Zhanna Sarsenbayeva

dblp:185/3992 · DBLP profile ↗
← Back
32ranked-venue papers
5as first author
23since 2021 · last 2026
0000-0002-1247-6036ORCID · verified

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

Human-computer interaction and ubiquitous computing · 26 · 5 first-author · 17 since 2021Graphics, computer vision, multimedia, augmented reality and games · 4 · 4 since 2021Artificial intelligence and machine learning · 2 · 2 since 2021Applied, interdisciplinary, general and emerging computing · 1 · 1 since 2021
YearPublicationVenuePosition
2026 Understanding the Effects of Interaction on Emotional Experiences in VR
abstract
Virtual reality has been effectively used for eliciting emotions, yet most research focuses on the intensity of affective responses rather than on how interaction influences those experiences. To address this gap, we advance a validated VR emotion-elicitation dataset through two key extensions. First, we add a new high-arousal, high-valence scene and validate its effectiveness in a within-subject study (N=24). Second, we incorporate interactive elements into each scene, creating both interactive and non-interactive versions to examine the impact of interaction on emotional responses. We evaluate interaction through a multimodal approach combining subjective ratings and physiological signals to capture both conscious and unconscious affective responses. Our evaluation study (N=84) shows that interaction not only amplifies emotions but modulates them in context, supporting coping in negative scenes and enhancing enjoyment in positive scenes. These findings highlight the potential of scene-tailored interaction for different applications, where regulating emotions is as important as eliciting them.
Zheyuan Kuang, Tinghui Li 0001, Weiwei Jiang 0001, Sven Mayer, Flora D. Salim, Benjamin Tag, Anusha Withana, Zhanna Sarsenbayeva
CHI8
2026 Searching Through Complex Worlds: Visual Search and Spatial Regularity Memory in Mixed Reality
abstract
Visual search is a core component of mixed reality (MR) interactions, influenced by the complexities of MR application contexts. In this paper, we investigate how prevalent factors in MR influence visual search performance and spatial regularity memory -- including the physical environment complexity, secondary task presence, virtual content depth and spatial layout configurations. Contrary to prior work, we found that the secondary auditory task did not have a significant main effect on visual search performance, while significantly elevating higher perceived workload measures in all conditions. Complex environments and varied virtual elements depths significantly hinder visual search, but did not significantly increase perceived workload measures. Finally, participants did not explicitly recognize repeated spatial configurations of virtual elements, but performed significantly better when searching repeated spatial configurations, suggesting implicit memory of spatial regularities. Our work presents novel insights on visual search and highlights key considerations when designing MR for different application contexts.
Lefan Lai, Tinghui Li 0001, Zhanna Sarsenbayeva, Brandon Victor Syiem
CHI3
2026 SRL Proxemics: Spatial Guidelines for Supernumerary Robotic Limbs in Near-Body Interactions
abstract
Wearable supernumerary robotic limbs (SRLs) sit at the intersection of human augmentation and embodied AI, promising to function as extensions of the human body. However, their movements within the intimate near-body space raise unresolved challenges for perceived safety, user control, and trust. In this paper, we present results from a Wizard-of-Oz study (n=18), where participants completed near-body collaboration tasks with SRLs to explore these challenges. We collected qualitative data through think-aloud protocols and semi-structured interviews, complemented by physiological signals and post-task ratings. Findings indicate that greater autonomy did not inherently enhance perceived safety or trust. Instead, participants identified near-body zones and paired them with clear coordination rules. They also expressed expectations for how different arm components should behave, shaping preferences around autonomy, perceived safety, and trust. Building on these insights, we introduce SRL Proxemics, a zone- and segment-level design framework showing that autonomy is not monolithic: perceived safety hinges on spatially calibrated, legible behaviors, not on autonomy level alone.
