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- research-articleOctober 2024
How To Tame a Toxic Player? A Systematic Literature Review on Intervention Systems for Toxic Behaviors in Online Video Games
Proceedings of the ACM on Human-Computer Interaction (PACMHCI), Volume 8, Issue CHI PLAYArticle No.: 315, Pages 1–32https://doi.org/10.1145/3677080Toxic behavior is known to cause harm in online games. Players regularly experience negative, hateful, or inappropriate behavior. Interventions, such as banning players or chat message filtering, can help combat toxicity but are not widely available or ...
- research-articleSeptember 2024
Augmented Reality on the Move: A Systematic Literature Review for Vulnerable Road Users
Proceedings of the ACM on Human-Computer Interaction (PACMHCI), Volume 8, Issue MHCIArticle No.: 245, Pages 1–30https://doi.org/10.1145/3676490Due to the continuous improvement of Augmented Reality (AR) head-mounted displays (HMDs), these devices are bound to be increasingly integrated into our daily routines. So far, a major focus of AR research has been on indoor usage and deployment. However,...
- research-articleJune 2024
End-User Development for Human-Robot Interaction: Results and Trends in an Emerging Field
Proceedings of the ACM on Human-Computer Interaction (PACMHCI), Volume 8, Issue EICSArticle No.: 252, Pages 1–40https://doi.org/10.1145/3661146This paper presents a comprehensive survey on End-User Development for Human-Robot Interaction, examining existing literature to validate findings and identify unexplored areas for future research. It explores the importance of End-User Development in ...
- research-articleOctober 2023
“I’m the leader and I’m going to save the world”: Characterizing Empowering and Disempowering Game Experiences
Proceedings of the ACM on Human-Computer Interaction (PACMHCI), Volume 7, Issue CHI PLAYArticle No.: 425, Pages 1330–1360https://doi.org/10.1145/3611071Empowering people through technology is a core concern of HCI, yet little is known about how players experience empowerment or disempowerment through videogames. We surveyed 250 participants about their dis-/empowering videogame experiences, ...
- research-articleOctober 2023
Counterplay: Circumventing the Belgian Ban on Loot Boxes by Adolescents
Proceedings of the ACM on Human-Computer Interaction (PACMHCI), Volume 7, Issue CHI PLAYArticle No.: 378, Pages 104–130https://doi.org/10.1145/3611024In 2018, Belgium made the world news for being the first country to ban loot boxes in games for all its inhabitants. As players’ freedom to purchase loot boxes was restricted, however, methods of circumventing the ban came into practice. Departing from ...
- research-articleJune 2023
The Experience Sampling Method and its Tools: A Review for Developers, Study Administrators, and Participants
Proceedings of the ACM on Human-Computer Interaction (PACMHCI), Volume 7, Issue EICSArticle No.: 182, Pages 1–29https://doi.org/10.1145/3593234The Experience Sampling Method (ESM) is a popular research method found in many fields to gather rich insights into participants' thoughts, emotions, and daily routines near the moment they happen. During the last decade, many technologically advanced ...
- research-articleJune 2023
EEG-Based Brain-Computer Interactions in Immersive Virtual and Augmented Reality: A Systematic Review
Proceedings of the ACM on Human-Computer Interaction (PACMHCI), Volume 7, Issue EICSArticle No.: 174, Pages 1–33https://doi.org/10.1145/3593226Brain-computer interactions allow humans to passively or actively control computer systems using their brain activity. For more than a decade now, these interactions have been implemented and evaluated in immersive virtual environments where they prompt ...
- research-articleApril 2023
Transparency, Trust, and Security Needs for the Design of Digital News Authentication Tools
- Errol Francis,
- Ayana Monroe,
- Emily Sidnam-Mauch,
- Bernat Ivancsics,
- Eve Washington,
- Susan E. McGregor,
- Joseph Bonneau,
- Kelly Caine
Proceedings of the ACM on Human-Computer Interaction (PACMHCI), Volume 7, Issue CSCW1Article No.: 101, Pages 1–44https://doi.org/10.1145/3579534Americans' trust in news is declining, and authenticity and transparency challenges in digital publishing contexts pose unique challenges to the ability to effectively gratify their information-seeking needs via online media. Cryptographic technologies ...
- research-articleSeptember 2022
Towards Implicit Interaction in Highly Automated Vehicles - A Systematic Literature Review
Proceedings of the ACM on Human-Computer Interaction (PACMHCI), Volume 6, Issue MHCIArticle No.: 191, Pages 1–21https://doi.org/10.1145/3546726The inclusion of in-vehicle sensors and increased intention and state recognition capabilities enable implicit in-vehicle interaction. Starting from a systematic literature review (SLR) on implicit in-vehicle interaction, which resulted in 82 ...
