Frank Steinicke
Biographic Data
| ID | 4094836 |
|---|---|
| NAME | Frank Steinicke |
| GIVEN NAMES | Frank |
| FAMILY NAME | Steinicke |
| SIGNATURE | STEINICKE F |
| AFFILIATIONS | Universität Hamburg |
| ORCID | 0000-0001-9879-7414 |
| VERIFIED | Yes |
| TOTAL WORKS | 4 |
| TOTAL CITATIONS | 2 |
| AUTHOR COUNT | 4 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2016 |
| LATEST PUBLICATION YEAR | 2024 |
| H-INDEX | 1 |
Tailoring responsible research and innovation to the translational context
We discuss the implementation of Responsible Research and Innovation (RRI) within a project for the development of an AI-supported exergame for assisted movement training, outline outcomes and reflect on methodological opportunities and limitations. We adopted the responsibility-by-design (RbD) standard (CEN CWA 17796:2021) supplemented by methods for collaborative, ethical reflection to foster and support a shift towards a culture of trustworthi…
A chronology of SIGCHI conferences
Conferences form the backbone of SIGCHI. They are the reason we exist as a collective entity and a special interest group. They connect us and bring us together as a community of human-computer interaction (HCI) researchers, educators, students, and practitioners. In this article, we take stock of SIGCHI's portfolio of conferences, offering a snapshot of their histories toward better understanding our eclectic knowledge commitments and intertwine…
Enabling Immersive Exercise Activities for Older Adults
Participating in cognitive and physical activities can help older adults to live a healthy and independent life. However, with the ongoing pandemic, face-to-face training options became unavailable or limited, yielding a need for alternatives. In this paper, we conducted a user study with older adults (N = 25) to compare a traditional, recorded 2D gymnastics video with an immersive virtual reality (VR) exergame. We evaluated the movement and hear…
Being Really Virtual
Enabling Immersive Exercise Activities for Older Adults
Participating in cognitive and physical activities can help older adults to live a healthy and independent life. However, with the ongoing pandemic, face-to-face training options became unavailable or limited, yielding a need for alternatives. In this paper, we conducted a user study with older adults (N = 25) to compare a traditional, recorded 2D gymnastics video with an immersive virtual reality (VR) exergame. We evaluated the movement and hear…
Being Really Virtual
Being Really Virtual
Enabling Immersive Exercise Activities for Older Adults
Participating in cognitive and physical activities can help older adults to live a healthy and independent life. However, with the ongoing pandemic, face-to-face training options became unavailable or limited, yielding a need for alternatives. In this paper, we conducted a user study with older adults (N = 25) to compare a traditional, recorded 2D gymnastics video with an immersive virtual reality (VR) exergame. We evaluated the movement and hear…
A chronology of SIGCHI conferences
Conferences form the backbone of SIGCHI. They are the reason we exist as a collective entity and a special interest group. They connect us and bring us together as a community of human-computer interaction (HCI) researchers, educators, students, and practitioners. In this article, we take stock of SIGCHI's portfolio of conferences, offering a snapshot of their histories toward better understanding our eclectic knowledge commitments and intertwine…
Tailoring responsible research and innovation to the translational context
We discuss the implementation of Responsible Research and Innovation (RRI) within a project for the development of an AI-supported exergame for assisted movement training, outline outcomes and reflect on methodological opportunities and limitations. We adopted the responsibility-by-design (RbD) standard (CEN CWA 17796:2021) supplemented by methods for collaborative, ethical reflection to foster and support a shift towards a culture of trustworthi…
Computer Science (4 works) · Engineering (2 works) · Human–computer interaction (2 works) · Multimedia (2 works) · Virtual reality (2 works) · Virtual Reality Applications and Impacts (2 works) · Applied Psychology (1 work) · Applied Psychology (1 work) · Art (1 work) · Art history (1 work)