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Biography [eng]

Bruce’s main research interests lies in investigating the user experience of consumer products. The user experience involves many different aspects in which special interest is taken in:

  • Personalization
  • User modeling
  • Persuasive technologies
  • Recommender systems
Publications (10 of 66) Show all publications
Kitkowska, A., Gerken, J. F., Wang, Z. & Ferwerda, B. (2026). “Abort the Login”: Understanding Phishing Susceptibility Through Warning Design in the Context of 2FA. In: N. Arastouei, M. Jensen, K. Rannenberg (Ed.), Privacy Technologies and Policy: 13th Annual Privacy Forum, APF 2025, Frankfurt am Main, Germany, October 22–23, 2025, Proceedings. Paper presented at 13th Annual Privacy Forum, APF 2025, Frankfurt am Main, 22 October 2025 - 23 October 2025 (pp. 29-48). Springer
Open this publication in new window or tab >>“Abort the Login”: Understanding Phishing Susceptibility Through Warning Design in the Context of 2FA
2026 (English)In: Privacy Technologies and Policy: 13th Annual Privacy Forum, APF 2025, Frankfurt am Main, Germany, October 22–23, 2025, Proceedings / [ed] N. Arastouei, M. Jensen, K. Rannenberg, Springer, 2026, p. 29-48Conference paper, Published paper (Refereed)
Abstract [en]

Social engineering attacks are successful due to the exploitative nature of human psychology. Although security solutions, such as 2FA, aim to reduce the severity of attacks, these approaches tend to be insufficient considering sophisticated phishing attacks. In the present paper, we investigate how the design of the 2FA method may influence the likelihood of a login to a malicious website. Through an online experiment with N=94 participants, we show that contrary to common assumptions, warning designs prompting to proceed with login might have a contradicting effect. In contrast, designs that prompt users to abort the login have minimal desired effects. Moreover, we identify that involvement in login activity and confidence in the decision made had further significant effects on the likelihood of login. Our exploratory results contribute to the knowledge of susceptibility to phishing attacks and potential misconceptions about the effects of opinionated design in the context of 2FA.

Place, publisher, year, edition, pages
Springer, 2026
Series
Lecture Notes in Computer Science, ISSN 0302-9743, E-ISSN 1611-3349 ; 16183
Keywords
2FA, Phishing Susceptibility, Warning Design, Behavioral research, Cyber attacks, Network security, Phishing, Human psychology, On-line experiments, Phishing attacks, Security solutions, Social engineering, Computer crime
National Category
Computer and Information Sciences
Identifiers
urn:nbn:se:hj:diva-70167 (URN)10.1007/978-3-032-07574-1_2 (DOI)001661451900002 ()2-s2.0-105020266027 (Scopus ID)978-3-032-07574-1 (ISBN)978-3-032-07573-4 (ISBN)
Conference
13th Annual Privacy Forum, APF 2025, Frankfurt am Main, 22 October 2025 - 23 October 2025
Available from: 2025-11-12 Created: 2025-11-12 Last updated: 2026-09-01Bibliographically approved
Sergaš, U., Tkalčič, M. & Ferwerda, B. (2026). Evaluating Depolarization-Oriented News Ranking Strategies Using LLM-Generated Articles. In: Lien Michiels & Sole Pera (Ed.), Joint Proceedings of the ACM UMAP 2026 Workshops, co-located with the 34th ACM Conference on User Modeling, Adaptation and Personalization (UMAP 2026): . Paper presented at ACM UMAP 2026 Workshops, co-located with the 34th ACM Conference on User Modeling, Adaptation and Personalization (UMAP 2026), Gothenburg, Sweden, June 8-11, 2026 (pp. 118-126). CEUR
Open this publication in new window or tab >>Evaluating Depolarization-Oriented News Ranking Strategies Using LLM-Generated Articles
2026 (English)In: Joint Proceedings of the ACM UMAP 2026 Workshops, co-located with the 34th ACM Conference on User Modeling, Adaptation and Personalization (UMAP 2026) / [ed] Lien Michiels & Sole Pera, CEUR , 2026, p. 118-126Conference paper, Published paper (Refereed)
Abstract [en]