Chia-An Fan, Yihao Dong, Shuto Takashita, Masahiko Inami, Zhanna Sarsenbayeva, Anusha Withana
CHI6
2026 One Body, Two Minds: Alternating VR Perspective During Remote Teleoperation of Supernumerary Limbs
abstract
Remote VR teleoperation with supernumerary robotic limbs enables distant users to operate in another’s local space. While a shared first-person view aids hand-eye coordination, locking the guest’s camera to the host’s head can degrade comfort, embodiment, and coordination. Based on a formative study (N=10) using a virtual supernumerary robotic limbs configuration to stress-test coordination, we propose guest-driven perspective switching from a shared first-person baseline (Shared Embodied View) to two alternatives: (a) a stabilized view with guest-controlled rotation (Embedded Anchored View), and (b) a fully decoupled third-person view (Out-of-body View). We ran a user study with 24 pairs (N=48), who switched between the baseline and proposed views as task demands changed. We measured performance, embodiment, fatigue, physiological arousal, and switching behaviors. Our results reveal role-dependent trade-offs: Out-of-body View improves navigation efficiency and reduces errors, while Embedded Anchored View supports embodiment. We conclude with guidelines: use Embedded Anchored View for hand-centric adjustments, Out-of-body View for navigation and object placement, and ensure smooth transitions.
Xincheng Huang, Winston Wijaya, Yi Fei Cheng 0001, David Lindlbauer, Eduardo Velloso, Andrea Bianchi, Zhanna Sarsenbayeva, Anusha Withana
CHI8
2025 Estimating the Effects of Encumbrance and Walking on Mixed Reality Interaction
Tinghui Li 0001, Eduardo Velloso, Anusha Withana, Zhanna Sarsenbayeva
CHI4
2025 Raising Awareness of Location Information Vulnerabilities in Social Media Photos using LLMs
abstract
Location privacy leaks can lead to unauthorised tracking, identity theft, and targeted attacks, compromising personal security and privacy. This study explores LLM-powered location privacy leaks associated with photo sharing on social media, focusing on user awareness, attitudes, and opinions. We developed and introduced an LLM-powered location privacy intervention app to 19 participants, who used it over a two-week period. The app prompted users to reflect on potential privacy leaks that a widely available LLM could easily detect, such as visual landmarks & cues that could reveal their location, and provided ways to conceal this information. Through in-depth interviews, we found that our intervention effectively increased users' awareness of location privacy and the risks posed by LLMs. It also encouraged users to consider the importance of maintaining control over their privacy data and sparked discussions about the future of location privacy-preserving technologies. Based on these insights, we offer design implications to support the development of future user-centred, location privacy-preserving technologies for social media photos.
Shiquan Zhang, Dongju Yang, Zhanna Sarsenbayeva, Jarrod Knibbe, Jorge Gonçalves 0001
CHI4
2025 Juggling Extra Limbs: Identifying Control Strategies for Supernumerary Multi-Arms in Virtual Reality
Tom Kip, Yihao Dong, Andrea Bianchi, Zhanna Sarsenbayeva, Anusha Withana
CHI5
2025 Weight-Induced Consumed Endurance (WICE): A Model to Quantify Shoulder Fatigue with Weighted Objects
abstract
Figure 1: The consumed endurance at 60 seconds.(1) attaching 1 kg weight boosts arm exertion to 80%; (2) bare-hand only consumed 20%.A more intense red coloration on the shoulder indicates a higher level of fatigue experienced by the user.
Tinghui Li 0001, Eduardo Velloso, Anusha Withana, Zhanna Sarsenbayeva
UIST4
2025 Exploring the effects of location information on perceptions of news credibility and sharing intention
abstract
In recent years, the integration of location-based services into social media platforms has seen a significant surge, coinciding with the growing challenges posed by the proliferation of fake news online. However, the influence of location data on readers’ perceptions of online news credibility, particularly in relation to the reporters’ whereabouts, remains unclear. To investigate this relationship, we conducted a 3 (Topics: crime, science, health) × 2 (Location anchor: event-anchored or participant-anchored) × 4 (Proximity to location anchor - no, same, close-by or faraway location) mixed-method online study (N = 288) on Prolific. Our data collection involved presenting participants with news articles and assessing their credibility assessments and sharing intentions based on the proximity of those disseminating the news to both the subject matter of the news and the audience consuming it. Our findings reveal that the proximity of the reporter’s location to the readers’ location had a noticeable adverse impact on perceptions of news credibility and the likelihood of sharing it. Furthermore, we also identified a weak positive correlation between sharing intentions and trust in social media platforms. In addition, we observed that crime news were generally perceived as less credible compared to health and science news. Our research contributes significantly to a nuanced understanding of how location-based cues impact user behaviour when interacting with online news articles. Furthermore, it provides design insights for social media platforms aiming to enhance user trust and promote pro-social behaviours.
