OmniTrack: A Flexible Self-Tracking Approach Leveraging Semi-Automated Tracking
Author(s): Young-Ho Kim Jae Ho Jeon Bongshin Lee Eun Kyoung Choe Jinwook Seo Abstract: We now see an increasing number of self-tracking apps and wearable devices. Despite the vast number of available tools, however, it is still challenging for self-trackers to find...
In-Classroom Self-Tracking for Teachers and Students: Preliminary Findings From a Pilot Study
Author(s): Elena Di Lascio Shkurta Gashi Danilo Krasic Silvia Santini Abstract: Self-tracking technologies are nowadays commonly used in areas like fitness or personal health. Their use in the work environment is however still under-explored. Employers do have an...
New frontiers of quantified self 3: exploring understudied categories of users
Author(s): Rapp, Amon Cena, Federica Kay, Judy Kummerfeld, Bob Hopfgartner, Frank Plumbaum, Till Larsen, Jakob Eg Epstein, Daniel A. Gouveia, Rúben Abstract: Quantified Self (QS) field needs to start thinking of how situated needs may affect the use of self-tracking...
Interface and Data Biopolitics in the Age of Hyperconnectivity
Author: Aconesi, Salvatore Abstract: This article describes their biopolitical implications for design from psychological, cultural, legal, functional and aesthetic/perceptive ways, in the framework of Hyperconnectivity: the condition according to which...
Interface and Data Biopolitics in the Age of Hyperconnectivity
Author: Salvatore Laconesi Abstract: This article describes their biopolitical implications for design from psychological, cultural, legal, functional and aesthetic/perceptive ways, in the framework of Hyperconnectivity: the condition according to which...
Lessons Learned from Two Cohorts of Personal Informatics Self-Experiments
Author(s): Nediyana Daskalova Karthik Desingh Alexandra Papoutsaki Diane Schulze Han Sha Jeff Huang Abstract: Self-experiments allow people to investigate their own individual outcomes from behavior change, often with the aid of personal tracking devices. The...
Drawing inspiration from world of warcraft: Gamification design elements for behavior change technologies
Author(s): Rapp, Amon Abstract: Human-computer interaction (HCI) researchers are increasingly designing technologies for behavior change, drawing on different perspectives, theories and models. In recent years, a new approach has started to be explored within the HCI...
Quantified Self Using IoT Wearable Devices
Author(s): Ahmed IsmailLobna OsmanMohamed ElhosenyI. M. El-HenawyAbdulaziz Shehab Abstract: Nowadays, designing and developing wearable devices that could detect many types of diseases has become inevitable for E-health field. The decision-making of those wearable...
When self-tracking enters physical rehabilitation: From ‘pushed’ self-tracking to ongoing affective encounters in arrangements of care
Author: Schwennesen, Nete Abstract: In this paper, I explore what happens when self-tracking technologies and devices travel into the context of physical rehabilitation and come to constitute what Lupton has called ‘pushed’ self-tracking. By unpacking the processes...
Computational approaches toward integrating quantified self sensing and social media
Author(s): De Choudhury, MunmunKumar, MrinalWeber, Ingmar Abstract: The growing amount of data collected by quantified self tools and social media hold great potential for applications in personalized medicine. Whereas the first includes health-related physiological...