Algorithmic news ranking and large language models (LLMs) increasingly mediate how citizens receive political information. While personalization is often criticized for reinforcing echo chambers, ranking has also been proposed as a lever for depolarization by shaping exposure to cross-cutting viewpoints. We test this claim in an online experiment (N=100, Prolific) using five LLM-generated news articles on gun legislation spanning pro–gun freedom to pro–gun control. All participants read the same articles; the only manipulation was article order, instantiated as a random baseline and six stance-aware depolarization-oriented strategies (counter-narrative sandwich, balanced alternation, and directional gradients). Pre–post questionnaires measured ideological self-placement (feeling thermometer) and affective evaluations of gun-control and gun-freedom advocates. Across six research questions, we find no statistically reliable evidence that any ranking strategy reduces ideological or affective polarization relative to the baseline, nor that stance-conditioned assignment improves outcomes. These results suggest that, under the constraints of a short, single-session, single-topic exposure study with LLM-generated article stimuli, article ordering alone did not produce detectable depolarization effects. The findings motivate future work to design longer-term, multi-topic, and more interactive solutions for mitigating affective polarization.

Place, publisher, year, edition, pages
CEUR, 2026
Series
CEUR Workshop Proceedings, E-ISSN 1613-0073 ; 4206
Keywords
news recommendation, political polarization, affective polarization, ranking strategies, large language models
National Category
Computer and Information Sciences Media and Communication Studies
Identifiers
urn:nbn:se:hj:diva-73448 (URN)2-s2.0-105042385945 (Scopus ID)
Conference
ACM UMAP 2026 Workshops, co-located with the 34th ACM Conference on User Modeling, Adaptation and Personalization (UMAP 2026), Gothenburg, Sweden, June 8-11, 2026
Note

This research was funded by the Slovenian Research Agency, grant number N2-0354.

Available from: 2026-07-30 Created: 2026-07-30 Last updated: 2026-07-30Bibliographically approved
Kastelli, S., Takács, N., Tkalcic, M. & Ferwerda, B. (2026). Evaluating Vibrotactile Feedback: Usability and User Experience in Glove vs. Non-Glove Conditions. In: T. Bogers, A. Said, A. Bellogín, N. (Berardina) De Carolis (Ed.), UMAP '26: Proceedings of the 34th ACM Conference on User Modeling, Adaptation and Personalization. Paper presented at UMAP '26: 34th ACM Conference on User Modeling, Adaptation and Personalization Gothenburg, Sweden June 8 - 11, 2026 (pp. 480-483). Association for Computing Machinery (ACM)
Open this publication in new window or tab >>Evaluating Vibrotactile Feedback: Usability and User Experience in Glove vs. Non-Glove Conditions
2026 (English)In: UMAP '26: Proceedings of the 34th ACM Conference on User Modeling, Adaptation and Personalization / [ed] T. Bogers, A. Said, A. Bellogín, N. (Berardina) De Carolis, Association for Computing Machinery (ACM), 2026, p. 480-483Conference paper, Published paper (Refereed)
Abstract [en]

Vibrotactile feedback often supports mobile microinteractions, yet designers still apply it as a static enhancement. We test when vibrotactile feedback adds value versus becomes redundant by manipulating tactile sensitivity. In a controlled study (n=60), participants completed mobile microinteractions with and without vibrotactile feedback while wearing touchscreen gloves or using bare hands. With gloves, vibrotactile feedback compensated for reduced sensitivity and improved efficiency, accuracy, and satisfaction. With bare hands, feedback mainly reduced errors and did not improve completion time or overall experience, suggesting limited benefit under high tactile certainty. These results position haptic feedback as an adaptive interface element that should respond to inferred tactile certainty and context, motivating user modeling and personalization of feedback strategies.

