Jan David Smeddinck

Dr. Jan David Smeddinck

orcid

Research Focus & Metrics

Academic Career Length

16Years (2011-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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6 October 2016
Verified
Book Chapter
Closed access
PDF file
ASAlexander Streicher
Alexander Streicher
JSJan David Smeddinck
Jan David Smeddinck

26 April 2014
Verified
Conference Paper
Open access
PDF file
KGKathrin Maria Gerling
Kathrin Maria Gerling
MMMatthew Miller
Matthew Miller
RMRegan L. Mandryk
Regan L. Mandryk
MBMax Valentin Birk
Max Valentin Birk
JSJan David Smeddinck
Jan David Smeddinck
Game balancing can help players with different skill levels play multiplayer games together; however, little is known about how the balancing approach affects performance, experience, and self-esteem-especially when differences in player strength result from given abilities, rather than learned skill. We explore three balancing approaches in a dance game and show that the explicit approach commonly used in commercial games reduces self-esteem and feelings of relatedness in dyads, whereas hidden balancing improves self-esteem and reduces score differential without affecting game outcome. We apply our results in a second study with dyads where one player had a mobility disability and used a wheelchair. By making motion-based games accessible for people with different physical abilities, and by enabling people with mobility disabilities to compete on a par with able-bodied peers, we show how to provide empowering experiences through enjoyable games that have the potential to increase physical activity and self-esteem

1 January 2012
Verified
Book Chapter
Open access
PDF file
KGKathrin Maria Gerling
Kathrin Maria Gerling
FSFrank Paul Schulte
Frank Paul Schulte
JSJan David Smeddinck
Jan David Smeddinck
MMMaic Masuch
Maic Masuch
Recent studies report various positive effects on elderly persons playing digital games. Yet, games are rarely designed with an elderly user group in mind. In this paper, this issue is addressed by providing an overview of common age-related changes followed by a summary of game design considerations for senior audiences. The impact of age on game design is discussed based on an analysis of the most important structural elements of games. The analysis shows that age-related changes in users’ cognitive and physical abilities affect the use of games on multiple levels, making the complexity of games and interrelations between different game mechanics a crucial factor when designing for older adults.

1 December 2015
Verified
Book Chapter
Open access
PDF file
CEChristoph Eggert
Christoph Eggert
MHMarc Herrlich
Marc Herrlich
JSJan David Smeddinck
Jan David Smeddinck
RMRainer Malaka
Rainer Malaka
Computer games are big business, which is also reflected in the growing interest in competitive gaming, the so-called electronic sports. Multi-player online battle arena games are among the most successful games in this regard. In order to execute complex team-based strategies, players take on very specific roles within a team. This paper investigates the applicability of supervised machine learning to classifying player behavior in terms of specific and commonly accepted but not formally well-defined roles within a team of players of the game Dota 2. We provide an in-depth discussion and novel approaches for constructing complex attributes from low-level data extracted from replay files. Using attribute evaluation techniques, we are able to reduce a larger set of candidate attributes down to a manageable number. Based on this resulting set of attributes, we compare and discuss the performance of a variety of supervised classification algorithms. Our results with a data set of 708 labeled players see logistic regression as the overall most stable and best performing classifier.

11 May 2022 in Journal of Medical Internet Research
Verified
Journal Article
Open access
AYAndy Wai Kan Yeung
Andy Wai Kan Yeung
SKStefan Tino Kulnik
Stefan Tino Kulnik
EPEmil D Parvanov
Emil D Parvanov
AFAnna Fassl
Anna Fassl
FEFabian Eibensteiner
Fabian Eibensteiner
Atanas G. AtanasovAtanas G. Atanasov
Atanas G. Atanasov
Background: Digital technology uses in cardiology have become a popular research focus in recent years. However, there has been no published bibliometric report that analyzed the corresponding academic literature in order to derive key publishing trends and characteristics of this scientific area. Objective: We used a bibliometric approach to identify and analyze the academic literature on digital technology uses in cardiology, and to unveil popular research topics, key authors, institutions, countries, and journals. We further captured the cardiovascular conditions and diagnostic tools most commonly investigated within this field. Methods: The Web of Science electronic database was queried to identify relevant papers on digital technology uses in cardiology. Publication and citation data were acquired directly from the database. Complete bibliographic data were exported to VOSviewer, a dedicated bibliometric software package, and related to the semantic content of titles, abstracts, and keywords. A term map was constructed for findings visualization. Results: The analysis was based on data from 12,529 papers. Of the top 5 most productive institutions, 4 were based in the United States. The United States was the most productive country (4224/12,529, 33.7%), followed by United Kingdom (1136/12,529, 9.1%), Germany (1067/12,529, 8.5%), China (682/12,529, 5.4%), and Italy (622/12,529, 5.0%). Cardiovascular diseases that had been frequently investigated included hypertension (152/12,529, 1.2%), atrial fibrillation (122/12,529, 1.0%), atherosclerosis (116/12,529, 0.9%), heart failure (106/12,529, 0.8%), and arterial stiffness (80/12,529, 0.6%). Recurring modalities were electrocardiography (170/12,529, 1.4%), angiography (127/12,529, 1.0%), echocardiography (127/12,529, 1.0%), digital subtraction angiography (111/12,529, 0.9%), and photoplethysmography (80/12,529, 0.6%). For a literature subset on smartphone apps and wearable devices, the Journal of Medical Internet Research (20/632, 3.2%) and other JMIR portfolio journals (51/632, 8.0%) were the major publishing venues. Conclusions: Digital technology uses in cardiology target physicians, patients, and the general public. Their functions range from assisting diagnosis, recording cardiovascular parameters, and patient education, to teaching laypersons about cardiopulmonary resuscitation. This field already has had a great impact in health care, and we anticipate continued growth.

19 April 2021
Verified
Conference Paper
Open access
JHJack Holt
Jack Holt
JNJames Nicholson
James Nicholson
JSJan David Smeddinck
Jan David Smeddinck
As digital technologies become more prevalent there is a growing awareness of the importance of good security and privacy practices. The tools and techniques used to achieve this are typically designed with the living user in mind, with little consideration of how they should or will perform after the user has died. We report on two workshops carried out with users of password managers to explore their views on the post-mortem sharing, security and privacy of a range of common digital assets. We discuss a post-mortem privacy paradox where users recognise value in planning for their digital legacy, yet avoid actively doing so. Importantly, our findings highlight a tension between the use of recommended security tools during life and facilitating appropriate post-mortem access to chosen assets. We offer design recommendations to facilitate and encourage digital legacy planning while promoting good security habits during life.