Kimberly Hieftje

dblp:184/7619 · also Kimberly D. Hieftje · DBLP profile ↗
← Back
4ranked-venue papers
0as first author
4since 2021 · last 2025
0000-0001-9276-7767ORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 4 · 4 since 2021Graphics, computer vision, multimedia, augmented reality and games · 3 · 3 since 2021
YearPublicationVenuePosition
2025 Lemmings: Creating Re-mappable Gestures For More Accessible Immersive Experiences
abstract
gestural music instrument built with Lemmings.
Justin Berry, Michael Gancz, Asher Marks, Kimberly Hieftje
IMX4
2025 Demonstrating the Screenless Optical Theremin with Tremolo (ScOTT)
abstract
Figure 1: A demonstration of the Screenless Optical Theremin with Tremolo (ScOTT) in a collaborative musical setting.
Michael Gancz, Justin Berry, Shu Wei, Kimberly Hieftje, Asher Marks
IMX4
2025 The Arborist: A Collective Bloom Through Physiological Data in Mixed Reality
abstract
This mixed reality installationThe Arborist transforms physiological data (heart rate-HR, galvanic skin conductance-GSR, temperature) into collaborative digital flora using Meta Quest 3 and Shimmer3 sensors.Each user's biometrics generate unique flowers-color tied to HR, bloom size to arousal-that populate a Tree of Shared Breath.
Shu Wei, Barnabas Lee, Michael Gancz, Asher Marks, Kimberly Hieftje
IMX5
2025 Game Playbooks 2.0: An Updated Strategy for Supporting Game-Based Behavior Change Interventions
abstract
As scholarly communities move towards fully realizing the immense potential of playful and interactive technologies, game-based behavior change interventions have proven to be effective in a variety of health behavior contexts. Due to the large number of stakeholders and the diversity of backgrounds within teams creating such interventions, it is vital that teams co-create and have access to shared documents, language, and understanding throughout the development process. Game Playbooks provide a critical tool to ensure unity between project goals, relevant theoretical frameworks, and game design techniques and decisions. These documents are co-created by and shared among the project team, connecting intervention goals and behavioral frameworks to game mechanics and assessment strategies, ensuring consistency between intervention requirements, design, and evaluation. Using the Game Playbook from an intervention surrounding hand and phone hygiene among caregivers of infants in neonatal intensive care units as an illustrative example, we offer insights into the development process for Game Playbooks and how our team’s process has evolved over the course of a decade of developing game-based behavior change interventions. This paper serves as a practical guide to crafting a living document through which intervention teams may communicate, share ideas, and develop effective game-based behavior change interventions.
Erin J. K. Truesdell, Veronica Weser, Thomas S. Murray, Abigail Crocker, Asher Marks, Richard A. Martinello, Kimberly Hieftje
Proc. ACM Hum. Comput. Interact.7