Place, publisher, year, edition, pages
Association for Computing Machinery (ACM), 2026
Keywords
Adaptive Interfaces, Context-Aware Personalization, Haptic Feedback, User Experience, User Modeling, Vibrotactile Microinteractions, Feedback, Human computer interaction, Human engineering, Mice (computer peripherals), Tactile sensors, Touch screens, Adaptive interface, Bare-hand, Condition, Haptic feedbacks, User Modelling, Users' experiences, Vibro-tactile feedbacks, Vibrotactile, Vibrotactile microinteraction, Haptic interfaces
National Category
Human Computer Interaction
Identifiers
urn:nbn:se:hj:diva-73590 (URN)10.1145/3774935.3812722 (DOI)979-8-4007-2311-7 (ISBN)
Conference
UMAP '26: 34th ACM Conference on User Modeling, Adaptation and Personalization Gothenburg, Sweden June 8 - 11, 2026
Available from: 2026-08-18 Created: 2026-08-18 Last updated: 2026-09-01Bibliographically approved
Starke, A., Dauth, S., Lundkvist, T. & Ferwerda, B. (2026). Evaluating Visual Nudges and User Trade-Offs for Sustainable Computing in AI Interfaces. In: Lien Michiels & Sole Pera (Ed.), Joint Proceedings of the ACM UMAP 2026 Workshops, co-located with the 34th ACM Conference on User Modeling, Adaptation and Personalization (UMAP 2026): . Paper presented at ACM UMAP 2026 Workshops, co-located with the 34th ACM Conference on User Modeling, Adaptation and Personalization (UMAP 2026), Gothenburg, Sweden, June 8-11, 2026 (pp. 351-362). CEUR
Open this publication in new window or tab >>Evaluating Visual Nudges and User Trade-Offs for Sustainable Computing in AI Interfaces
2026 (English)In: Joint Proceedings of the ACM UMAP 2026 Workshops, co-located with the 34th ACM Conference on User Modeling, Adaptation and Personalization (UMAP 2026) / [ed] Lien Michiels & Sole Pera, CEUR , 2026, p. 351-362Conference paper, Published paper (Refereed)
Abstract [en]

The increase in energy and water consumption of artificial intelligence (AI) services, such as GPT, poses significant sustainability challenges. To overcome these challenges, user-centered strategies are necessary to reduce the environmental impact without compromising the user experience. This study investigates how visual nudges influence users’ decision making in AI interfaces and explores the trade-offs users make between processing time, output quality, and environmental impact. A between-subjects online experiment (𝑁 = 93) using mock-up AI interface scenarios and a choice-based conjoint design was conducted. Participants selected among processing options, generating a specific result of a prompt, with one group exposed to a visual nudge and the other not. The options to choose varied in processing time, output quality and environmental impact. Results show that the visual nudge increases the selection of environment friendlier options, particularly trading off output quality rather than processing time. The study also found evidence of a compromise effect, where users frequently chose moderate options to balance sustainability with usability. Environmental attitudes, measured via the New Ecological Paradigm (NEP) scale, significantly predicted sustainable choices, though they did not moderate the nudge’s effect. These findings contribute to sustainable human-computer interaction (HCI) by demonstrating that visual nudges can support greener computing behaviors, especially when aligned with acceptable performance trade-offs.

Place, publisher, year, edition, pages
CEUR, 2026
Series
CEUR Workshop Proceedings, E-ISSN 1613-0073 ; 4206
Keywords
Digital nudging, Nudges, Sustainable computing, AI, AI interface, User experience, Conjoint analysis, NEP scale
National Category
Human Computer Interaction Artificial Intelligence
Identifiers
urn:nbn:se:hj:diva-73449 (URN)2-s2.0-105042359805 (Scopus ID)
Conference
ACM UMAP 2026 Workshops, co-located with the 34th ACM Conference on User Modeling, Adaptation and Personalization (UMAP 2026), Gothenburg, Sweden, June 8-11, 2026
Available from: 2026-07-30 Created: 2026-07-30 Last updated: 2026-07-30Bibliographically approved
Frössling, C., Sergaš, U., Tkalcic, M. & Ferwerda, B. (2026). Game on for News: Stance-Aware Gamification in a News Aggregator to Promote Engagement with Diverse Viewpoints. In: T. Bogers, A. Said, A. Bellogín, N. (Berardina) De Carolis (Ed.), UMAP '26: Proceedings of the 34th ACM Conference on User Modeling, Adaptation and Personalization. Paper presented at UMAP '26: 34th ACM Conference on User Modeling, Adaptation and Personalization Gothenburg, Sweden June 8 - 11, 2026 (pp. 494-497). Association for Computing Machinery (ACM)
Open this publication in new window or tab >>Game on for News: Stance-Aware Gamification in a News Aggregator to Promote Engagement with Diverse Viewpoints
2026 (English)In: UMAP '26: Proceedings of the 34th ACM Conference on User Modeling, Adaptation and Personalization / [ed] T. Bogers, A. Said, A. Bellogín, N. (Berardina) De Carolis, Association for Computing Machinery (ACM), 2026, p. 494-497Conference paper, Published paper (Refereed)
Abstract [en]

