EDBT 2026 Demo / reviewers in the wild / expert
Hanna Elina Wirman
dblp:428/2127
· DBLP profile ↗
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
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Interaction techniques and input › post-WIMP interaction › embodied interaction
movement-based interaction |
0.3 | 1 | 2026 | 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
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Examining movement as foundation for embodied player experiences and technology relationshipsabstractGame 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 |