VLDB 2026 Research / reviewers in the wild / expert
Rune Møberg Jacobsen
dblp:264/8082
· DBLP profile ↗
9ranked-venue papers
4as first author
9since 2021 · last 2025
0000-0002-1877-1845ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 9 · 4 first-author · 9 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-author · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Prompt Machine: A Tangible Generative AI Tool for Supporting Children's Learning and LiteracyabstractFigure 1: The Prompt Machine, a tangible learning tool for integrated AI in education.(A) Pupils write assignments.(B) Pupils input their written assignments.(C) Pupils modify their texts using tangible prompt cubes.(D) Pupils receive physical print outs of modified texts.(E) Teachers facilitate reflections and discussions about modified texts with pupils. Martin V. A. Lindrup, Rune Møberg Jacobsen, Joel Wester, Niels van Berkel, Dimitrios Raptis, Peter Axel Nielsen |
Conference on Designing Interactive Systems | 2 |
| 2025 | General Practitioners' Perspectives on a Pre-Consultation Chatbot for Shared Decision-MakingabstractGeneral practitioner (GP) consultations are the typical starting point for a patient's healthcare journey.Here, GPs aim to support and inform patients to enable a shared decision-making process.In this work we explore how an interactive chatbot, designed to prepare patients for their GP consultation, is perceived by GPs to impact patient consultations, patient-GP interaction, and their work.We conducted an in-depth evaluation and interview with 15 GPs from 12 different practices.Our findings provide insights into common challenges in shared decision-making, GP perspectives on the role of chatbots in preparing patients, and how chatbot technology could impact and transform general practice.Finally, we reflect on patient and GP agency in shared decision-making and the impact of technology on this complex relationship. Mana Samiee, Joel Wester, Rune Møberg Jacobsen, Michael Skovdal Rathleff, Niels van Berkel |
Conference on Designing Interactive Systems | 3 |
| 2025 | Visual Augmentations for Ultrasound Assessment Training of Medical StudentsabstractUltrasound assessments are key in assessing traumatic injuries to the human body during urgent medical emergencies. Obtaining proficiency in conducting ultrasound assessments is challenging, and relies on hands-on, individually instructed training provided by a scarce number of ultrasound experts. We investigate how to support medical students’ learning of ultrasound assessment through visual augmentations. By enhancing the learning process, we seek to support medical students in reaching higher proficiency in ultrasound assessments. We followed an ultrasound assessment course to identify the primary challenges faced by medical students learning to conduct ultrasound assessments. Based on our findings, we designed four distinct visual augmentations in collaboration with a course educator that guide students in achieving better ultrasound image quality. We evaluated these visual augmentations in a mixed-method study with 15 medical students. Our findings provide insights on the use of digital technology in supporting clinical training, and the possibilities of bridging existing training practices. Helena Bøjer Djernæs, Rune Møberg Jacobsen, Simo Hosio, Niels van Berkel |
CHI | 2 |
| 2025 | Chatbots for Data Collection in Surveys: A Comparison of Four Theory-Based Interview ProbesabstractSurveys are a widespread method for collecting data at scale, but their rigid structure often limits the depth of qualitative insights obtained. While interviews naturally yield richer responses, they are challenging to conduct across diverse locations and large participant pools. To partially bridge this gap, we investigate the potential of using LLM-based chatbots to support qualitative data collection through interview probes embedded in surveys. We assess four theory-based interview probes: descriptive, idiographic, clarifying, and explanatory. Through a split-plot study design (N=64), we compare the probes' impact on response quality and user experience across three key stages of HCI research: exploration, requirements gathering, and evaluation. Our results show that probes facilitate the collection of high-quality survey data, with specific probes proving effective at different research stages. We contribute practical and methodological implications for using chatbots as research tools to enrich qualitative data collection. Rune Møberg Jacobsen, Samuel Rhys Cox, Carla F. Griggio, Niels van Berkel |
CHI | 1 |
| 2024 | Towards a Personal Audio Space in Homes: Investigating Future Sound Management with Personal Audio TechnologiesabstractPersonal audio technologies empower individuals to manage their own auditory environment, affording control over both digital and real-world sounds. However, this control comes at a potential cost to social interaction, awareness of surroundings, and safety. This paper explores and investigates leveraging personal audio technologies as mediators in establishing personal audio spaces in homes. Our research methodology consisted of two key phases. Initially, a series of design workshops involving 16 participants were conducted to explore potential enhancements to everyday listening situations through technology. Subsequently, a within-subjects mixed-method study with 18 participants was undertaken to investigate the user experience of employing personal audio technologies to create a personalised audio space. The findings provide insights into future opportunities for listening practices, audio content, interpersonal listening, enhancing listening experiences as well as experiential components. Drawing from our results, we engage in a discussion on the potential manifestations of personal audio spaces, while also addressing current technological limitations and suggesting avenues for future research directions. Rune Møberg Jacobsen, Stephen A. Brewster, Mikael B. Skov, Jesper Kjeldskov |
