Demo Data from VLDB 2026 / reviewers in the wild / expert
Taj Campbell
dblp:90/756
· DBLP profile ↗
1ranked-venue papers
1as first author
0since 2021 · last 2008
—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 |
Health and well-being technologies · 77% Games and playful interaction · 23% |
Topics — the 1 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Health and well-being technologies › fitness technology
fitness applications |
0.1 | 1 | 2008 | Game design principles in everyday fitness applications · CSCW 2008 |
Methods — techniques the papers use, named apart from their topics
literature review · 0.1design analysis · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2008 | Game design principles in everyday fitness applicationsabstractThe global obesity epidemic has prompted our community to explore the potential for technology to play a stronger role in promoting healthier lifestyles. Although there are several examples of successful games based on focused physical interaction, persuasive applications that integrate into everyday life have had more mixed results. This underscores a need for designs that encourage physical activity while addressing fun, sustainability, and behavioral change. This note suggests a new perspective, inspired in part by the social nature of many everyday fitness applications and by the successful encouragement of long term play in massively multiplayer online games. We first examine the game design literature to distill a set of principles for discussing and comparing applications. We then use these principles to analyze an existing application. Finally, we present Kukini, a design for an everyday fitness game. Taj Campbell, Brian Ngo, James Fogarty |
CSCW | 1 |