Posted on

From private to public: Understanding public presentation of physical activity data through a scoping review

Mengyan Guo et al.

Physical activity (PA) data are collected and visualized to promote awareness and motivation, yet research on their public presentation remains fragmented across HCI subcommunities. We focus on the public context as a critical yet underexplored setting, where PA data are made visible beyond private interfaces in co-located environments, posing opportunities and challenges for interaction. To build a systematic understanding, we analyze a representative corpus of 30 evaluated samples of PA data public presentations in terms of data input, presentation output, display context, and interactivity. Synthesizing evaluation results across studies, we identify four impacts at the affective, cognitive, behavioral, and social levels. We examine privacy issues in public settings. This work provides the first structured overview of PA data public presentation research across HCI domains. We further discuss nine design considerations and three research agendas, bridging perspectives from PA data presentation, health promotion, and social interaction in public contexts to inform future design and research in this emerging domain.

M. Guo, R. Wang, S. Vos, S. Houben, and J. Hu, “From private to public: Understanding public presentation of physical activity data through a scoping review,” Entertainment Computing, vol. 58, pp. 101197, 2026/09/01/, 2026. FULLTEXT: PDF REFERENCE: BibTeX EndNote DOI: 10.1016/j.entcom.2026.101197

Posted on

The effect of conversational style on children’s self-reporting

Evidence from a field study with an LLM-powered voice diary

Shanshan Chen et al.

Sustaining children’s engagement and response quality in self-reporting diaries is a longstanding challenge, as repetitive tasks often reduce compliance and motivation. While conversational agents powered by large language models (LLMs) offer a promising solution, most designs for children emphasize semantic adaptation (e.g., phrasing, wording) and leave underexplored the sound-pattern form of language (e.g., rhyme/rhythm) that may shape children’s enjoyment. We conducted a seven-session field study with 32 children (aged 7–13) using an LLM-powered voice-based chatbot that supported two conversational styles: a prose baseline and a phonologically enriched (rhyming) style. Children selected their preferred style before each session, allowing analysis of behavioral preferences, compliance, response quality, and perceived enjoyment. Results show that younger children strongly preferred the rhyming style, whereas older children exhibited more varied preferences, and rhyming preference attenuated over sessions. Session-level rhyming choice was associated with higher completion, fewer skipped days before returning, and higher response quality. Mediation analyses were consistent with enjoyment as a candidate pathway linking style choice to response quality. We contribute a design account of conversational style as semantic scaffolding plus phonological enrichment, with implications for dosage-controlled and adaptive style management in agents for children.

S. Chen, J. Hu, and P. Markopoulos, “The effect of conversational style on children’s self-reporting: Evidence from a field study with an LLM-powered voice diary,” International Journal of Human-Computer Studies, vol. 217, pp. 103906, 2027/01/01/, 2027. FULLTEXT: PDF REFERENCE: BibTeX EndNote DOI: 10.1016/j.ijhcs.2026.103906
Posted on

Developing Novel Extensions to Support Prototyping for Interactive Social Robots

Martijn ten Bhömer, Christoph Bartneck, Jun Hu, Rene Ahn, Tuyls, Karl, Frank Delbressine, and Loe Feijs

Abstract – Lego Mindstorms NXT is a platform highly suitable for prototyping in the field of interactive social robotics. During a technology masterclass at Eindhoven University of Technology students from the department of Industrial Design have developed five novel extensions (sensors and actuators) for the Lego Mindstorms NXT which extend the ability of Lego to prototype for robotics even further. Applications include a water-pump, GPS sensor, wireless sensor bridge, optical mouse sensor and a magnetic grabber. In this paper we will present these extensions and showcase applications in which these extend possibilities of Lego Mindstorms NXT to a new level.

Keywords: robot, Lego, Mindstorms, NXT, social, prototyping

M. t. Bhomer, C. Bartneck, J. Hu, R. Ahn, K. Tuyls, F. Delbressine, and L. Feijs, “Developing Novel Extensions to Support Prototyping for Interactive Social Robots,” in 21st Benelux Conference on Artificial Intelligence (BNAIC 2009), Eindhoven, The Netherlands, 2009, pp. 11-17.
FULLTEXT: PDF HTML REFERENCE: BibTeX EndNote
Posted on

AdMoVeo: An Educational Robotic Platform for Learning Behavior Programming

This video, made by Sjriek Alers, has been shown as part of a Demo on DeSForM 360, the 5th International Workshop on Design & Semantics of Form & Movement October 26 & 27, 2009 Taipei, Taiwan. It is a compilation of some of the student work for the assignment Creative Programming for designers (Creapro) Showing what the students have learned in behavioral programming with the AdMoVeo robot platform and using the Arduino.

[youtube]http://www.youtube.com/watch?v=O3e0VzHyAkA[/youtube]

Most of the design students do not have inherent affinity towards programming and electronics. The AdMoVeo robotic platform is designed, purely for teaching the industrial design students basic skills of programming and for motivating and encouraging the design students to explore their creativity with their passions in graphical and behavioral design.

J. Hu and S. Alers, “AdMoVeo: An Educational Robotic Platform For Learning Behavior Programming,” in DeSForM 2009: Design and Semantics of Form and Movement, Taipei, Taiwan, 2009, pp. 218-219.
FULLTEXT: PDF HTML REFERENCE: BibTeX EndNote
Posted on

Software Architecture Support for Biofeedback Based In-flight Music Systems

Hao Liu , Jun Hu, Matthias Rauterberg

Abstract In this paper, we present a software architecture support for biofeedback in-flight music systems to promote stress free air travels. Once the passenger sits in a seat of a flight, his/her bio signals are acquired via non intrusive sensors embedded in the seat and then are modeled into stress states. If the passenger is in a stress state, the system recommends a personalized stress reduction music playlist to the passenger to transfer him/her from the current stress state to the target comfort state; if the passenger is not in a stress state, the system recommends a personalized non stress induction music playlist keep him/her at comfort state. If the passenger does not accept the recommendation, he/she can browse the in-flight music system and select preferred music himself/herself.

