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Elise van den Hoven

Publications and source records attributed to Elise van den Hoven.

4 recordsLinked to original sources

GeoTEAM: A Geospatial Tangible User Interface for Exploration and Visual Analysis of Migration Data

Migration studies is an interdisciplinary field, requiring collaboration between researchers with varying levels of geospatial and quantitative data literacy. Geospatial tangible user interfaces (GTUIs) offer promising opportunities for embodied and collaborative spatial exploration of migration data. Few GTUIs, however, provide real-time visual feedback of data values to help users collaboratively identify trends. To address this gap, we present GeoTEAM, a novel tangible system for real-time, dynamic regional exploration, co-designed with migration and HCI researchers. GeoTEAM features active tangible dials with built-in touchscreens designed to control time and navigate map layers for net migration and various environmental sub-drivers in a multi-surface environment with tabletop and wall displays. We evaluated this system with nine pairs of researchers possessing multi-expertise in geospatial data literacy. Qualitative findings show that our system promotes collaboration, intuitive sense-making, and increased user confidence, enabled by physical interaction and real-time feedback from the active tangibles.

cs.HC↗

"I'm happy even though it's not real": GenAI Photo Editing as a Remembering Experience

Generative Artificial Intelligence (GenAI) is increasingly integrated into photo applications on personal devices, making editing photographs easier than ever while potentially influencing the memories they represent. This study explores how and why people use GenAI to edit personal photos and how this shapes their remembering experience. We conducted a two-phase qualitative study with 12 participants: a photo editing session using a GenAI tool guided by the Remembering Experience (RX) dimensions, followed by semi-structured interviews where participants reflected on the editing process and results. Findings show that participants prioritised felt memory over factual accuracy. For different photo elements, environments were modified easily, however, editing was deemed unacceptable if it touched upon a person's identity. Editing processes brought positive and negative impacts, and itself also became a remembering experience. We further discuss potential benefits and risks of GenAI editing for remembering purposes and propose design implications for responsible GenAI.

cs.HC↗

Fused Spectatorship: Designing Bodily Experiences Where Spectators Become Players

Spectating digital games can be exciting. However, due to its vicarious nature, spectators often wish to engage in the gameplay beyond just watching and cheering. To blur the boundaries between spectators and players, we propose a novel approach called "Fused Spectatorship", where spectators watch their hands play games by loaning bodily control to a computational Electrical Muscle Stimulation (EMS) system. To showcase this concept, we designed three games where spectators loan control over both their hands to the EMS system and watch them play these competitive and collaborative games. A study with 12 participants suggested that participants could not distinguish if they were watching their hands play, or if they were playing the games themselves. We used our results to articulate four spectator experience themes and four fused spectator types, the behaviours they elicited and offer one design consideration to support each of these behaviours. We also discuss the ethical design considerations of our approach to help game designers create future fused spectatorship experiences.

cs.HC↗

Auto-Paízo Games: Towards Understanding the Design of Games that Aim to Unify a Player's Physical Body and the Virtual World

Most digital bodily games focus on the body as they use movement as input. However, they also draw the player's focus away from the body as the output occurs on visual displays, creating a divide between the physical body and the virtual world. We propose a novel approach - the "Body as a Play Material" - where a player uses their body as both input and output to unify the physical body and the virtual world. To showcase this approach, we designed three games where a player uses one of their hands (input) to play against the other hand (output) by loaning control over its movements to an Electrical Muscle Stimulation (EMS) system. We conducted a thematic analysis on the data obtained from a field study with 12 participants to articulate four player experience themes. We discuss our results about how participants appreciated the engagement with the variety of bodily movements for play and the ambiguity of using their body as a play material. Ultimately, our work aims to unify the physical body and the virtual world.

cs.HC↗