Number of co-authors:12
Number of publications with 3 favourite co-authors:Sigurd Van Broeck:1Zhe Lou:1Marc Van den Broeck:1
An Jacobs's 3 most productive colleagues in number of publications:Karin Slegers:2Pieter Duysburgh:2Sigurd Van Broeck:1
Computer analyst to programmer: "You start coding. I'll go find out what they want."
-- Popular computer one-liner
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Publications by An Jacobs (bibliography)
Willaert, Koen, Lou, Zhe, Broeck, Sigurd Van, Broeck, Marc Van den and Jacobs, An (2012): Evaluating PresenceScape: a 3D virtual world application to support social awareness and informal communication in distributed teams. In: Companion Proceedings of ACM CSCW12 Conference on Computer-Supported Cooperative Work 2012. pp. 247-250.
This extended abstract presents a prototype evaluation of an innovative application called PresenceScape. This application is targeting distributed teams of knowledge workers to support social awareness and informal communication by means of a customized 3D virtual world environment. PresenceScape is able to capture real life events, translate and visualize them with user-defined rules into virtual representations. User acceptation and implications for further design of the application are discussed.
© All rights reserved Willaert et al. and/or ACM Press
Slegers, Karin, Duysburgh, Pieter and Jacobs, An (2010): Research methods for involving hearing impaired children in IT innovation. In: Proceedings of the Sixth Nordic Conference on Human-Computer Interaction 2010. pp. 781-784.
Involving hearing impaired children in research is not straightforward, as these children often have deficiencies in spoken and written language. Therefore, researchers cannot rely on commonly used research methods that are based on verbal communication. In this paper we describe a series of research activities that were conducted to understand the world of experience of hearing impaired children in order to generate ideas for innovative IT applications. A user-centered design approach was followed, in which potential users and stakeholders were involved as much as possible. The methods that were used to understand the target group are discussed with respect to the experience of the researchers. Successes and lessons learned are described and recommendations for involving target groups with whom researchers and designers cannot communicate as they are used to, are provided.
© All rights reserved Slegers et al. and/or their publisher
Bleumers, Lizzy, Jacobs, An and Lier, Tim Van (2010): Criminal cities and enchanted forests: a user-centred assessment of the applicability of the Pervasive GameFlow model. In: Proceedings of the 3rd International Conference Fun and Games 2010. pp. 38-47.
In this paper, we reflect on the opportunities and limitations of using the Pervasive GameFlow (PGF) model for evaluating player experience in pervasive games. In particular, we critically assess its applicability to pervasive games that are not technology-based. This assessment results from a review of two pervasive outdoor group games by means of the PGF model. While the first game (i.e. The Target) involves the use of digital technology, the latter (i.e. Magic Spell) does not. In order to produce an in-depth review, we observed groups during game play and we assessed players' experiences by means of a questionnaire.
© All rights reserved Bleumers et al. and/or ACM Press
Vangenck, Marinka, Jacobs, An, Lievens, Bram, Vanhengel, Eva and Pierson, Jo (2008): Does Mobile Television Challenge the Dimension of Viewing Television? An Explorative Research on Time, Place and Social Context of the Use of Mobile Television Content. In: Tscheligi, Manfred, Obrist, Marianna and Lugmayr, Artur (eds.) 6th European Conference - EuroITV 2008 July 3-4, 2008, Salzburg, Austria. pp. 122-127.
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