Jan D. Smeddinck

Affiliations:
  • Newcastle University, Newcastle upon Tyne, UK
  • University of California, Berkeley, CA, USA (former)
  • University of Bremen, TZI Digital Media Lab, Germany (former)


According to our database1, Jan D. Smeddinck authored at least 66 papers between 2010 and 2021.

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

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
Other 

Links

Online presence:

On csauthors.net:

Bibliography

2021
Tensions and Mitigations: Understanding Concerns and Values around Smartphone Data Collection for Public Health Emergencies.
Proc. ACM Hum. Comput. Interact., 2021

Understanding the Experiences of Remote Workers: Opportunities for Ambient Workspaces at Home.
Frontiers Comput. Sci., 2021

From Personal Data to Digital Legacy: Exploring Conflicts in the Sharing, Security and Privacy of Post-mortem Data.
Proceedings of the WWW '21: The Web Conference 2021, 2021

Data Contribution Summaries for Patient Engagement in Multi-Device Health Monitoring Research.
Proceedings of the UbiComp/ISWC '21: 2021 ACM International Joint Conference on Pervasive and Ubiquitous Computing and 2021 ACM International Symposium on Wearable Computers, 2021

Fragments of the Past: Curating Peer Support with Perpetrators of Domestic Violence.
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021

Evaluating User Experiences in Mixed Reality.
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021

2020
Content Creation in Later Life: Reconsidering Older Adults' Digital Participation and Inclusion.
Proc. ACM Hum. Comput. Interact., 2020

Human-Computer Interaction with Adaptable & Adaptive Motion-based Games for Health.
CoRR, 2020

Mobile Game User Research: The World as Your Lab?
CoRR, 2020

Towards Generating Virtual Movement from Textual Instructions A Case Study in Quality Assessment.
CoRR, 2020

Unconsented data transfusions: attitudes towards extracting personal device data for public health emergencies.
Proceedings of the Mensch und Computer 2020 - Tagungsband, 2020

Playful User-Generated Treatment: Expert Perspectives on Opportunities and Design Challenges.
Proceedings of the CHI PLAY '20: The Annual Symposium on Computer-Human Interaction in Play, Virtual Event, Canada, November 2-4, 2020, 2020

The Case for Usable AI: What Industry Professionals Make of Academic AI in Video Games.
Proceedings of the CHI PLAY '20: The Annual Symposium on Computer-Human Interaction in Play, Virtual Event, Canada, November 2-4, 2020, 2020

Playful User-Generated Treatment: A Novel Game Design Approach for VR Exposure Therapy.
Proceedings of the CHI PLAY '20: The Annual Symposium on Computer-Human Interaction in Play, 2020

Breaking The Experience: Effects of Questionnaires in VR User Studies.
Proceedings of the CHI '20: CHI Conference on Human Factors in Computing Systems, 2020

Enemy Within: Long-term Motivation Effects of Deep Player Behavior Models for Dynamic Difficulty Adjustment.
Proceedings of the CHI '20: CHI Conference on Human Factors in Computing Systems, 2020

Bot or not? User Perceptions of Player Substitution with Deep Player Behavior Models.
Proceedings of the CHI '20: CHI Conference on Human Factors in Computing Systems, 2020

Mechanisms of Moral Responsibility: Rethinking Technologies for Domestic Violence Prevention Work.
Proceedings of the CHI '20: CHI Conference on Human Factors in Computing Systems, 2020

Choice-Point: Fostering Awareness and Choice with Perpetrators in Domestic Violence Interventions.
Proceedings of the CHI '20: CHI Conference on Human Factors in Computing Systems, 2020

Examining Design Choices of Questionnaires in VR User Studies.
Proceedings of the CHI '20: CHI Conference on Human Factors in Computing Systems, 2020

2019
Wireless non-invasive motion tracking of functional behavior.
Pervasive Mob. Comput., 2019

Work hard, play hard: How linking rewards in games to prior exercise performance improves motivation and exercise intensity.
Entertain. Comput., 2019

Deep Player Behavior Models: Evaluating a Novel Take on Dynamic Difficulty Adjustment.
Proceedings of the Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems, 2019

2018
A Text to Animation System for Physical Exercises.
Comput. J., 2018

You Shall Not Pass: Non-Intrusive Feedback for Virtual Walls in VR Environments with Room-Scale Mapping.
Proceedings of the 2018 IEEE Conference on Virtual Reality and 3D User Interfaces, 2018

Towards Deep Player Behavior Models in MMORPGs.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2018

Do You Think This is a Game?
Proceedings of the Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems, 2018

Mooqita: Empowering Hidden Talents with a Novel Work-Learn Model.
Proceedings of the Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems, 2018

Varying Avatar Weight to Increase Player Motivation: Challenges of a Gaming Setup.
Proceedings of the Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems, 2018

2017
CrowdEyes: crowdsourcing for robust real-world mobile eye tracking.
Proceedings of the 19th International Conference on Human-Computer Interaction with Mobile Devices and Services, 2017

Hoverboard: A Leap to the Future of Locomotion in VR!?
Proceedings of the Entertainment Computing - ICEC 2017, 2017

