Scott Bateman

According to our database1, Scott Bateman authored at least 65 papers between 2006 and 2024.

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

Timeline

Legend:

Book 
In proceedings 
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PhD thesis 
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Links

On csauthors.net:

Bibliography

2024
How People Prompt to Create Interactive VR Scenes.
CoRR, 2024

On-Demand Myoelectric Control Using Wake Gestures to Eliminate False Activations During Activities of Daily Living.
CoRR, 2024

2023
WAMS: A Flexible API for Visual Workspaces Across Multiple Surfaces.
Proc. ACM Hum. Comput. Interact., June, 2023

The Effects of Hand Representation on Experience and Performance for 3D Interactions in Virtual Reality Games.
Proc. ACM Hum. Comput. Interact., 2023

LibEMG: An Open Source Library to Facilitate the Exploration of Myoelectric Control.
IEEE Access, 2023

Leveraging Task-Specific Context to Improve Unsupervised Adaptation for Myoelectric Control.
Proceedings of the IEEE International Conference on Systems, Man, and Cybernetics, 2023

A Framework and Call to Action for the Future Development of EMG-Based Input in HCI.
Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems, 2023

2022
PACMHCI V6, CHI PLAY, October 2022 Editorial.
Proc. ACM Hum. Comput. Interact., 2022

Comparing heart rate variability biofeedback and simple paced breathing to inform the design of guided breathing technologies.
Frontiers Comput. Sci., 2022

"It's All in the Game" A board game to facilitate disease-related conversations between children with a chronic disease and their peers.
Proceedings of the Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play, 2022

Focus Cat: Designing Idle Games to Promote Intermittent Practice and On-Going Adherence of Breathing Exercise for ADHD.
Proceedings of the Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play, 2022

Splash! Identifying the Grand Challenges for WaterHCI.
Proceedings of the CHI '22: CHI Conference on Human Factors in Computing Systems, New Orleans, LA, USA, 29 April 2022, 2022

2021
Pathfinder: The Behavioural and Motivational Effects of Collectibles in Gamified Software Training.
Proc. ACM Hum. Comput. Interact., 2021

How the Visual Design of Video Game Antagonists Affects Perception of Morality.
Frontiers Comput. Sci., 2021

Percussion Hero: A Chest Physical Therapy Game for People with Cystic Fibrosis and their Caregivers.
Proceedings of the CHI PLAY '21: The Annual Symposium on Computer-Human Interaction in Play, 2021

Body As Starting Point 4: Inbodied Interaction Design for Health Ownership.
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021

Understanding the Design and Effectiveness of Peripheral Breathing Guide Use During Information Work.
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021

2020
External Assistance Techniques That Target Core Game Tasks for Balancing Game Difficulty.
Frontiers Comput. Sci., 2020

Tangi: Tangible Proxies For Embodied Object Exploration And Manipulation In Virtual Reality.
Proceedings of the 2020 IEEE International Symposium on Mixed and Augmented Reality, 2020

Assistance for Target Selection in Mobile Augmented Reality.
Proceedings of the 45th Graphics Interface Conference 2020, 2020

Comparison of Feedback Approaches to Improve Training in Partial Weight-Bearing.
Proceedings of the 42nd Annual International Conference of the IEEE Engineering in Medicine & Biology Society, 2020

Wearable EMG-Based Gesture Recognition Systems During Activities of Daily Living: An Exploratory Study.
Proceedings of the 42nd Annual International Conference of the IEEE Engineering in Medicine & Biology Society, 2020

Bubble Breather - A Breathing Exercise Game to Support Pneumonia Rehabilitation and Recovery.
Proceedings of the CHI PLAY '20: The Annual Symposium on Computer-Human Interaction in Play, Virtual Event, Canada, November 2-4, 2020, 2020

A Serious Game for Promoting Positive Attitudes Towards Nursing Homes Among Youth.
Proceedings of the CHI PLAY '20: The Annual Symposium on Computer-Human Interaction in Play, 2020

3rd Body As Starting Point Workshop: Exploring Themes for Inbodied Interaction Research and Design.
Proceedings of the Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems, 2020

2019
Revisiting collaboration through mixed reality: The evolution of groupware.
Int. J. Hum. Comput. Stud., 2019

The uncomfortable workshop: exploring discomfort design for wellbeing and sustainability.
Proceedings of the 2019 ACM International Joint Conference on Pervasive and Ubiquitous Computing and Proceedings of the 2019 ACM International Symposium on Wearable Computers, 2019

Diversifying pro-environmental behaviors: redesigning applications to incorporate environmental "spill-over".
Proceedings of the 2019 ACM International Joint Conference on Pervasive and Ubiquitous Computing and Proceedings of the 2019 ACM International Symposium on Wearable Computers, 2019

Designing to support uncomfortable breathing exercises: ethical considerations.
Proceedings of the 2019 ACM International Joint Conference on Pervasive and Ubiquitous Computing and Proceedings of the 2019 ACM International Symposium on Wearable Computers, 2019

