Demo Data from SIGIR 2026 / reviewers in the wild / expert
Stephan Niedecken
dblp:251/3727
· DBLP profile ↗
1ranked-venue papers
0as first author
1since 2021 · last 2021
—ORCID · unresolved
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 · 44% Immersive interaction · 44% Design research and methods · 13% |
Topics — the 2 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Games and playful interaction › exergames
social exergames |
0.5 | 1 | 2021 | Exploring the Design Space of Immersive Social Fitness Games: The ImSoFit Games Model · CHI 2021 |
Design research and methods
research through design |
0.1 | 1 | 2021 | Exploring the Design Space of Immersive Social Fitness Games: The ImSoFit Games Model · CHI 2021 |
Methods — techniques the papers use, named apart from their topics
research through design · 0.5embodied sketching · 0.5
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2021 | Exploring the Design Space of Immersive Social Fitness Games: The ImSoFit Games ModelabstractThe design space of social exergames remains narrow despite the many benefits of playing and exercising together. Towards opening this design space, we followed a Research through Design (RtD) approach focused on exergames that can be fun and immersive social training experiences. Through embodied sketching activities with designers and 10 pairs of players, we explored future games for the ExerCube, an immersive exergame platform. Our work contributes with forms of intermediate-level knowledge: a design space model (the Immersive Social Fitness—ImSoFit—Games model); and a novel design vocabulary including new bodily orientations in co-located physical interaction. We illustrate their use and value scrutinizing three of our games and applying three analytical lenses to 1) understand how design choices impact how players move together; 2) evaluate design expectations and analyze players’ behavior in relation to design choices; and 3) potentially extend the design space of immersive co-located social fitness games. Elena Márquez Segura, Katja Rogers, Anna Lisa Martin-Niedecken, Stephan Niedecken, Laia Turmo Vidal |
CHI | 4 |