Keywords in-flight music; biofeedback; healthy air travels; stress reduction.

H. Liu, J. Hu, and M. Rauterberg, “Software Architecture Support for Biofeedback Based In-flight Music Systems,” in 2nd IEEE International Conference on Computer Science and Information Technology (ICCSIT 2009), Beijing, China, 2009, pp. 580-584.
FULLTEXT: PDF HTML REFERENCE: BibTeX EndNote
DOI: 10.1109/ICCSIT.2009.5234489
Posted on

A Distributed Multi-agent Architecture in Simulation Based Medical Training

Jun Hu and Loe Feijs

Abstract. This paper addresses the issues of distributed interactions in a simulation based medial training environment, where a team of doctors, nurses and assistants are trained for handling difficult delivery situations using simulations. A scripting language is proposed, using a metaphor of play, with which the timing and mapping issues in distributed presentations are covered. A generic architecture for the systems is also presented, which covers the timing and mapping issues of conducting such a script in a medical training environment. The difference between playing a medical training scenario and playing a multimedia entertainment scenario is discussed, based on which the future research and development are proposed.

J. Hu and L. M. G. Feijs, “A Distributed Multi-agent Architecture in Simulation Based Medical Training,” Transactions on Edutainment , vol. III, LNCS 5940, pp. 105-115, 2009.
FULLTEXT: PDF HTML REFERENCE: BibTeX EndNote

Extended abstract:

J. Hu, and L. Feijs, “A Distributed Multi-agent Architecture in Simulation Based Medical Training,” Learning by Playing. Game-based Education System Design and Development, Lecture Notes in Computer Science Series, 5670/2009, M. Chang, R. Kuo, Kinshuk et al., eds., p. 49, Banff, Canada: Springer Berlin / Heidelberg, 2009.
FULLTEXT: PDF HTML REFERENCE: BibTeX EndNote
DOI: 10.1007/978-3-642-03364-3_6
Posted on

AdMoVeo: A Robotic Platform for Teaching Creative Programming to Designers

Sjriek Alers and Jun Hu

Abstract. Designing intelligent products, systems and related services require the designers to be able to integrate technology in their designs. Among other skills, programming is the key for the designers to prototype and experiment with the intelligent behaviors. However most of the design students do not have inherent affinity towards programming and electronics. The AdMoVeo robotic platform is designed, purely for the purpose of teaching the industrial design students basic skills of programming. Moreover we aim at a platform that motivates and encourages the design students to explore their creativity with their passions in graphical and behavioral design. This paper presents the hardware and software design of the platform, and shares the experiences in using it in a programming course.

Keywords:creative programming, industrial design, robotic platform

S. Alers, and J. Hu, “AdMoVeo: A Robotic Platform for Teaching Creative Programming to Designers,” Learning by Playing. Game-based Education System Design and Development, Lecture Notes in Computer Science Series, 5670/2009, M. Chang, R. Kuo, Kinshuk et al., eds., pp. 410-421, Banff, Canada: Springer Berlin / Heidelberg, 2009.
FULLTEXT: PDF HTML REFERENCE: BibTeX EndNote
DOI: 10.1007/978-3-642-03364-3_49
Posted on

Beyond L$: Values across the Virtual and the Real

Jun Hu, Serge Offermans

Abstract Virtual societies and virtual worlds are now patriotically a part of lives of many people, especially the younger generations who have been growing up with the internet and mobile networks. Negative influences such as internet addiction and aggressive behavior have drawn attentions from researchers. As a result the focus has been on how to prevent them from spending too much of time in virtual societies and virtual worlds. A more interesting approach would be, by positively transferring or exchanging the values between the virtual and the real, to reach a more balanced experience in both worlds.

J. Hu and S. Offermans, “Beyond L\$: Values across the Virtual and the Real,” in International Conference On Advanced Infocomm Technology , Xi’an, China, 2009, vol. conf07a361, pp. 1-4.
FULLTEXT: PDF HTML REFERENCE: BibTeX EndNote
Posted on

Scientometric Analysis Of The CHI Proceedings

Christoph Bartneck, Jun Hu

Abstract – The CHI conference has grown rapidly over the last 26 years. We present a quantitative analysis on the countries and organizations that contribute to its success. Only 7.8 percent of the countries are responsible for 80 percent of the papers in the CHI proceedings, and the USA is clearly the country with most papers. But the success of a country or organization does not depend only on the number of accepted papers, but also on their quality. We present a ranking of countries and organizations based on the h-index, an indicator that tries to balance the quantity and quality of scientific output based on a bibliometric analysis. The bibliometric analysis also allowed us to demonstrate the difficulty of judging quality. The papers acknowledged by the best paper award committee were not cited more often than a random sample of papers from the same years. The merit of the award is therefore unclear, and it might be worthwhile to allow the visitor to the conference to vote for the best paper.

Keywords: quality, bibliometrics, chi, history, h-index, g-index

C. Bartneck and J. Hu, “Scientometric Analysis of the CHI Proceedings,” in the Conference on Human Factors in Computing Systems (CHI2009), Boston, 2009, pp. 699-708.
FULLTEXT: PDF HTML REFERENCE: BibTeX EndNote
DOI: 10.1145/1518701.1518810