Personalized news systems often adapt ranking to user preferences, which can reinforce selective exposure. We investigate an alternative personalization strategy: stance-aware incentive shaping. Instead of modifying content ranking, we use a minimal per-topic stance user model to adapt reward gradients, awarding more points for engaging with counter-attitudinal content. In a between-subject experiment (N = 98), we compare a non-adaptive baseline with two adaptive incentive framings (levels vs. leaderboards). Stance-aware gamification increased behavioral engagement (clicks and time), while subjective engagement and comprehension did not differ reliably. Only the level-based framing produced significant pre-post increases in stance change and open-minded thinking, with effects varying by topic. We position stance-aware incentive shaping as a lightweight user-model intervention that adapts motivational feedback rather than ranking, offering an alternative pathway for diversity-aware personalization in recommender systems.

Place, publisher, year, edition, pages
Association for Computing Machinery (ACM), 2026
Keywords
diversity-aware recommendation, incentive shaping, news recommendation, personalization, User modeling, Behavioral research, Feedback, Gamification, Human computer interaction, News aggregators, Personalization strategies, Personalizations, Personalized news, User Modelling, User's preferences, Recommender systems
National Category
Human Computer Interaction
Identifiers
urn:nbn:se:hj:diva-73589 (URN)10.1145/3774935.3812712 (DOI)2-s2.0-105042816630 (Scopus ID)979-8-4007-2311-7 (ISBN)
Conference
UMAP '26: 34th ACM Conference on User Modeling, Adaptation and Personalization Gothenburg, Sweden June 8 - 11, 2026
Available from: 2026-08-18 Created: 2026-08-18 Last updated: 2026-09-01Bibliographically approved
Haque, M. S. S., Zhang, I., Ferwerda, B., Porras, J., Rahman, S. M., Rahman, A. M., . . . Sousa, M. (2026). Immersive Virtual Reality to Support Hand Exercises for Stroke Rehabilitation: A Design Science Research Approach. In: I. Wiafe, A. Babiker, J. Ham, K. Oyibo, E. Vlahu-Gjorgievska (Ed.), Persuasive Technology: PERSUASIVE 2025 Satellite Events. Paper presented at PERSUASIVE 2025 Satellite Events. Limassol, Cyprus, May 5–7, 2025 (pp. 3-17). Springer
Open this publication in new window or tab >>Immersive Virtual Reality to Support Hand Exercises for Stroke Rehabilitation: A Design Science Research Approach
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2026 (English)In: Persuasive Technology: PERSUASIVE 2025 Satellite Events / [ed] I. Wiafe, A. Babiker, J. Ham, K. Oyibo, E. Vlahu-Gjorgievska, Springer, 2026, p. 3-17Conference paper, Published paper (Refereed)
Abstract [en]

A variety of therapies are used in stroke rehabilitation to help patients regain abilities that they may have lost following a stroke. Virtual hand exercises present a low-cost approach to enabling stroke patients to embark on immersive journeys to do hand movement via immersive virtual reality (IVR). With technological advancements, ongoing evaluation and integration of the latest IVR innovations will be crucial to maximizing their potential in enhancing the quality of life for individuals with mobility disorders and stroke survivors. A total of 68 participants took part in our study, followed by a design thinking process. Using Unity software, we developed a VR gamified system that allows users to enter a museum and feel, enjoy, track, and explore a VR-based painting (Mona Lisa Frame and The Art Basel Banana) as game elements. These lead to moving or holding the VR-based painting as a hand exercise. We tested the VR gamified system on relevant stakeholders (patients and their relatives and physiotherapists), where they filled out a qualitative survey and a quantitative SUS (System Usability Scale) questionnaire. The result of the study showed that the usability effect of the game elements was positive in the context of user satisfaction in supporting virtual hand exercises.

