronomy.
ACM Trans. Interact. Intell. Syst., 2013

Designing for smart cities: connecting and binding citizens to urban spaces through a new wearable interactive system.
Proceedings of the 2013 ACM International Joint Conference on Pervasive and Ubiquitous Computing, 2013

Wearable accessories for cycling: tracking memories in urban spaces.
Proceedings of the 2013 ACM International Joint Conference on Pervasive and Ubiquitous Computing, 2013

E-Inclusion as the Next Challenge for Sustainable Consumption.
Proceedings of the Universal Access in Human-Computer Interaction. User and Context Diversity, 2013

Beyond gamification: Enhancing user engagement through meaningful game elements.
Proceedings of the 8th International Conference on the Foundations of Digital Games, 2013

2012

Playing in the wild: enhancing user engagement in field evaluation methods.
Proceedings of the International Conference on Media of the Future, 2012




2011
The art of video MashUp: supporting creative users with an innovative and smart application.
Multim. Tools Appl., 2011

GeoDrinking: How to Extract Value from an Extended Social Wine Drinking Experience.
Proceedings of the Universal Access in Human-Computer Interaction. Context Diversity, 2011

2009
Telco@home: a seamless communication project with a user perspective.
Proceedings of the Intelligent Environments 2009 - Proceedings of the 5th International Conference on Intelligent Environments, 2009

Personas Layering: A Cost Effective Model for Service Design in Medium-Long Term Telco Research Projects.
Proceedings of the Human Centered Design, 2009

Being a self-director: enhance user creativity with a video mash up tool.
Proceedings of the International Conference on Advances in Computer Entertainment Technology, 2009

2008
Where Have You Ended Up Today? Dynamic TV and the Inter-tainment Paradigm.
Proceedings of the Changing Television Environments, 6th European Conference, 2008

2007
Innovative TV: From an Old Standard to a New Concept of Interactive TV - An Italian Job.
Proceedings of the Human-Computer Interaction. HCI Intelligent Multimodal Interaction Environments, 2007


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