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Aaron Tabor

dblp:189/9114 · DBLP profile ↗
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3ranked-venue papers
2as first author
2since 2021 · last 2025
0000-0002-2010-7062ORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 3 · 2 first-author · 2 since 2021Artificial intelligence and machine learning · 1 · 1 since 2021Security and privacy · 1 · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 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
2 papers
Interaction techniques and input · 46% Games and playful interaction · 30% Ubiquitous computing and smart environments · 12%

Topics — the 4 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Interaction techniques and input › post-WIMP interaction
peripheral interaction
0.512021
Understanding the Design and Effectiveness of Peripheral Breathing Guide Use During Information Work · CHI 2021
Games and playful interaction › serious games
game-based training
0.312017
Designing Game-Based Myoelectric Prosthesis Training · CHI 2017
Ubiquitous computing and smart environments
information work
0.112021
Understanding the Design and Effectiveness of Peripheral Breathing Guide Use During Information Work · CHI 2021
Games and playful interaction › serious games
therapeutic games
0.112017
Designing Game-Based Myoelectric Prosthesis Training · CHI 2017

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

mixed-methods study · 0.5comparative evaluation · 0.5user-centered design · 0.3iterative design · 0.3
YearPublicationVenuePosition
2025 First International StepUP Competition for Biometric Footstep Recognition: Methods, Results and Remaining Challenges
abstract
Biometric footstep recognition, based on a person’s unique pressure patterns under their feet during walking, is an emerging field with growing applications in security and safety. However, progress in this area has been limited by the lack of large, diverse datasets necessary to address critical challenges such as generalization to new users and robustness to shifts in factors like footwear or walking speed. The recent release of the UNB StepUP-P150 dataset, the largest and most comprehensive collection of high-resolution footstep pressure recordings to date, opens new opportunities for addressing these challenges through deep learning. To mark this milestone, the First International StepUP Competition for Biometric Footstep Recognition was launched. Competitors were tasked with developing robust recognition models using the StepUP-P150 dataset that were then evaluated on a separate, dedicated test set designed to assess verification performance under challenging variations, given limited and relatively homogeneous reference data. The competition attracted global participation, with 23 registered teams from academia and industry. The top-performing team, Saeid UCC, achieved the best equal error rate (EER) of 10.77% using a generative reward machine (GRM) optimization strategy. Overall, the competition showcased strong solutions, but persistent challenges in generalizing to unfamiliar footwear highlight a critical area for future work.
Robyn Larracy, Eve Macdonald, Angkoon Phinyomark, Saeid Rezaei, Mahdi Laghaei, Ali Hajighasem, Aaron Tabor, Erik J. Scheme
IJCB7
2021 Understanding the Design and Effectiveness of Peripheral Breathing Guide Use During Information Work
abstract
Peripheral breathing guides – tools designed to influence breathing while completing another primary task – have been proposed to provide physiological benefits during information work. While research has shown that guides can influence breathing rates under ideal conditions, there is little evidence that they can lead to underlying markers of physiological benefit under interrupted work conditions. Further, even if guides are effective during work tasks, it is unclear how personal and workplace factors affect peoples' willingness to adopt them for everyday use. In this paper, we present the results of a comparative, mixed-methods study of five different peripheral breathing guides. Our findings show that peripheral breathing guides are viable and can provide physiological markers of benefit during interrupted work. Further, we show that guides are effective – even when use is intermittent due to workplace distractions. Finally, we contribute guidelines to support the design of breathing guides for everyday information work.
Aaron Tabor, Scott Bateman, Erik J. Scheme, Book Sadprasid, m. c. schraefel
CHI1
2017 Designing Game-Based Myoelectric Prosthesis Training
abstract
A myoelectric prosthesis (myo) is a dexterous artificial limb controlled by muscle contractions. Learning to use a myo can be challenging, so extensive training is often required to use a myo prosthesis effectively. Signal visualizations and simple muscle-controlled games are currently used to help patients train their muscles, but are boring and frustrating. Furthermore, current training systems require expensive medical equipment and clinician oversight, restricting training to infrequent clinical visits. To address these limitations, we developed a new game that promotes fun and success, and shows the viability of a low-cost myoelectric input device. We adapted a user-centered design (UCD) process to receive feedback from patients, clinicians, and family members as we iteratively addressed challenges to improve our game. Through this work, we introduce a free and open myo training game, provide new information about the design of myo training games, and reflect on an adapted UCD process for the practical iterative development of therapeutic games.
Aaron Tabor, Scott Bateman, Erik J. Scheme, David R. Flatla, Kathrin Maria Gerling
CHI1