Place, publisher, year, edition, pages
Springer, 2026
Series
Communications in Computer and Information Science, ISSN 1865-0929, E-ISSN 1865-0937 ; 2542
Keywords
DSR, Game Elements, IVR, Stroke Rehabilitation, Neuromuscular rehabilitation, Patient treatment, Sports, Design-science researches, Immersive, Immersive virtual reality, Low cost approach, Research approach, Stroke patients, Virtual hand, Virtual reality
National Category
Human Computer Interaction
Identifiers
urn:nbn:se:hj:diva-69531 (URN)10.1007/978-3-031-97177-8_1 (DOI)001557063500001 ()2-s2.0-105011980559 (Scopus ID)978-3-031-97176-1 (ISBN)978-3-031-97177-8 (ISBN)
Conference
PERSUASIVE 2025 Satellite Events. Limassol, Cyprus, May 5–7, 2025
Available from: 2025-08-15 Created: 2025-08-15 Last updated: 2026-09-01Bibliographically approved
Riemann, J., Alt, J., Sergaš, U., Tkalcic, M. & Ferwerda, B. (2026). Progress Feedback for Countering Selective Exposure: When Visualization Can Backfire. In: T. Bogers, A. Said, A. Bellogín, N. (Berardina) De Carolis (Ed.), UMAP '26: Proceedings of the 34th ACM Conference on User Modeling, Adaptation and Personalization. Paper presented at UMAP '26: 34th ACM Conference on User Modeling, Adaptation and Personalization Gothenburg, Sweden June 8 - 11, 2026 (pp. 536-539). Association for Computing Machinery (ACM)
Open this publication in new window or tab >>Progress Feedback for Countering Selective Exposure: When Visualization Can Backfire
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2026 (English)In: UMAP '26: Proceedings of the 34th ACM Conference on User Modeling, Adaptation and Personalization / [ed] T. Bogers, A. Said, A. Bellogín, N. (Berardina) De Carolis, Association for Computing Machinery (ACM), 2026, p. 536-539Conference paper, Published paper (Refereed)
Abstract [en]

Selective exposure in online news is often attributed to personalization mechanisms and user modeling. Recent work proposes interface-level interventions that visualize reading balance or frame cross-cutting exposure as progress. However, we lack empirical evidence on whether alternative representations of user-model feedback meaningfully influence engagement with belief-opposing content. We conducted a between-subject experiment (N = 84) in a controlled news environment comparing two representations of diversity feedback: (1) an analytic bias visualization summarizing viewpoint balance and (2) a metaphorical growth visualization framing cross-cutting exposure as personal development. Across behavioral and attitudinal measures of open-minded engagement, neither feedback representation increased engagement relative to control, and the two designs did not differ reliably. Our results suggest that lightweight representations of diversity signals, without adaptive personalization or structural changes to recommendations, may be insufficient to alter selective exposure in single-session settings. We discuss implications for designing user-model feedback and depolarization objectives in recommender systems. 

Place, publisher, year, edition, pages
Association for Computing Machinery (ACM), 2026
Keywords
diversity feedback, interface feedback, news consumption, personalization, recommender systems, selective exposure, User modeling, Feedback, Human computer interaction, Human engineering, Interactive computer systems, Visualization, Cross-cutting, Interface-feedback, Model feedback, Online news, Personalization mechanisms, Personalizations, User Modelling
National Category
Computer and Information Sciences Media and Communication Studies
Identifiers
urn:nbn:se:hj:diva-73592 (URN)10.1145/3774935.3812732 (DOI)979-8-4007-2311-7 (ISBN)
Conference
UMAP '26: 34th ACM Conference on User Modeling, Adaptation and Personalization Gothenburg, Sweden June 8 - 11, 2026
Available from: 2026-08-18 Created: 2026-08-18 Last updated: 2026-09-01Bibliographically approved
Sergaš, U., Wagne, A., Kolb, T. E., Neidhardt, J., Ferwerda, B. & Tkalcic, M. (2026). Prompt to Press: Evaluating Human Perception of AI Involvement in News Writing Across Prompt Specificity. In: T. Kuflik, S. Kleanthous, L. Chen, G. Jacucci, A. Renner (Ed.), IUI '26 Companion: Companion Proceedings of the 31st International Conference on Intelligent User Interfaces: . Paper presented at IUI '26: 31st International Conference on Intelligent User Interfaces Paphos Cyprus March 23 - 26, 2026 (pp. 89-92). ACM Digital Library
Open this publication in new window or tab >>Prompt to Press: Evaluating Human Perception of AI Involvement in News Writing Across Prompt Specificity
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2026 (English)In: IUI '26 Companion: Companion Proceedings of the 31st International Conference on Intelligent User Interfaces / [ed] T. Kuflik, S. Kleanthous, L. Chen, G. Jacucci, A. Renner, ACM Digital Library, 2026, p. 89-92Conference paper, Published paper (Refereed)
Abstract [en]