PySnippet: Accelerating Exploratory Data Analysis in Jupyter Notebook through Facilitated Access to Example Code.
Proceedings of the Workshops of the EDBT/ICDT 2019 Joint Conference, 2019

Healthy Lies: The Effects of Misrepresenting Player Health Data on Experience, Behavior, and Performance.
Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, 2019

2018
Mixed-Reality for Object-Focused Remote Collaboration.
Proceedings of the 31st Annual ACM Symposium on User Interface Software and Technology Adjunct Proceedings, 2018

A Design Framework for Awareness Cues in Distributed Multiplayer Games.
Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems, 2018

2017
Looking Away and Catching Up: Dealing with Brief Attentional Disconnection in Synchronous Groupware.
Proceedings of the 2017 ACM Conference on Computer Supported Cooperative Work and Social Computing, 2017

Why Players use Pings and Annotations in Dota 2.
Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, 2017

Designing Game-Based Myoelectric Prosthesis Training.
Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, 2017

Collaboration with 360° Videochat: Challenges and Opportunities.
Proceedings of the 2017 Conference on Designing Interactive Systems, 2017

2016
Game-Based Myoelectric Training.
Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play, 2016

(The Lack of) Privacy Concerns with Sharing Web Activity at Work and the Implications for Collaborative Search.
Proceedings of the 2016 ACM Conference on Human Information Interaction and Retrieval, 2016

Stabilized Annotations for Mobile Remote Assistance.
Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, 2016

Elevating Communication, Collaboration, and Shared Experiences in Mobile Video through Drones.
Proceedings of the 2016 ACM Conference on Designing Interactive Systems, DIS '16, Brisbane, QLD, Australia, June 04, 2016

2015
Personal Visualization and Personal Visual Analytics.
IEEE Trans. Vis. Comput. Graph., 2015

PhoneEar: interactions for mobile devices that hear high-frequency sound-encoded data.
Proceedings of the 7th ACM SIGCHI Symposium on Engineering Interactive Computing Systems, 2015

Physio@Home: Exploring Visual Guidance and Feedback Techniques for Physiotherapy Exercises.
Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems, 2015

Mechanics of Camera Work in Mobile Video Collaboration.
Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems, 2015

2014
Improving player balancing in racing games.
Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play, Toronto, ON, Canada, October 19, 2014

The effectiveness (or lack thereof) of aim-assist techniques in first-person shooter games.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2014

Physio@Home: design explorations to support movement guidance.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2014

2013
Social navigation for loosely-coupled information seeking in tightly-knit groups using webwear.
Proceedings of the Computer Supported Cooperative Work, 2013

Using the Ecological Approach to Create Simulations of Learning Environments.
Proceedings of the Artificial Intelligence in Education - 16th International Conference, 2013

2012
Analysis and comparison of target assistance techniques for relative ray-cast pointing.
Int. J. Hum. Comput. Stud., 2012

The search dashboard: how reflection and comparison impact search behavior.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2012

2011
Calibration games: making calibration tasks enjoyable by adding motivating game elements.
Proceedings of the 24th Annual ACM Symposium on User Interface Software and Technology, 2011

Effects of view, input device, and track width on video game driving.
Proceedings of the Graphics Interface 2011 Conference, 2011

Target assistance for subtly balancing competitive play.
Proceedings of the International Conference on Human Factors in Computing Systems, 2011

2010
Useful junk?: the effects of visual embellishment on comprehension and memorability of charts.
Proceedings of the 28th International Conference on Human Factors in Computing Systems, 2010

2009
The Social Semantic Web in Intelligent Learning Environments: state of the art and future challenges.
Interact. Learn. Environ., 2009

Personalized retrieval in social bookmarking.
Proceedings of the 2009 International ACM SIGGROUP Conference on Supporting Group Work, 2009

Interactive usability instrumentation.
Proceedings of the 1st ACM SIGCHI symposium on Engineering Interactive Computing System , 2009

Lessons Learned using Social and Semantic Web Technologies for E-Learning.
Proceedings of the Semantic Web Technologies for e-Learning, 2009

2008
Leveraging Folksonomies for Ontology Evolution in E-learning Environments.
Proceedings of the 2th IEEE International Conference on Semantic Computing (ICSC 2008), 2008

Leveraging the Social Semantic Web in Intelligent Tutoring Systems.
Proceedings of the Intelligent Tutoring Systems, 9th International Conference, 2008

E-Learning meets the Social Semantic Web.
Proceedings of the 8th IEEE International Conference on Advanced Learning Technologies, 2008

Seeing things in the clouds: the effect of visual features on tag cloud selections.
Proceedings of the HYPERTEXT 2008, 2008

2006
Applying the Agent Metaphor to Learning Content Management Systems and Learning Object Repositories.
Proceedings of the Intelligent Tutoring Systems, 8th International Conference, 2006


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