Zhanna Sarsenbayeva, Jarrod Knibbe, Jorge Gonçalves 0001
Int. J. Hum. Comput. Stud.2
2024 Understanding Users' Perspectives on Location Privacy Management on iPhones
abstract
As the number of applications installed on smartphones continues to grow, the task of effectively managing location privacy has become increasingly complex. In this paper, we explore the factors that influence users' privacy-preserving intentions and contrast them with their actual behaviours. In addition, we compare location privacy concerns across different apps investigating the impact of app-specific features on the willingness to disclose location information. Our findings highlight significant challenges in privacy management due to privacy fatigue and perceived usability. Furthermore, participants raised the importance of more uniform standards regarding location privacy settings across various applications, calling for more detailed and interactive well-informed consent processes that highlight the risks instead of the benefits of disclosing location information. This research contributes important insights towards the development of more effective privacy settings that can foster increased user engagement in managing location privacy on smartphones.
Cherie Sew, Zhanna Sarsenbayeva, Jarrod Knibbe, Jorge Gonçalves 0001
Proc. ACM Hum. Comput. Interact.3
2024 An Immersive and Interactive VR Dataset to Elicit Emotions
abstract
Images and videos are widely used to elicit emotions; however, their visual appeal differs from real-world experiences. With virtual reality becoming more realistic, immersive, and interactive, we envision virtual environments to elicit emotions effectively, rapidly, and with high ecological validity. This work presents the first interactive virtual reality dataset to elicit emotions. We created five interactive virtual environments based on corresponding validated 360° videos and validated their effectiveness with 160 participants. Our results show that our virtual environments successfully elicit targeted emotions. Compared with the existing methods using images or videos, our dataset allows virtual reality researchers and practitioners to integrate their designs effectively with emotion elicitation settings in an immersive and interactive way.
Weiwei Jiang 0001, Maximiliane Windl, Benjamin Tag, Zhanna Sarsenbayeva, Sven Mayer
IEEE Trans. Vis. Comput. Graph.4
2023 Starting well on design for accessibility: analysis of W3C's 167 accessibility evaluation tools for the design phase
abstract
Accessibility can be overlooked in the Design-phase in creating digital products. This can lead to increased costs when problems are discovered later in product development or deployment. Our work aimed to discover how well the 167 W3C accessibility evaluation tools support the Design-phase. Using Grounded Theory, we identified key characteristics of the tools and their support. We found that just 30 (18%) of the tools support the Design-phase; by contrast, 128 (76.5%) support the Later-phases. Of the 30 tools supporting the Design-phase, 25 (83%) support color checks but few support the other W3C basic design considerations. Our key contributions are: (1) our comprehensive study of the 167 W3C accessibility evaluation tools; (2) our insights about their support for the Design-phase; (3) recommendations for improved support for accessibility in the Design-phase.
Samine Hadadi, Zhanna Sarsenbayeva, Judy Kay
ASSETS2
2023 "Hello, Fellow Villager!": Perceptions and Impact of Displaying Users' Locations on Weibo
Qiushi Zhou, Benjamin Tag, Zhanna Sarsenbayeva, Jarrod Knibbe, Jorge Gonçalves 0001
INTERACT (3)4
2023 A Review on Mood Assessment Using Smartphones
Zhanna Sarsenbayeva, Charlie Fleming, Benjamin Tag, Anusha Withana, Niels van Berkel, Alistair Lee McEwan
INTERACT (2)1
2023 The methodology of studying fairness perceptions in Artificial Intelligence: Contrasting CHI and FAccT
abstract
The topic of algorithmic fairness is of increasing importance to the Human–Computer Interaction research community following accumulating concerns regarding the use and deployment of Artificial Intelligence-based systems. How we conduct research on algorithmic fairness directly influences our inferences and conclusions regarding algorithmic fairness. To better understand the methodological decisions of studies focused on people’s perceptions of algorithmic fairness, we systematic analysed relevant papers from the CHI and FAccT conferences. We identified 200 relevant papers published between 1993 and 2022 and assessed their study design, participant sample, and geographical location of participants and authors. Our results highlight that studies are predominantly cross-sectional, cover a wide range of participant roles, and that both authors and participants are primarily from the United States. Based on these findings, we reflect on the potential pitfalls and shortcomings in how the community studies algorithmic fairness.