IMX | 1 |
| 2024 | Impact of interaction technique in interactive data visualisations: A study on lookup, comparison, and relation-seeking tasksabstractThis paper presents an analysis of different interaction techniques used in interactive data visualisations to support end-users in visual analytics tasks. Our selection of interaction techniques is based on prior work and consists of the interaction techniques SELECT, EXPLORE, RECONFIGURE, ENCODE, FILTER, ABSTRACT/ELABORATE, and CONNECT. Through a within-subject study, we assessed participants’ abilities to utilise these techniques when faced with three distinct types of data-driven tasks; lookup, comparison, and Relation-seeking. Our research investigates the impact of these interaction techniques on the correctness, confidence, perceived difficulty, and cognitive load of N = 80 self-identified data scientists and N = 80 non-experts. We find that interaction technique significantly impacts answer correctness and participant confidence. Participants performed best across those interaction techniques that allow for information that is deemed least relevant to be concealed, which is reflected in lower intrinsic and extraneous cognitive load. Interestingly, participants’ expertise affected their confidence but not their accuracy. Our results provide insights useful for a more targeted and informed design and usage of interactive data visualisations. Niels van Berkel, Benjamin Tag, Rune Møberg Jacobsen, Daniel Russo 0002, Helen C. Purchase, Daniel Buschek |
Int. J. Hum. Comput. Stud. | 3 |
| 2023 | Living with Sound Zones: A Long-term Field Study of Dynamic Sound Zones in a Domestic ContextabstractSound zone technology enables multiple people to have personal and shared listening experiences without disturbing each other. Methods for constructing sound zones have now matured enough to allow installations outside of experimental laboratories, making it essential for further development to conduct empirical studies about how people adopt, use, and interact with sound zones in, e.g., domestic settings. To that end, we conducted a four-week field study with a sound zone system in five households. Through an inductive reflexive thematic analysis, we identify three themes relating to 1) experiencing sound zones in everyday life, 2) sound zone usage patterns in households, and 3) interacting with sound zones. Based on these themes, we discuss how sound zones can be used to manage sound in homes in new ways to allow for better social coexistence and listening experiences. We present four directions for future HCI research and interaction design to comply with user needs and considerations when using this novel technology. Rune Møberg Jacobsen, Kasper Fangel Skov, Stine S. Johansen, Mikael B. Skov, Jesper Kjeldskov |
CHI | 1 |
| 2022 | Do You See What I Hear? - Peripheral Absolute and Relational Visualisation Techniques for Sound ZonesabstractSound zone technology allows multiple simultaneous sound experiences for multiple people in the same room without interference. However, given the inherent invisible and intangible nature of sound zones, it is unclear how to communicate the position and size of sound zones to users. This paper compares two visualisation techniques; absolute visualisation, relational visualisation, as well as a baseline condition without visualisations. In a within-subject experiment (N = 33), we evaluated these techniques for effectiveness and efficiency across four representative tasks. Our findings show that the absolute and relational visualisation techniques increase effectiveness in multi-user tasks but not in single-user tasks. The efficiency for all tasks was improved using visualisations. We discuss the potential of visualisations for sound zones and highlight future research opportunities for sound zone interaction. Rune Møberg Jacobsen, Niels van Berkel, Mikael B. Skov, Stine S. Johansen, Jesper Kjeldskov |
CHI | 1 |
| 2022 | Investigating Potentials of Shape-Changing Displays for Sound ZonesabstractIn this paper, we investigate the use of shape-change for interaction with sound zones. A core challenge to designing interaction with sound zone systems is to support users’ understanding of the unique spatial properties of sound zones. Shape-changing interfaces present new opportunities for addressing this. We present a structured investigation into this. We leveraged the knowledge of 12 sound experts to define a set of basic shapes and movements. Then, we constructed a prototype and conducted an elicitation study with 17 novice users, investigating the experience of these shapes and movements. Our findings show that physical visualizations of sound zones can be useful in supporting users’ experience of sound zones. We present a framework of 4 basic pattern categories that prompt different sound zone experiences and outline further research directions for shape-change in supporting sound zone interaction. Stine S. Johansen, Timothy Merritt 0001, Rune Møberg Jacobsen, Peter Axel Nielsen, Jesper Kjeldskov |
CHI | 3 |