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Adam Evans

dblp:179/4690 · DBLP profile ↗
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3ranked-venue papers
0as first author
0since 2021 · last 2016
0000-0002-8232-9912ORCID · reported

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

Human-computer interaction and ubiquitous computing · 2Artificial intelligence and machine learning · 1Applied, interdisciplinary, general and emerging computing · 1

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
2 papers
Games and playful interaction · 28% Human-robot interaction · 22% Design research and methods · 22%

Topics — the 4 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Games and playful interaction › physical play
movement-based games
0.212016
Designing Movement-based Play With Young People Using Powered Wheelchairs · CHI 2016
Design research and methods
participatory design
0.212016
Designing Movement-based Play With Young People Using Powered Wheelchairs · CHI 2016
Human-robot interaction › assistive robotics
powered wheelchair
0.212016
Designing Movement-based Play With Young People Using Powered Wheelchairs · CHI 2016
Health and well-being technologies › quality of life
leisure activities
0.112016
Designing Movement-based Play With Young People Using Powered Wheelchairs · CHI 2016

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

participatory design · 0.5case study · 0.2
YearPublicationVenuePosition
2016 Designing Movement-based Play With Young People Using Powered Wheelchairs
abstract
Young people using powered wheelchairs have limited access to engaging leisure activities. We address this issue through a two-stage project; 1) the participatory development of a set of wheelchair-controlled, movement-based games (with 9 participants at a school that provides education for young people who have special needs) and 2) three case studies (4 participants) exploring player perspectives on a set of three wheelchair-controlled casual games. Our results show that movement-based playful experiences are engaging for young people using powered wheelchairs. However, the participatory design process and case studies also reveal challenges for game accessibility regarding the integration of movement in games, diversity of abilities among young people using powered wheelchairs, and the representation of disability in games. In our paper, we explore how to address those challenges in the development of accessible, empowering movement-based games, which is crucial to the wider participation of young people using powered wheelchairs in play.
Kathrin Maria Gerling, Kieran Hicks, Michael Kalyn, Adam Evans, Conor Linehan
CHI4
2016 Care-Chair: Sedentary Activities and Behavior Assessment with Smart Sensing on Chair Backrest
abstract
A large majority of population spend substantial amount of time each day in sedentary positions, which make the chairs potentially rich source of information and insight about people daily activities and behavior patterns. These information, which often gets under-utilized, can reveal valuable knowledge about the users's wellness level and quality of life. Considering this we have designed Care-Chair, a simple and cost effective smart sensing system with just four pressure sensors on the backrest of a chair, equipped with intelligent data analytics. Our proposed Care-Chair system has been able to classify among large number of 19 fine-grained and complex user sedentary activities. To best of our knowledge this is the first work to detect user functional activities and user emotion based activities (in addition to static and movement based sedentary activities and postures) with just 4 pressure sensors on chair and sensor data analytics. The performance is validated with 5 users combined dataset (thus considering user specific variations) with 86% overall accuracy. Our system is also validated to achieve precise measurement in user breathing rate during relatively static sedentary postures.
Alec Bayliff, Debraj De, Adam Evans, Sajal K. Das 0001, Mignon Makos
SMARTCOMP4
2016 Creating wheelchair-controlled video games: Challenges and opportunities when involving young people with mobility impairments and game design experts
Kathrin Maria Gerling, Conor Linehan, Ben Kirman, Michael Kalyn, Adam Evans, Kieran Hicks
Int. J. Hum. Comput. Stud.5