VLDB 2026 Research / reviewers in the wild / expert
Chukwuemeka Nwagu
dblp:347/2895
· DBLP profile ↗
4ranked-venue papers
2as first author
4since 2021 · last 2025
0000-0001-7895-884XORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 4 · 2 first-author · 4 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Insights from the evaluation of a persuasive intervention for absent-minded smartphone useabstractProblematic smartphone use (PSU) is a growing concern that hurts users' daily lives and activities. Previous studies have emphasised the importance of developing mindfulness and self-efficacy concerning smartphone use rather than solely focussing on reducing usage. However, there has been little research developing and evaluating digital interventions specifically targeting absent-minded smartphone use. There is also little knowledge on how best mindfulness practice using digital technologies can be integrated with persuasive designs which have been widely studied and implemented for behaviour change. In this paper, we developed a live wallpaper application for Android lock and home screens as a mindfulness-based intervention for absent-minded smartphone use. The application was evaluated over two weeks with 121 participants. This was followed by a semi-structured interview with 15 participants. The results of our analysis show that the intervention reduced absent-minded smartphone use overall. While participants found the various features (especially the customisation features) of the intervention to be persuasive, we found no correlation between perceived persuasiveness and behaviour change. This work provides valuable insights for advancing human-computer interaction (HCI) research on PSU. Additionally, the results raise important questions for future research, such as the relationship between perceived persuasiveness and behaviour change. Finally, we contribute to the discussion on the applications of mindfulness in persuasive technology, challenges and future research areas. Chukwuemeka Nwagu, Rita Orji |
Behav. Inf. Technol. | 1 |
| 2025 | Social Exergames in Health and Wellness: A Systematic Review of Trends, Effectiveness, Challenges, and Directions for Future ResearchabstractExergames are becoming increasingly popular and have shown potential for motivating physical activity. Past research suggests that social (multiplayer) exergames offer players an engaging experience and good aerobic exercises. Our systematic review summarizes existing work and identifies gaps, trends, and patterns on social exergame research in the domain of health and wellness. A search was conducted in the ACM Digital Library, IEEE Xplore, and PubMed. After screening 2272 records, we identified 73 studies from 2013 to 2023 that meet the inclusion criteria. Our results reveal that step tracking is the most commonly implemented measure of physical activity in social exergames, and that competition, rewards, and cooperation are the most common features used for designing the games. Our results also show that the effectiveness of social exergames is intricately linked to a combination of factors, including group size, player matching, and game features. The main contribution of this paper is (1) an analysis of features and group dynamics employed for designing social exergames, and (2) how game features affect the games’ outcome (both positive and negative) uncovering challenges and opportunities to advance future research in this area. Our findings in the current review provides insights for the design and implementation of social exergaming helping users to experience more socially satisfying game experiences thereby increasing the motivation for exercise, as well as gaining social benefits. Gerry Chan, Bilikis Banire, Sussan Anukem, Masud Imran, Suraj Meena, Chukwuemeka Nwagu, Oladapo Oyebode, Alaa Alslaity, Ali Arya, Rita Orji |
Int. J. Hum. Comput. Interact. | 6 |
| 2025 | The Shape of Mobile Health: A Systematic Review of Health Visualization on Mobile DevicesabstractmHealth apps and tracking technology are becoming popular because they help people adopt a healthier lifestyle and form healthy habits. One way mHealth apps can help users is by presenting visuals to help them better understand their health data. Commendable efforts have been carried out to personalize health-promoting interventions to help users become more aware of their own health, and health practitioners for providing healthcare services. For example, digital self-tracking apps nowadays can be used to monitor physical activity, nutrition and sleep patterns. This systematic review aims to investigate the current trends, challenges, gaps, and opportunities in health visualizations on mobile devices. Peer-reviewed papers in English collected using online databases (ACM Digital Library, PubMed, and Web of Science) from 2012 to 2022 were considered, and 56 studies were selected out of 1,168 studies. Results showed that among 11 different health domains, general health and physical health were the most heavily studied. Relatedly, results also showed that physical fitness data is the most frequently collected data type automatically from sensors/trackers. Furthermore, bar and line charts are the most popular type of visualizations used for presenting a variety of health data, and while most apps present static visualizations, interactive visualizations, as well as a combination of both static and interactive visualizations, are becoming more common. Based on our results, we offer recommendations for future research as designers and researchers continue to improve the presentation of data visualizations in mHealth apps. Gerry Chan, Chukwuemeka Nwagu, Ifeanyi Odenigbo, Alaa Alslaity, Rita Orji |
Int. J. Hum. Comput. Interact. | 2 |
| 2023 | EEG-Based Brain-Computer Interactions in Immersive Virtual and Augmented Reality: A Systematic ReviewabstractBrain-computer interactions allow humans to passively or actively control computer systems using their brain activity. For more than a decade now, these interactions have been implemented and evaluated in immersive virtual environments where they prompt novel means of human interaction with systems. In this paper, we present a systematic review of 76 studies published over the last 10 years that develop and evaluate immersive virtual reality or augmented reality systems with electroencephalography-based interactions. The aim of the review is to summarize and highlight trends in technology design, research methods, current practices, techniques used in systems of this kind, challenges and opportunities that present direction for future research in this area. Our analysis uncovers useful insights, limitations, and highlights of the trends, innovations, and usability and technical challenges at the intersection of brain-computer interfaces and immersive technologies, as well as recommendations for future research. Chukwuemeka Nwagu, Alaa Alslaity, Rita Orji |
Proc. ACM Hum. Comput. Interact. | 1 |