Demo Data from VLDB 2026 / reviewers in the wild / expert
Alexander Michael
dblp:264/7425
· DBLP profile ↗
1ranked-venue papers
1as first author
0since 2021 · last 2020
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 1 · 1 first-author
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% Health and well-being technologies · 23% |
Topics — the 2 heaviest of 2, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Games and playful interaction
exergames |
0.4 | 1 | 2020 | Race Yourselves: A Longitudinal Exploration of Self-Competition Between Past, Present, and Future Performances in a VR Exergame · CHI 2020 |
Health and well-being technologies
physical activity |
0.1 | 1 | 2020 | Race Yourselves: A Longitudinal Exploration of Self-Competition Between Past, Present, and Future Performances in a VR Exergame · CHI 2020 |
Methods — techniques the papers use, named apart from their topics
longitudinal study · 0.4cross-sectional study · 0.4
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2020 | Race Yourselves: A Longitudinal Exploration of Self-Competition Between Past, Present, and Future Performances in a VR ExergameabstractParticipating in competitive races can be a thrilling experience for athletes, involving a rush of excitement and sensations of flow, achievement, and self-fulfilment. However, for non-athletes, the prospect of competition is often a scary one which affects intrinsic motivation negatively, especially for less fit, less competitive individuals. We propose a novel method making the positive racing experience accessible to non-athletes using a high-intensity cycling VR exergame: by recording and replaying all their previous gameplay sessions simultaneously, including a projected future performance, players can race against a crowd of "ghost" avatars representing their individual fitness journey. The experience stays relevant and exciting as every race adds a new competitor. A longitudinal study over four weeks and a cross-sectional study found that the new method improves physical performance, intrinsic motivation, and flow compared to a non-competitive exergame. Additionally, the longitudinal study provides insights into the longer-term effects of VR exergames. Alexander Michael, Christof Lutteroth |
CHI | 1 |