Katie Seaborn

Orcid: 0000-0002-7812-9096

According to our database1, Katie Seaborn authored at least 60 papers between 2010 and 2024.

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

Timeline

Legend:

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PhD thesis 
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Bibliography

2024
Coimagining the Future of Voice Assistants with Cultural Sensitivity.
CoRR, 2024

2023
Not Only WEIRD but "Uncanny"? A Systematic Review of Diversity in Human-Robot Interaction Research.
Int. J. Soc. Robotics, November, 2023

Wizundry: A Cooperative Wizard of Oz Platform for Simulating Future Speech-based Interfaces with Multiple Wizards.
Proc. ACM Hum. Comput. Interact., April, 2023

Voice Over Body? Older Adults' Reactions to Robot and Voice Assistant Facilitators of Group Conversation.
Int. J. Soc. Robotics, February, 2023

Nonverbal Cues in Human-Robot Interaction: A Communication Studies Perspective.
CoRR, 2023

Can a gender-ambiguous voice reduce gender stereotypes in human-robot interactions?
Proceedings of the 32nd IEEE International Conference on Robot and Human Interactive Communication, 2023

Robotic Backchanneling in Online Conversation Facilitation: A Cross-Generational Study.
Proceedings of the 32nd IEEE International Conference on Robot and Human Interactive Communication, 2023

Inclusive HRI II: Equity and Diversity in Design, Application, Methods, and Community.
Proceedings of the Companion of the 2023 ACM/IEEE International Conference on Human-Robot Interaction, 2023

Interdisciplinary Approaches in Human-Agent Interaction.
Proceedings of the International Conference on Human-Agent Interaction, 2023

Kawaii Game Vocalics: A Preliminary Model.
Proceedings of the Companion Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2023

Meaningful Play and Malicious Delight: Exploring Maldaimonic Game UX.
Proceedings of the Companion Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2023

Link, User-Centred Designer: Game Characters as Transcendent Models.
Proceedings of the Companion Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2023

Super Synthesis Pros., or Why CHI PLAY Needs Research Synthesis.
Proceedings of the Companion Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2023

Trust and Reliance in Consensus-Based Explanations from an Anti-Misinformation Agent.
Proceedings of the Extended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems, 2023

Can Voice Assistants Sound Cute? Towards a Model of Kawaii Vocalics.
Proceedings of the Extended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems, 2023

"I'm" Lost in Translation: Pronoun Missteps in Crowdsourced Data Sets.
Proceedings of the Extended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems, 2023

Transcending the "Male Code": Implicit Masculine Biases in NLP Contexts.
Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems, 2023

Interacting with Masculinities: A Scoping Review.
Proceedings of the Extended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems, 2023

The Systematic Review-lution: A Manifesto to Promote Rigour and Inclusivity in Research Synthesis.
Proceedings of the Extended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems, 2023

Dis/Immersion in Mindfulness Meditation with a Wandering Voice Assistant.
Proceedings of the Extended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems, 2023

Linguistic Dead-Ends and Alphabet Soup: Finding Dark Patterns in Japanese Apps.
Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems, 2023

Exoskeleton for the Mind: Exploring Strategies Against Misinformation with a Metacognitive Agent.
Proceedings of the Augmented Humans International Conference 2023, 2023

Right for the Job or Opposites Attract? Exploring Cross-Generational User Experiences with "Younger" and "Older" Voice Assistants.
Proceedings of the Companion Publication of the 2023 ACM Designing Interactive Systems Conference, 2023

2022
Voice in Human-Agent Interaction: A Survey.
ACM Comput. Surv., 2022

Neither "Hear" Nor "Their": Interrogating Gender Neutrality in Robots.
Proceedings of the ACM/IEEE International Conference on Human-Robot Interaction, 2022

Gender Neutrality in Robots: An Open Living Review Framework.
Proceedings of the ACM/IEEE International Conference on Human-Robot Interaction, 2022

Finding Strategies Against Misinformation in Social Media: A Qualitative Study.
Proceedings of the CHI '22: CHI Conference on Human Factors in Computing Systems, New Orleans, LA, USA, 29 April 2022, 2022

Trust in Human-AI Interaction: Scoping Out Models, Measures, and Methods.
Proceedings of the CHI '22: CHI Conference on Human Factors in Computing Systems, New Orleans, LA, USA, 29 April 2022, 2022

Exploring Gender-Expansive Categorization Options for Robots.
Proceedings of the CHI '22: CHI Conference on Human Factors in Computing Systems, New Orleans, LA, USA, 29 April 2022, 2022

What Pronouns for Pepper? A Critical Review of Gender/ing in Research.
Proceedings of the CHI '22: CHI Conference on Human Factors in Computing Systems, New Orleans, LA, USA, 29 April 2022, 2022

