Demo Data from VLDB 2026 / reviewers in the wild / expert
Beatrix Vereijken
dblp:145/5723
· DBLP profile ↗
3ranked-venue papers
0as first author
2since 2021 · last 2026
0000-0002-2231-8138ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 2 · 2 since 2021Applied, interdisciplinary, general and emerging computing · 1
Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.
| Human-computer interaction and pervasive computing
1 paper |
Games and playful interaction · 77% Interaction techniques and input · 23% |
Topics — the 1 heaviest of 2, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Interaction techniques and input › post-WIMP interaction › embodied interaction
movement-based interaction |
0.3 | 1 | 2026 | Examining movement as foundation for embodied player experiences and technology relationships · Int. J. Hum. Comput. Stud. 2026 |
Methods — techniques the papers use, named apart from their topics
predictive processing · 1.0phenomenology · 1.0autoethnography · 1.0active inference · 1.0
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Examining movement as foundation for embodied player experiences and technology relationshipsabstractGame studies and HCI research on embodied experiences and technology relationships often diverge; while game studies focus on the player–avatar relationship, HCI emphasises sensory perception and stimulation. This paper bridges these perspectives by examining movement as fundamental to perception and interaction, exploring how movement unfolds in sequences between player(s) and technologies. The paper presents a theoretical framework that combines the neuroscientific theories of predictive processing and active inference with phenomenology to understand perception and experience as subjective experiences along with their underlying neurobiological processes. Complemented by an autoethnographic inquiry in which the primary author played seven games over three years, we apply the theoretical framework to analyse how movement drives embodied experiences. Our findings reveal that the composition of movement sequences is a key mechanism for embodied player experiences and technology relationships. Furthermore, the study identifies four dynamics in the sequential movement compositions that shape the qualities of experience. By foregrounding movement as central to connecting players and avatars in sensory engagement, we provide a unified perspective that benefits researchers and designers across the fields of game studies and human-computer interaction (HCI). Louise Petersen Matjeka, Hanna Elina Wirman, Beatrix Vereijken, Florian 'Floyd' Mueller |
Int. J. Hum. Comput. Stud. | 3 |
| 2021 | Assessment of Machine Learning Models for Classification of Movement Patterns During a Weight-Shifting ExergameabstractIn exercise gaming (exergaming), reward systems are typically based on rules/templates from joint movement patterns. These rules or templates need broad ranges in definitions of correct movement patterns to accommodate varying body shapes and sizes. This can lead to inaccurate rewards and, thus, inefficient exercise, which can be detrimental to progress. If exergames are to be used in serious settings like rehabilitation, accurate rewards for correctly performed movements are crucial. This article aims to investigate the level of accuracy machine learning/deep learning models can achieve in classification of correct repetitions naturally elicited from a weight-shifting exergame. Twelve healthy elderly (10F, age 70.4 SD 11.4) are recruited. Movements are captured using a marker-based 3-D motion-capture system. Random forest (RF), support vector machine, k-nearest neighbors, and multilayer perceptron (MLP) are the employed models, trained and tested on whole body movement patterns and on subsets of joints. MLP and RF reached the highest recall and F1-score, respectively, when using combined data from joint subsets. MLP recall range are 91% to 94%, and RF F1-score range 79% to 80%. MLP and RF also reached the highest recall and F1-score in each joint subset, respectively. Here, MLP ranged from 93% to 97% recall, while RF ranged from 73% to 80% F1-score. Recall results, show that >9 out of 10 repetitions are classified correctly, indicating that MLP/RF can be used to identify correctly performed repetitions of a weight-shifting exercise when using full-body data and when using joint subset data. Elise Klaebo Vonstad, Beatrix Vereijken, Kerstin Bach, Xiaomeng Su, Jan Harald Nilsen |
IEEE Trans. Hum. Mach. Syst. | 2 |
| 2016 | Developing the FARSEEING Taxonomy of Technologies: Classification and description of technology use (including ICT) in falls prevention studiesabstractBACKGROUND: Recent Cochrane reviews on falls and fall prevention have shown that it is possible to prevent falls in older adults living in the community and in care facilities. Technologies aimed at fall detection, assessment, prediction and prevention are emerging, yet there has been no consistency in describing or reporting on interventions using technologies. With the growth of eHealth and data driven interventions, a common language and classification is required. OBJECTIVE: The FARSEEING Taxonomy of Technologies was developed as a tool for those in the field of biomedical informatics to classify and characterise components of studies and interventions. METHODS: The Taxonomy Development Group (TDG) comprised experts from across Europe. Through face-to-face meetings and contributions via email, five domains were developed, modified and agreed: Approach; Base; Components of outcome measures; Descriptors of technologies; and Evaluation. Each domain included sub-domains and categories with accompanying definitions. The classification system was tested against published papers and further amendments undertaken, including development of an online tool. Six papers were classified by the TDG with levels of consensus recorded. RESULTS: Testing the taxonomy with papers highlighted difficulties in definitions across international healthcare systems, together with differences of TDG members' backgrounds. Definitions were clarified and amended accordingly, but some difficulties remained. The taxonomy and manual were large documents leading to a lengthy classification process. The development of the online application enabled a much simpler classification process, as categories and definitions appeared only when relevant. Overall consensus for the classified papers was 70.66%. Consensus scores increased as modifications were made to the taxonomy. CONCLUSION: The FARSEEING Taxonomy of Technologies presents a common language, which should now be adopted in the field of biomedical informatics. In developing the taxonomy as an online tool, it has become possible to continue to develop and modify the classification system to incorporate new technologies and interventions. Elisabeth Boulton, Helen Hawley-Hague, Beatrix Vereijken, Amanda M. Clifford, Nick A. Guldemond, Klaus Pfeiffer, Alex Hall, Federico Chesani, Sabato Mellone, Alan Bourke, Chris J. Todd |
J. Biomed. Informatics | 3 |