Large language models (LLMs) are becoming a common feature in content creation tools, prompting important questions about how design choices influence user trust and engagement in AI-assisted journalism. Beyond output quality, factors such as prompt specificity, model choice, and authorship disclosure are themselves interaction design parameters that influence how users interpret and evaluate AI contributions. Yet, little is known about how these design decisions affect reader perceptions in journalistic contexts. To address this gap, we conducted an experiment with 150 participants who evaluated news articles on the sensitive topic of assisted suicide. The articles systematically varied in authorship (human-written, AI-edited, or AI-generated), stance (pro- or anti-legalization), and prompt specificity (vague, moderate, or highly detailed). Participants rated each article on engagement, subjectivity, and perceived AI involvement, and also provided open-ended justifications for their authorship judgments. Our findings show that prompt specificity and model choice significantly influence perceptions of authorship, underscoring how technical design decisions in AI tools can shape public trust in journalism. 

Place, publisher, year, edition, pages
ACM Digital Library, 2026
Keywords
AI-generated news, assisted suicide, human vs. AI detection, media perception, prompt specificity, Artificial intelligence, Human engineering, Information management, AI detection, Design decisions, Human perception, Human vs., Language model, Medium perception, Model choice, Design
National Category
Artificial Intelligence Media and Communication Studies
Identifiers
urn:nbn:se:hj:diva-71173 (URN)10.1145/3742414.3795097 (DOI)2-s2.0-105035385026 (Scopus ID)979-8-4007-1985-1 (ISBN)
Conference
IUI '26: 31st International Conference on Intelligent User Interfaces Paphos Cyprus March 23 - 26, 2026
Available from: 2026-04-20 Created: 2026-04-20 Last updated: 2026-04-20Bibliographically approved
Rastegari, E., Ferwerda, B., Sithravel, R. & Aries, M. (2026). Radar‑based breathing detection towards emotion‑responsive lighting: Laboratory studies with robot simulations and human occupants under varied occupancy. Building and Environment, 304(Part B), Article ID 115122.
Open this publication in new window or tab >>Radar‑based breathing detection towards emotion‑responsive lighting: Laboratory studies with robot simulations and human occupants under varied occupancy
2026 (English)In: Building and Environment, ISSN 0360-1323, E-ISSN 1873-684X, Vol. 304, no Part B, article id 115122Article in journal (Refereed) Published
Abstract [en]

The built environment plays an important role in human well-being, performance, and daily activities. Lighting, one of the primary indoor environmental quality factors, not only influences vision but also physiological and psychological processes associated with autonomic regulation, with respiration frequency serving as a measurable indicator. The feasibility of using millimetre-wave radar for 1) occupancy detection, 2) respiration frequency estimation, and 3) exploration of respiration frequency as an indicator for emotion-aware systems was investigated using two experimental frameworks. First, a controlled setup using two custom-built Controlled Airflow Thorax robots (CAT-bots) simulated consistent chest movements to systematically evaluate occupancy detection and respiration frequency estimation across scenarios with zero, one, or two occupants at varying distances from the radar. The second experiment included human participants (individually or in pairs) seated at different distances from the radar, watching emotion-evoking videos. Radar performance was evaluated with real occupants and examined whether radar-estimated breathing frequency varied across different emotional states (high/low valence/arousal). The results showed reliable occupancy detection, with weighted F1-scores of above 0.90 for both experiments. Respiration frequency estimation achieved 80 % within a clinically meaningful tolerance of ±3 bpm. Repeated-measures ANOVA showed that radar respiration frequency was significantly different for high versus low arousal videos, while no significant differences were observed across valence conditions. The findings demonstrate the feasibility of radar-based occupancy and respiration monitoring in indoor environments with varying occupancy; however, the small arousal-related differences relative to the estimation accuracy indicate that further investigation is required before respiration frequency can support emotion-responsive lighting systems. 