2021
Crossing the Tepper Line: An Emerging Ontology for Describing the Dynamic Sociality of Embodied AI.
CoRR, 2021

Measuring Voice UX Quantitatively: A Rapid Review.
CoRR, 2021

Removing Gamification: A Research Agenda.
CoRR, 2021

Measuring Voice UX Quantitatively: A Rapid Review: Measuring Voice UX Quantitatively.
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021

Crossing the Tepper Line: An Emerging Ontology for Describing the Dynamic Sociality of Embodied AI: Crossing the Tepper Line.
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021

Removing Gamification: A Research Agenda: Removing Gamification.
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021

2020
Eudaimonia and Hedonia in the Design and Evaluation of a Cooperative Game for Psychosocial Well-Being.
Hum. Comput. Interact., 2020

Scaling Up to Tackle Low Levels of Urban Food Waste Recycling.
Proceedings of the DIS '20: Designing Interactive Systems Conference 2020, 2020

2019
Parasitic Body: Exploring Perspective Dependency in a Shared Body with a Third Arm.
Proceedings of the IEEE Conference on Virtual Reality and 3D User Interfaces, 2019

Cognitive Training for Older Adults with a Dialogue-Based, Robot-Facilitated Storytelling System.
Proceedings of the Interactive Storytelling, 2019

MagniFinger: Fingertip probe microscope with direct micro movements.
Proceedings of the 10th Augmented Human International Conference 2019, 2019

Exploring Perspective Dependency in a Shared Body with Virtual Supernumerary Robotic Arms.
Proceedings of the 2019 IEEE International Conference on Artificial Intelligence and Virtual Reality, 2019

Intergenerational shared action games for promoting empathy between Japanese youth and elders.
Proceedings of the 8th International Conference on Affective Computing and Intelligent Interaction, 2019

2018
Evaluating a Smartphone-Based Social Participation App for the Elderly.
Proceedings of the Human Aspects of IT for the Aged Population. Acceptance, Communication and Participation, 2018

Pinsight: A Novel Way of Creating and Sharing Digital Content through 'Things' in the Wild.
Proceedings of the 2018 on Designing Interactive Systems Conference 2018, 2018

2017
Gamifying the Media Classroom: Instructor Perspectives and the Multidimensional Impact of Gamification on Student Engagement.
Int. J. Game Based Learn., 2017

2016
"Learn what we're going through": attitudes of older powered chair users towards mixed reality games that involve power mobility.
Univers. Access Inf. Soc., 2016

Accessible Play in Everyday Spaces: Mixed Reality Gaming for Adult Powered Chair Users.
ACM Trans. Comput. Hum. Interact., 2016

Usability and Safety of a HUD During Powered Chair Navigation: A Pilot Study.
Proceedings of the Universal Access in Human-Computer Interaction. Users and Context Diversity, 2016

Evaluating Hedonic and Eudaimonic Motives in Human-Computer Interaction.
Proceedings of the Human Interface and the Management of Information: Applications and Services, 2016

2015
Gamification in theory and action: A survey.
Int. J. Hum. Comput. Stud., 2015

Eudaimonia in Human Factors Research and Practice - Foundations and Conceptual Framework Applied to Older Adult Populations.
Proceedings of the ICT4AgeingWell 2015, 2015

A cooperative game for older powered chair users and their friends and family.
Proceedings of the 2015 IEEE Games Entertainment Media Conference, 2015

2014
Powered to play: A mixed reality game for people driving powered chairs.
Proceedings of the 2014 IEEE Games Media Entertainment, 2014

2013
Reimagining leaderboards: towards gamifying competency models through social game mechanics.
Proceedings of the First International Conference on Gameful Design, 2013

2012
Programming, PWNed: using digital game development to enhance learners' competency and self-efficacy in a high school computing science course.
Proceedings of the 43rd ACM technical symposium on Computer science education, 2012

2011
Futura: design for collaborative learning and game play on a multi-touch digital tabletop.
Proceedings of the 5th International Conference on Tangible and Embedded Interaction 2011, 2011

Designing a Wearable Vibrotactile Feedforward Wrist Display for Novice Gameplay.
Proceedings of the Entertainment Computing - ICEC 2011 - 10th International Conference, 2011

Balancing Act: Enabling Public Engagement with Sustainability Issues through a Multi-touch Tabletop Collaborative Game.
Proceedings of the Human-Computer Interaction - INTERACT 2011, 2011

2010
The tiresias effect: feedforward using light versus temperature in a tangible user interface.
Proceedings of the 28th International Conference on Human Factors in Computing Systems, 2010


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