Demo Data from SIGIR 2026 / reviewers in the wild / expert
Anna Lisa Martin-Niedecken
dblp:84/11003 · also Anna Lisa Martin
· DBLP profile ↗
4ranked-venue papers
3as first author
1since 2021 · last 2021
0000-0001-8726-1120ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 4 · 3 first-author · 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 |
Games and playful interaction · 62% Immersive interaction · 30% Design research and methods · 7% |
Topics — the 3 heaviest of 5, 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 |
Games and playful interaction
exergames |
0.4 | 1 | 2019 | ExerCube vs. Personal Trainer: Evaluating a Holistic, Immersive, and Adaptive Fitness Game Setup · CHI 2019 |
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 · 0.5user study · 0.4comparative evaluation · 0.4
| 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 | 3 |
| 2019 | ExerCube vs. Personal Trainer: Evaluating a Holistic, Immersive, and Adaptive Fitness Game SetupabstractToday's spectrum of playful fitness solutions features systems that are clearly game-first or fitness-first in design; hardly any sufficiently incorporate both areas. Consequently, existing applications and evaluations often lack in focus on attractiveness and effectiveness, which should be addressed on the levels of body, controller, and game scenario following a holistic design approach. To contribute to this topic and as a proof-of-concept, we designed the ExerCube, an adaptive fitness game setup. We evaluated participants' multi-sensory and bodily experiences with a non-adaptive and an adaptive ExerCube version and compared them with personal training to reveal insights to inform the next iteration of the ExerCube. Regarding flow, enjoyment and motivation, the ExerCube is on par with personal training. Results further reveal differences in perception of exertion, types and quality of movement, social factors, feedback, and audio experiences. Finally, we derive considerations for future research and development directions in holistic fitness game setups. Anna Lisa Martin-Niedecken, Katja Rogers, Laia Turmo Vidal, Elisa D. Mekler, Elena Márquez Segura |
CHI | 1 |
| 2018 | Designing for bodily interplay: engaging with the adaptive social exertion game "plunder planet"abstractAmong younger people, game-based group workouts have become very popular. Thus, as design resources, the social settings become as important as the technology. However, there is still limited knowledge about how to exploit the full design potential of bodily interplay in social exertion games and how technology can be used as a social exertion "shaper" rather than a "limitation". To contribute to this topic, we present a multiplayer version of our adaptive exergame "Plunder Planet". It can be played with two controllers demanding either haptic or gesture-based input movements. We conducted a study and investigated the social and bodily potential of our game. Playing the game with both devices supported good social gameplay experiences. The haptic device supported a greater feeling of empathy and engagement. Children's preferred version and employed play strategies depended on their skills/preferences in sports and gaming. Results help identify design approaches for future social exertion games. Anna Lisa Martin-Niedecken |
IDC | 1 |
| 2017 | Exploring Spatial Experiences of Children and Young Adolescents While Playing the Dual Flow-based Fitness Game "Plunder Planet"
Anna Lisa Martin-Niedecken |
CHIRA | 1 |