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Sebastián Mealla C.

dblp:49/8327 · also Sebastián Mealla Cincuegrani · DBLP profile ↗
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2ranked-venue papers
1as first author
0since 2021 · last 2016
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 2 · 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
Personal fabrication and tangible interfaces · 44% Wearable and physiological sensing · 44% Collaborative and social computing · 13%

Topics — the 2 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Wearable and physiological sensing › physiological computing
physiological interaction
0.212016
Physiopucks: Increasing User Motivation by Combining Tangible and Implicit Physiological Interaction · ACM Trans. Comput. Hum. Interact. 2016
Personal fabrication and tangible interfaces
tangible interaction
0.212016
Physiopucks: Increasing User Motivation by Combining Tangible and Implicit Physiological Interaction · ACM Trans. Comput. Hum. Interact. 2016

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

user study · 0.2EEG · 0.2ECG · 0.2
YearPublicationVenuePosition
2016 Physiopucks: Increasing User Motivation by Combining Tangible and Implicit Physiological Interaction
abstract
In this article, we evaluateb-Reactable, a digital music instrument that combines implicit physiology-based interaction through EEG and ECG, and explicit gestural interaction for sound generation and control. This multimodality is embodied in tangible objects namedphysiopucks,which are driven by biosignals. We hypothesize that multimodality increases users’ motivation in a musical task, compared to the use of a gesture-only tabletop system (the Reactable). We compared motivational aspects in dyads collaborating in three experimental groups (N = 56): the Physio group (one physiology- and one gesture-based user), the Sham group (one prerecorded physiology- and one gesture-based user), and the Control group (two gesture users). Between-group comparisons showed that motivation dimensions of Confidence and Satisfaction were higher inb-Reactablethan in the gesture-only tangible interface, and that fake physiology-based feedback significantly reduced these effects. Our study also shows the potential of combined implicit and explicit interaction modes in multiuser HCI scenarios.
Sebastián Mealla C., Sergi Jordà, Aleksander Väljamäe
ACM Trans. Comput. Hum. Interact.1
2010 PIPLEX: tangible experience in an augmented reality video game
abstract
In this paper we describe a work in progress of a mixed-reality framework based on tangible interface applied to a video game designed for children. This video game, called PIPLEX, lays on the ability of the users to solve a puzzle through modelling malleable materials (namely plasticine and cardboard). We explain the implementation of PIPLEX, its interaction rules and the physical set-up. Additionally, we suggest future applications that can be developed in the context of our framework.
José María Blanco, Pascal Landry, Sebastián Mealla C., Emanuela Mazzone, Narcís Parés
IDC3