- research-articleSeptember 2022
A Systematic Evaluation of Solutions for the Final 100m Challenge of Highly Automated Vehicles
Proceedings of the ACM on Human-Computer Interaction (PACMHCI), Volume 6, Issue MHCIArticle No.: 178, Pages 1–19https://doi.org/10.1145/3546713Automated vehicles will change the interaction with the user drastically. While freeing the user of the driving task for most of the journey, the "final 100 meters problem'', directing the vehicle to the final parking spot, could require human ...
- research-articleJune 2022
Iterative Mixed Method Approach to B2B SaaS User Personas
Proceedings of the ACM on Human-Computer Interaction (PACMHCI), Volume 6, Issue EICSArticle No.: 169, Pages 1–44https://doi.org/10.1145/3534523User persona research has primarily been done on Business-to-Consumer (B2C) products, generated hybridly with interviews or surveys or purely quantitatively through clickstream data, often to serve sales / marketing teams. However, the application of ...
- research-articleOctober 2021Honorable Mention
How to Evaluate Trust in AI-Assisted Decision Making? A Survey of Empirical Methodologies
Proceedings of the ACM on Human-Computer Interaction (PACMHCI), Volume 5, Issue CSCW2Article No.: 327, Pages 1–39https://doi.org/10.1145/3476068The spread of AI-embedded systems involved in human decision making makes studying human trust in these systems critical. However, empirically investigating trust is challenging. One reason is the lack of standard protocols to design trust experiments. ...
- research-articleOctober 2021
Biofeedback Methods in Entertainment Video Games: A Review of Physiological Interaction Techniques
Proceedings of the ACM on Human-Computer Interaction (PACMHCI), Volume 5, Issue CHI PLAYArticle No.: 268, Pages 1–32https://doi.org/10.1145/3474695The area of biofeedback interaction has grown over recent years, thanks to the release of more affordable and reliable sensor technology, and the accessibility offered by modern game development tools. This article presents a systematic literature review ...
- research-articleOctober 2021
To Be or Not to Be Stuck, or Is It a Continuum?: A Systematic Literature Review on the Concept of Being Stuck in Games
Proceedings of the ACM on Human-Computer Interaction (PACMHCI), Volume 5, Issue CHI PLAYArticle No.: 229, Pages 1–35https://doi.org/10.1145/3474656Players can get stuck in video games, which impedes their process to their goal and results in unfavorable outcomes like negative emotions, impediments of flow, and obstacles for learning. Currently, it is not easily possible to assess if a player is ...
- research-articleApril 2021
Bridging the Socio-Technical Gaps in Body-worn Interpersonal Live-Streaming Telepresence through a Critical Review of the Literature
Proceedings of the ACM on Human-Computer Interaction (PACMHCI), Volume 5, Issue CSCW1Article No.: 120, Pages 1–39https://doi.org/10.1145/3449194It is important to learn from the past as we endeavor into this uncharted territory of mobile, human-to-human, one-to-one telepresence for interpersonal use. With the ever-increasing access to live-streaming cameras, we are now at the cusp of being able ...
- research-articleApril 2021
Problematic Machine Behavior: A Systematic Literature Review of Algorithm Audits
Proceedings of the ACM on Human-Computer Interaction (PACMHCI), Volume 5, Issue CSCW1Article No.: 74, Pages 1–34https://doi.org/10.1145/3449148While algorithm audits are growing rapidly in commonality and public importance, relatively little scholarly work has gone toward synthesizing prior work and strategizing future research in the area. This systematic literature review aims to do just that,...
- research-articleOctober 2020
Robots in Groups and Teams: A Literature Review
Proceedings of the ACM on Human-Computer Interaction (PACMHCI), Volume 4, Issue CSCW2Article No.: 176, Pages 1–36https://doi.org/10.1145/3415247Autonomous robots are increasingly placed in contexts that require them to interact with groups of people rather than just a single individual. Interactions with groups of people introduce nuanced challenges for robots, since robots? actions influence ...
- research-articleNovember 2018
Eight Observations and 24 Research Questions About Open Source Projects: Illuminating New Realities
Proceedings of the ACM on Human-Computer Interaction (PACMHCI), Volume 2, Issue CSCWArticle No.: 57, Pages 1–22https://doi.org/10.1145/3274326The rapid acceleration of corporate engagement with open source projects is drawing out new ways for CSCW researchers to consider the dynamics of these projects. Research must now consider the complex ecosystems within which open source projects are ...