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Jeff Watson

dblp:34/11412 · DBLP profile ↗
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2ranked-venue papers
0as first author
0since 2021 · last 2013
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 2Human-computer interaction and ubiquitous 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
1 paper
Wearable and physiological sensing · 44% Collaborative and social computing · 44% Ubiquitous computing and smart environments · 13%

Topics — the 2 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Wearable and physiological sensing
lifelogging
0.112012
Extending the lifelog to non-human subjects: ambient storytelling for human-object relationships · ACM Multimedia 2012
Ubiquitous computing and smart environments › automotive computing
automotive sensing
0.012012
Extending the lifelog to non-human subjects: ambient storytelling for human-object relationships · ACM Multimedia 2012

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

sensor-based lifelogging · 0.1playful interaction design · 0.1
YearPublicationVenuePosition
2013 A Reality Game to Cross Disciplines: Fostering Networks and Collaboration
Benjamin Stokes, Jeff Watson, Tracy Fullerton, Simon Wiscombe
DiGRA Conference2
2012 Extending the lifelog to non-human subjects: ambient storytelling for human-object relationships
abstract
In this paper, we describe an approach to lifelogging that positions everyday objects, vehicles, and built environments as worthy of their own lifelog systems. We use this approach to anchor what we call ambient storytelling, and we argue that this methodology opens up new opportunities to design for rich and enduring relationships between humans and non-humans. We will explore this research approach through a series of examples, including: (1) a building that learns about its occupants and reveals its lifelog through playful solicitation and reciprocation, (2) story-objects that reveal backstory to their users, and (3) an automotive-sensor system and lifelog platform that facilitates context-specific playful interaction between a driver and their car. In this last example, we were interested in how a vehicle-based lifelog could augment drivers' existing propensities to project character onto their cars. In each of these examples, we reposition the concept of the lifelog to consider the "lives" of objects and the relationship between humans and non-humans as a worthwhile area of research.
Joshua McVeigh-Schultz, Jennifer Stein, Jeff Watson, Scott S. Fisher
ACM Multimedia3