Place, publisher, year, edition, pages
Elsevier, 2026
Keywords
Emotion-aware buildings, Occupancy detection, Pulsed coherent radar, Respiration monitoring, Lighting, Radar measurement, Robots, Tracking radar, Built environment, Coherent radar, Emotion-aware building, Laboratory studies, Occupancy detections, Respiration frequency, Robot simulations, Well being, Frequency estimation, Millimeter waves
National Category
Architectural Engineering Electrical Engineering, Electronic Engineering, Information Engineering
Identifiers
urn:nbn:se:hj:diva-73695 (URN)10.1016/j.buildenv.2026.115122 (DOI)001854258800001 ()2-s2.0-105047544740 (Scopus ID)HOA;;73695 (Local ID)HOA;;73695 (Archive number)HOA;;73695 (OAI)
Funder
Bertil & Britt Svenssons Stiftelse för Belysningsteknik, 2320
Available from: 2026-08-28 Created: 2026-08-28 Last updated: 2026-08-28Bibliographically approved
Yokoyama, N., Matsuura, R., Ferwerda, B., Kimura, R. & Nakajima, T. (2026). Visual Transformation for Reflective Ambient Displays: Comparing Mirror and Frame Representations. In: AVI '26: Proceedings of the 2026 International Conference on Advanced Visual Interfaces. Paper presented at Proceedings of the 2026 International Conference on Advanced Visual Interfaces, AVI 2026,Venice Italy, June 8 - 12, 2026. ACM Digital Library, Article ID 65.
Open this publication in new window or tab >>Visual Transformation for Reflective Ambient Displays: Comparing Mirror and Frame Representations
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2026 (English)In: AVI '26: Proceedings of the 2026 International Conference on Advanced Visual Interfaces, ACM Digital Library, 2026, article id 65Conference paper, Published paper (Refereed)
Abstract [en]

Reflection emerges when familiar scenes are revisited from a new angle, yet such moments do not always arise on their own during routine encounters. We present LudiScape, an ambient interface developed as a design probe to examine how staged visual augmentation shapes reflective experience through a five-level Visual Transformation Spectrum. LudiScape is instantiated in two metaphorical versions: Mirror for private reflection and Frame for asynchronous shared reflection. In a controlled within-subjects study (N=18), reflective experience increased relative to the baseline level in both versions. However, the most supportive level differed, peaking at Level 2 in Mirror and Level 4 in Frame. The findings suggest that degrees of reflective cue explicitness may support private and shared reflection differently, with lighter prompting appearing more effective in Mirror and more explicit traces appearing more effective in Frame.

Place, publisher, year, edition, pages
ACM Digital Library, 2026
Keywords
Ambient Displays, Interface Metaphors, Reflection, Visual Augmentation, Human computer interaction, Human engineering, Information systems, Mirrors, Visualization, Ambient interfaces, Baseline levels, Frame representations, Interface metaphor, Level 2, Level 4, Reflective experience, Spectra's
National Category
Computer and Information Sciences
Identifiers
urn:nbn:se:hj:diva-73541 (URN)10.1145/3811427.3811519 (DOI)2-s2.0-105043970468 (Scopus ID)979-8-4007-2342-1 (ISBN)
Conference
Proceedings of the 2026 International Conference on Advanced Visual Interfaces, AVI 2026,Venice Italy, June 8 - 12, 2026
Available from: 2026-08-13 Created: 2026-08-13 Last updated: 2026-09-01Bibliographically approved
Organisations
Identifiers
ORCID iD: ORCID iD iconorcid.org/0000-0003-4344-9986

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