Niels van Berkel, Zhanna Sarsenbayeva, Jorge Gonçalves 0001
Int. J. Hum. Comput. Stud.2
2023 Mapping 20 years of accessibility research in HCI: A co-word analysis
Zhanna Sarsenbayeva, Niels van Berkel, Danula Hettiachchi, Benjamin Tag, Eduardo Velloso, Jorge Gonçalves 0001, Vassilis Kostakos
Int. J. Hum. Comput. Stud.1
2023 Survey on Emotion Sensing Using Mobile Devices
abstract
The rapid development and ubiquity of mobile and wearable devices promises to enable researchers to monitor users’ granular emotional data in a less intrusive manner. Researchers have used a wide variety of mobile and wearable devices for this purpose, and have proposed various approaches to sense users’ emotional states. In this survey, we utilise three established digital libraries (ACM Digital Library,IEEE Xplore Digital Library, andSpringer Nature). We analysed and critically assessed the different approaches used in the three stages (perception, learning, inference) of a typical mobile emotion sensing framework, following a structured paper selection process. The contribution of this survey is three-fold; first, we document all the latest relevant literature on mobile emotion sensing research; second, we describe how mobile and wearable devices use their sensing and computing capabilities to monitor human emotions; third, we discuss challenges and opportunities of mobile emotion sensing to demonstrate the potential of this thriving field of research.
Kangning Yang, Benjamin Tag, Chaofan Wang 0001, Zhanna Sarsenbayeva, Tilman Dingler, Greg Wadley, Jorge Gonçalves 0001
IEEE Trans. Affect. Comput.5
2023 Behavioral and Physiological Signals-Based Deep Multimodal Approach for Mobile Emotion Recognition
abstract
With the rapid development of mobile and wearable devices, it is increasingly possible to access users’ affective data in a more unobtrusive manner. On this basis, researchers have proposed various systems to recognize user’s emotional states. However, most of these studies rely on traditional machine learning techniques and a limited number of signals, leading to systems that either do not generalize well or would frequently lack sufficient information for emotion detection in realistic scenarios. In this paper, we propose a novel attention-based LSTM system that uses a combination of sensors from a smartphone (front camera, microphone, touch panel) and a wristband (photoplethysmography, electrodermal activity, and infrared thermopile sensor) to accurately determine user’s emotional states. We evaluated the proposed system by conducting a user study with 45 participants. Using collected behavioral (facial expression, speech, keystroke) and physiological (blood volume, electrodermal activity, skin temperature) affective responses induced by visual stimuli, our system was able to achieve an average accuracy of 89.2 percent for binary positive and negative emotion classification under leave-one-participant-out cross-validation. Furthermore, we investigated the effectiveness of different combinations of data signals to cover different scenarios of signal availability.
Kangning Yang, Chaofan Wang 0001, Zhanna Sarsenbayeva, Benjamin Tag, Tilman Dingler, Greg Wadley, Jorge Gonçalves 0001
IEEE Trans. Affect. Comput.4
2023 Near-infrared Imaging for Information Embedding and Extraction with Layered Structures
abstract
Non-invasive inspection and imaging techniques are used to acquire non-visible information embedded in samples. Typical applications include medical imaging, defect evaluation, and electronics testing. However, existing methods have specific limitations, including safety risks (e.g., X-ray), equipment costs (e.g., optical tomography), personnel training (e.g., ultrasonography), and material constraints (e.g., terahertz spectroscopy). Such constraints make these approaches impractical for everyday scenarios. In this article, we present a method that is low-cost and practical for non-invasive inspection in everyday settings. Our prototype incorporates a miniaturized near-infrared spectroscopy scanner driven by a computer-controlled 2D-plotter. Our work presents a method to optimize content embedding, as well as a wavelength selection algorithm to extract content without human supervision. We show that our method can successfully extract occluded text through a paper stack of up to 16 pages. In addition, we present a deep-learning-based image enhancement model that can further improve the image quality and simultaneously decompose overlapping content. Finally, we demonstrate how our method can be generalized to different inks and other layered materials beyond paper. Our approach enables a wide range of content embedding applications, including chipless information embedding, physical secret sharing, 3D print evaluations, and steganography.
