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. A simulation from public publication records: the people listed were not invited and did not agree to review.
? Tutorial for this page

Mattias Östergren

dblp:21/3248 · DBLP profile ↗
← Back
6ranked-venue papers
1as first author
0since 2021 · last 2006
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 6 · 1 first-authorGraphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-author

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
Collaborative and social computing · 44% Interaction techniques and input · 44% Games and playful interaction · 13%

Topics — the 1 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Collaborative and social computing › multi-user virtual environments
spectator experience
0.112006
Watching the cars go round and round: designing for active spectating · CHI 2006

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

prototype design · 0.1fieldwork · 0.1
YearPublicationVenuePosition
2006 Watching the cars go round and round: designing for active spectating
abstract
Spectating at sport events is a common and popular leisure activity worldwide. Recently spectating has also become a topic of interest to CHI, particularly the design of technology for both performers and audiences. In this paper we describe an in-depth study of spectating, drawn from fieldwork of outdoor car rallies in the UK and Sweden. We describe three findings with relevance to design: the viewing paradox of spectating, active spectating and the role of sociability. We describe the MySplitTime prototype which address these issues while retaining the active sociable nature of the spectating experience.
Mattias Esbjörnsson, Barry Brown 0001, Oskar Juhlin, Daniel Normark, Mattias Östergren, Eric Laurier
CHI5
2006 Time to meet face-to-face and device-to-device
abstract
We present an analysis of mobile face-to-face meeting support systems that reveal the consequences duration has for interaction through and with this technology in public places. Particularly we argue that there are privacy issues at stake. We base our arguments on empirical research concerning public interaction and disclosure of personal information there, seeing that face-to-face support systems add something to the social practice already occurring rather than replacing such altogether. But there is also a human-computer interaction issue. Handling face-to-face meeting support in public places puts demands on accommodating other activities already going on there, such as walking and driving. Our analysis in these variables yield four genres of mobile face-toface meeting support systems i.e. exposed, insisted, hinted and cloaked. We argue that the genre of cloaked support systems seems most appropriate for sustained meetings weighing privacy and handling. Similarly, the genres of hinted support systems acknowledge privacy and handling of brief meetings.
Oskar Juhlin, Mattias Östergren
Mobile HCI2
2004 Sound Pryer: Adding Value to Traffic Encounters with Streaming Audio
Mattias Östergren
ICEC1
2004 Traffic encounters and Hocman: Associating motorcycle ethnography with design
Mattias Esbjörnsson, Oskar Juhlin, Mattias Östergren
Pers. Ubiquitous Comput.3
2003 Motorcycling and social interaction: design for the enjoyment of brief traffic encounters
abstract
We report an ethnographic fieldwork that reveals the importance of social interaction, and especially traffic encounters, for the enjoyment of motorcycling. Motorcyclists spend an appreciable amount of time on the roads to meet other bikers. During the brief traffic encounters, they interact visually by means of their driving, their choice of bike and personal equipment. We uncover problematic issues in this practice and how these are currently addressed. The activities on the roads are partly arranged, and partly complemented by the use of a public message-board on the web. The findings are summarized as a set of implications informing the development of the Hocman prototype. Hocman is a mobile HTTP peer-to-peer application, which supports social interaction between motorcyclists.
Mattias Esbjörnsson, Oskar Juhlin, Mattias Östergren
GROUP3
2003 Motorcyclists Using Hocman - Field Trials on Mobile Interaction
Mattias Esbjörnsson, Oskar Juhlin, Mattias Östergren
Mobile HCI3