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Alex Gruver

dblp:160/9998 · DBLP profile ↗
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1ranked-venue papers
0as first author
0since 2021 · last 2015
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 1Graphics, computer vision, multimedia, augmented reality and games · 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
Health and well-being technologies · 50% Design research and methods · 50%

Topics — the 2 heaviest of 2, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Design research and methods
experience sampling
0.212015
Predicting the Quality of User Experiences to Improve Productivity and Wellness · AAAI 2015
Health and well-being technologies › health monitoring
wellness monitoring
0.212015
Predicting the Quality of User Experiences to Improve Productivity and Wellness · AAAI 2015

Methods — techniques the papers use, named apart from their topics

predictive modeling · 0.2experience sampling method · 0.2
YearPublicationVenuePosition
2015 Predicting the Quality of User Experiences to Improve Productivity and Wellness
abstract
College students often struggle to balance their work with personal wellness. In part, this occurs because students work when they are unable to focus. We hypothesize that we can adapt the Experience Sampling Method (ESM) to build a model of users’ efficacy and predict when they will be most likely to experience flow, a state of motivation and immersion. We also hypothesize that we can present this information effectively to users, allowing them to understand when they are most likely to achieve flow. In order to test these hypotheses, we introduce the Productivity and Wellness Pal (PaWPal), a smartphone-based application that seeks to make users aware of their efficacy at various tasks as well as which courses of action are likely to lead to immersive experiences.
Priya L. Donti, Jacob Rosenbloom, Alex Gruver, Jim Boerkoel
AAAI3