Weiwei Jiang 0001, Difeng Yu, Chaofan Wang 0001, Zhanna Sarsenbayeva, Niels van Berkel, Jorge Gonçalves 0001, Vassilis Kostakos
ACM Trans. Graph.4
2022 Hand Hygiene Quality Assessment Using Image-to-Image Translation
Chaofan Wang 0001, Kangning Yang, Weiwei Jiang 0001, Jing Wei 0002, Zhanna Sarsenbayeva, Jorge Gonçalves 0001, Vassilis Kostakos
MICCAI (8)5
2022 Emotion trajectories in smartphone use: Towards recognizing emotion regulation in-the-wild
Benjamin Tag, Zhanna Sarsenbayeva, Anna Louise Cox, Greg Wadley, Jorge Gonçalves 0001, Vassilis Kostakos
Int. J. Hum. Comput. Stud.2
2021 User Trust in Assisted Decision-Making Using Miniaturized Near-Infrared Spectroscopy
abstract
We investigate the use of a miniaturized Near-Infrared Spectroscopy (NIRS) device in an assisted decision-making task. We consider the real-world scenario of determining whether food contains gluten, and we investigate how end-users interact with our NIRS detection device to ultimately make this judgment. In particular, we explore the effects of different nutrition labels and representations of confidence on participants’ perception and trust. Our results show that participants tend to be conservative in their judgment and are willing to trust the device in the absence of understandable label information. We further identify strategies to increase user trust in the system. Our work contributes to the growing body of knowledge on how NIRS can be mass-appropriated for everyday sensing tasks, and how to enhance the trustworthiness of assisted decision-making systems.
Weiwei Jiang 0001, Zhanna Sarsenbayeva, Niels van Berkel, Chaofan Wang 0001, Difeng Yu, Jing Wei 0002, Jorge Gonçalves 0001, Vassilis Kostakos
CHI2
2021 Benchmarking commercial emotion detection systems using realistic distortions of facial image datasets
Kangning Yang, Chaofan Wang 0001, Zhanna Sarsenbayeva, Benjamin Tag, Tilman Dingler, Greg Wadley, Jorge Gonçalves 0001
Vis. Comput.3
2020 "Hi! I am the Crowd Tasker" Crowdsourcing through Digital Voice Assistants
abstract
Inspired by the increasing prevalence of digital voice assistants, we demonstrate the feasibility of using voice interfaces to deploy and complete crowd tasks. We have developed Crowd Tasker, a novel system that delivers crowd tasks through a digital voice assistant. In a lab study, we validate our proof-of-concept and show that crowd task performance through a voice assistant is comparable to that of a web interface for voice-compatible and voice-based crowd tasks for native English speakers. We also report on a field study where participants used our system in their homes. We find that crowdsourcing through voice can provide greater flexibility to crowd workers by allowing them to work in brief sessions, enabling multi-tasking, and reducing the time and effort required to initiate tasks. We conclude by proposing a set of design guidelines for the creation of crowd tasks for voice and the development of future voice-based crowdsourcing systems.
Danula Hettiachchi, Zhanna Sarsenbayeva, Fraser Allison, Niels van Berkel, Tilman Dingler, Gabriele Marini, Vassilis Kostakos, Jorge Gonçalves 0001
CHI2
2020 Does Smartphone Use Drive our Emotions or vice versa? A Causal Analysis
abstract
In this paper, we demonstrate the existence of a bidirectional causal relationship between smartphone application use and user emotions. In a two-week long in-the-wild study with 30 participants we captured 502,851 instances of smartphone application use in tandem with corresponding emotional data from facial expressions. Our analysis shows that while in most cases application use drives user emotions, multiple application categories exist for which the causal effect is in the opposite direction. Our findings shed light on the relationship between smartphone use and emotional states. We furthermore discuss the opportunities for research and practice that arise from our findings and their potential to support emotional well-being.
