Elise Van Den Hoven

Dr. Elise Van Den Hoven

1. Professor in Human-Computer Interaction, School of Software, University of Technology Sydney, 15 Broadway, Ultimo, NSW 2007, Australia
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Research Focus & Metrics

Academic Career Length

23Years (2004-Present)

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

Representative Publications

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8 May 2014 in Personal and Ubiquitous Computing
Verified
Journal Article
Closed access
PDF file
SBSaskia Bakker
Saskia Bakker
EHElise Van Den Hoven
Elise Van Den Hoven
BEBerry Eggen
Berry Eggen

12 June 2011 in Personal and Ubiquitous Computing
Verified
Journal Article
Open access
PDF file
SBSaskia Bakker
Saskia Bakker
AAAlissa N. Antle
Alissa N. Antle
EHElise Van Den Hoven
Elise Van Den Hoven
For centuries, learning and development has been supported by physical activity and manipulating physical objects. With the introduction of embedded technologies, opportunities for employing tangible or embodied interaction for learning and development have emerged. As a result of previous research, we have seen that interaction models based on embodied knowledge (through embodied metaphors) can support children’s learning in abstract domains. Although metaphorical mappings are promoted in tangible and embodied interaction research, little is known about how to identify embodied metaphors, or how to implement them effectively into interaction models. In this paper, we introduce a people-centered, iterative approach to the design of tangible learning systems with embodied metaphor-based mappings. As a design case, we implemented our approach to the design of Moving Sounds (MoSo) Tangibles; a tangible system for learning abstract sound concepts. The system consists of a set of interactive tangibles with which children can manipulate pitch, volume, and tempo of ongoing tones. In a user study with 39 participants, we found that all children were able to reproduce sound samples with MoSo Tangibles.

27 April 2013
Verified
Conference Paper
Open access
PDF file
JVJo Vermeulen
Jo Vermeulen
KLKris Luyten
Kris Luyten
EHElise Van Den Hoven
Elise Van Den Hoven
KCKarin Coninx
Karin Coninx

1 January 2006
Verified
Book Chapter
Closed access
PDF file
WIWijnand IJsselsteijn
Wijnand IJsselsteijn
YKYvonne de Kort
Yvonne de Kort
CMCees Midden
Cees Midden
BEBerry Eggen
Berry Eggen
EHElise Van Den Hoven
Elise Van Den Hoven

17 July 2007 in Personal and Ubiquitous Computing
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Journal Article
Open access
PDF file
EHElise Van Den Hoven
Elise Van Den Hoven
BEBerry Eggen
Berry Eggen
Autobiographical memory (AM) is the “memory for the events in one’s life” [1]. Often it is assumed that in order to remember all those events, you just need to record everything and when you replay these recordings you will remember those events. You can compare this with a library metaphor that has been used to explain AM according to the record-keeping approach. However, after many years of AM-research it was concluded that AM is stored in a different manner, namely according to the constructionist approach, which often is initiated by memory cues. This paper explains these AM theories, surveys literature on existing augmented memory systems and describes our own work in this area. All this input is combined into eight design recommendations for future augmented memory systems.

11 May 2024
Verified
Conference Paper
Open access
DEDon Samitha Elvitigala
Don Samitha Elvitigala
AKArmağan Karahanoğlu
Armağan Karahanoğlu
Andrii MatviienkoAndrii Matviienko
Andrii Matviienko
LVLaia Turmo Vidal
Laia Turmo Vidal
DPDees Postma
Dees Postma
FMFlorian ‘Floyd’ Mueller
Florian ‘Floyd’ Mueller
The field of Sports Human-Computer Interaction (SportsHCI) investigates interaction design to support a physically active human being. Despite growing interest and dissemination of SportsHCI literature over the past years, many publications still focus on solving specific problems in a given sport. We believe in the benefit of generating fundamental knowledge for SportsHCI more broadly to advance the field as a whole. To achieve this, we aim to identify the grand challenges in SportsHCI, which can help researchers and practitioners in developing a future research agenda. Hence, this paper presents a set of grand challenges identified in a five-day workshop with 22 experts who have previously researched, designed, and deployed SportsHCI systems. Addressing these challenges will drive transformative advancements in SportsHCI, fostering better athlete performance, athlete-coach relationships, spectator engagement, but also immersive experiences for recreational sports or exercise motivation, and ultimately, improve human well-being.