Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data.

Hanna Elina Wirman

dblp:428/2127 · DBLP profile ↗
← Back
1ranked-venue papers
0as first author
1since 2021 · last 2026
0000-0002-9578-2708ORCID · reported

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

Human-computer interaction and ubiquitous computing · 1 · 1 since 2021

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% Interaction techniques and input · 23%

Topics — the 1 heaviest of 2, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Interaction techniques and input › post-WIMP interaction › embodied interaction
movement-based interaction
0.312026
Examining movement as foundation for embodied player experiences and technology relationships · Int. J. Hum. Comput. Stud. 2026

Methods — techniques the papers use, named apart from their topics

predictive processing · 1.0phenomenology · 1.0autoethnography · 1.0active inference · 1.0
YearPublicationVenuePosition
2026 Examining movement as foundation for embodied player experiences and technology relationships
abstract
Game studies and HCI research on embodied experiences and technology relationships often diverge; while game studies focus on the player–avatar relationship, HCI emphasises sensory perception and stimulation. This paper bridges these perspectives by examining movement as fundamental to perception and interaction, exploring how movement unfolds in sequences between player(s) and technologies. The paper presents a theoretical framework that combines the neuroscientific theories of predictive processing and active inference with phenomenology to understand perception and experience as subjective experiences along with their underlying neurobiological processes. Complemented by an autoethnographic inquiry in which the primary author played seven games over three years, we apply the theoretical framework to analyse how movement drives embodied experiences. Our findings reveal that the composition of movement sequences is a key mechanism for embodied player experiences and technology relationships. Furthermore, the study identifies four dynamics in the sequential movement compositions that shape the qualities of experience. By foregrounding movement as central to connecting players and avatars in sensory engagement, we provide a unified perspective that benefits researchers and designers across the fields of game studies and human-computer interaction (HCI).
Louise Petersen Matjeka, Hanna Elina Wirman, Beatrix Vereijken, Florian 'Floyd' Mueller
Int. J. Hum. Comput. Stud.2