Designing an Ontology for Physical Exercise Actions.
Proceedings of the Computational Linguistics and Intelligent Text Processing, 2017

Automated Game Testing with ICARUS: Intelligent Completion of Adventure Riddles via Unsupervised Solving.
Proceedings of the Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play, 2017

"Grab-that-there": Live Direction for Motion-based Games for Health.
Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, 2017

2016
Applying Human-Centered Design to Develop Motivating Exergames.
Proceedings of the Mensch und Computer 2016, 2016

Richtig Herausfordernd: Anpassbarkeit und Adaptivität in bewegungsbasierten Gesundheitsspielen.
Proceedings of the Ausgezeichnete Informatikdissertationen 2016, 2016

How to Present Game Difficulty Choices?: Exploring the Impact on Player Experience.
Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, 2016

2015
Designing Wheelchair-Based Movement Games.
ACM Trans. Access. Comput., 2015

Classification of Player Roles in the Team-Based Multi-player Game Dota 2.
Proceedings of the Entertainment Computing - ICEC 2015 - 14th International Conference, 2015

Personalized and Adaptive Serious Games.
Proceedings of the Entertainment Computing and Serious Games, 2015

Games for Health.
Proceedings of the Entertainment Computing and Serious Games, 2015

Robots, Pancakes, and Computer Games: Designing Serious Games for Robot Imitation Learning.
Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems, 2015

Exergames for Physiotherapy and Rehabilitation: A Medium-term Situated Study of Motivational Aspects and Impact on Functional Reach.
Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems, 2015

MoviTouch: Mobile Movement Capability Configurations.
Proceedings of the 17th International ACM SIGACCESS Conference on Computers & Accessibility, 2015

2014
Anpassbare Computerspiele für Senioren.
Inform. Spektrum, 2014

„Raus aus dem Sessel“ - Computerspiele für mehr Gesundheit - Eine Übersicht und aktuelle Beispiele.
Inform. Spektrum, 2014

Motivational Effects of a Gamified Training Analysis Interface.
Proceedings of the Mensch & Computer 2014 - Workshopband, 14. Fachübergreifende Konferenz für Interaktive und Kooperative Medien - Interaktiv unterwegs - Freiräume gestalten, 31. August, 2014

Comparing modalities for kinesiatric exercise instruction.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2014

Effects of balancing for physical abilities on player performance, experience and self-esteem in exergames.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2014

2013
Sportal: A First-Person Videogame turned Exergame.
Proceedings of the Mensch & Computer 2013: Interaktive Vielfalt, Interdisziplinäre Fachtagung, 8.-11. September 2013, Bremen, Germany, 2013

Strong and Loose Cooperation in Exergames for Older Adults with Parkinson s Disease.
Proceedings of the Mensch & Computer 2013: Interaktive Vielfalt, Interdisziplinäre Fachtagung, 8.-11. September 2013, Bremen, Germany, 2013

Suspended Walking: A Physical Locomotion Interface for Virtual Reality.
Proceedings of the Entertainment Computing - ICEC 2013 - 12th International Conference, 2013

Exercise My Game: Turning Off-The-Shelf Games into Exergames.
Proceedings of the Entertainment Computing - ICEC 2013 - 12th International Conference, 2013

Adaptive difficulty in exergames for Parkinson's disease patients.
Proceedings of the Graphics Interface 2013, 2013

A digital game to support voice treatment for parkinson's disease.
Proceedings of the 2013 ACM SIGCHI Conference on Human Factors in Computing Systems, 2013

Visual complexity, player experience, performance and physical exertion in motion-based games for older adults.
Proceedings of the 15th International ACM SIGACCESS Conference on Computers and Accessibility, 2013

2012
Serious Questions in Playful Questionnaires.
Proceedings of the Entertainment Computing - ICEC 2012 - 11th International Conference, 2012

Adaptive Difficulty with Dynamic Range of Motion Adjustments in Exergames for Parkinson's Disease Patients.
Proceedings of the Entertainment Computing - ICEC 2012 - 11th International Conference, 2012

Game Design for Older Adults: Effects of Age-Related Changes on Structural Elements of Digital Games.
Proceedings of the Entertainment Computing - ICEC 2012 - 11th International Conference, 2012

Predicting Crowd-Based Translation Quality with Language-Independent Feature Vectors.
Proceedings of the 4th Human Computation Workshop, 2012

Playful Surveys: Easing Challenges of Human Subject Research with Online Crowds.
Proceedings of the 4th Human Computation Workshop, 2012

2011
Teaching Serious Games.
Proceedings of the Workshop-Proceedings der Tagung Mensch & Computer 2011. überMEDIEN|ÜBERmorgen, 2011

Serious Questionnaires in Playful Social Network Applications.
Proceedings of the Entertainment Computing - ICEC 2011 - 10th International Conference, 2011

Human computation games: A survey.
Proceedings of the 19th European Signal Processing Conference, 2011

2010
The Impact of Dimensionality on Natural Language Route Directions in Unconstrained Dialogue.
Proceedings of the SIGDIAL 2010 Conference, 2010

QuickWoZ: a multi-purpose wizard-of-oz framework for experiments with embodied conversational agents.
Proceedings of the 15th International Conference on Intelligent User Interfaces, 2010


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