Zhanna Sarsenbayeva, Gabriele Marini, Niels van Berkel, Chu Luo, Weiwei Jiang 0001, Kangning Yang, Greg Wadley, Tilman Dingler, Vassilis Kostakos, Jorge Gonçalves 0001
CHI1
2020 Overcoming compliance bias in self-report studies: A cross-study analysis
Niels van Berkel, Jorge Gonçalves 0001, Simo Hosio, Zhanna Sarsenbayeva, Eduardo Velloso, Vassilis Kostakos
Int. J. Hum. Comput. Stud.4
2019 Effect of Ambient Light on Mobile Interaction
Zhanna Sarsenbayeva, Niels van Berkel, Weiwei Jiang 0001, Danula Hettiachchi, Vassilis Kostakos, Jorge Gonçalves 0001
INTERACT (3)1
2019 Energy-efficient prediction of smartphone unlocking
Chu Luo, Aku Visuri, Simon Klakegg, Niels van Berkel, Zhanna Sarsenbayeva, Antti Möttönen, Jorge Gonçalves 0001, Theodoros Anagnostopoulos, Denzil Ferreira, Huber Flores, Eduardo Velloso, Vassilis Kostakos
Pers. Ubiquitous Comput.5
2018 Pac-Many: Movement Behavior when Playing Collaborative and Competitive Games on Large Displays
abstract
Previous work has shown that large high resolution displays (LHRDs) can enhance collaboration between users. As LHRDs allow free movement in front of the screen, an understanding of movement behavior is required to build successful interfaces for these devices. This paper presents Pac-Many; a multiplayer version of the classical computer game Pac-Man to study group dynamics when using LHRDs. We utilized smartphones as game controllers to enable free movement while playing the game. In a lab study, using a 4m × 1m LHRD, 24 participants (12 pairs) played Pac-Many in collaborative and competitive conditions. The results show that players in the collaborative condition divided screen space evenly. In contrast, competing players stood closer together to avoid benefits for the other player. We discuss how the nature of the task is important when designing and analyzing collaborative interfaces for LHRDs. Our work shows how to account for the spatial aspects of interaction with LHRDs to build immersive experiences.
Sven Mayer, Lars Lischke, Jens Emil Grønbæk, Zhanna Sarsenbayeva, Jonas Vogelsang, Pawel W. Wozniak, Niels Henze, Giulio Jacucci
CHI4
2017 Quantifying Sources and Types of Smartwatch Usage Sessions
abstract
We seek to quantify smartwatch use, and establish differences and similarities to smartphone use. Our analysis considers use traces from 307 users that include over 2.8 million notifications and 800,000 screen usage events, and we compare our findings to previous work that quantifies smartphone use. The results show that smartwatches are used more briefly and more frequently throughout the day, with half the sessions lasting less than 5 seconds. Interaction with notifications is similar across both types of devices, both in terms of response times and preferred application types. We also analyse the differences between our smartwatch dataset and a dataset aggregated from four previously conducted smartphone studies. The similarities and differences between smartwatch and smartphone use suggest effect on usage that go beyond differences in form factor.
Aku Visuri, Zhanna Sarsenbayeva, Niels van Berkel, Jorge Gonçalves 0001, Reza Rawassizadeh, Vassilis Kostakos, Denzil Ferreira
CHI2
2017 Tapping Task Performance on Smartphones in Cold Temperature
abstract
We present a study that quantifies the effect of cold temperature on smartphone input performance, particularly on tapping tasks. Our results show that smartphone input performance decreases when completing tapping tasks in cold temperatures. We show that colder temperature is associated with lower throughput and less accurate performance when using the phone in both one-handed and two-handed operations. We also demonstrate that colder temperature is related to higher error rate when using the phone in one-handed operation only, but not two-handed. Finally, we identify a number of design recommendations from the literature that can be considered as a countermeasure to poorer smartphone input performance in completing tapping tasks in cold temperature.
Jorge Gonçalves 0001, Zhanna Sarsenbayeva, Niels van Berkel, Chu Luo, Simo Hosio, Sirkka Rissanen, Hannu Rintamäki, Vassilis Kostakos
Interact. Comput.2
2016 Situational impairments to mobile interaction in cold environments
abstract
We evaluate the situational impairments caused by cold ambient temperature on fine-motor movement and vigilance during mobile interaction. For this purpose, we tested two mobile phone applications that measure fine motor skills and vigilance in controlled temperature settings. Our results show that cold adversely affected participants' fine-motor skills performance, but not vigilance. Based on our results we highlight the importance of correcting measurements when investigating performance of cognitive tasks to take into account the physical element of the tasks. Finally, we identify a number of design recommendations from literature that can mitigate the adverse effect of cold ambiance on interaction with mobile devices.
Zhanna Sarsenbayeva, Jorge Gonçalves 0001, Juan García, Simon Klakegg, Sirkka Rissanen, Hannu Rintamäki, Jari Hannu, Vassilis Kostakos
UbiComp1