Suleman Shahid
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Publications by Suleman Shahid (bibliography)
» 2009 «
Shahid, Suleman, Krahmer, Emiel, Swerts, Marc, Melder, Willem A. and Neerincx, Mark A. (2009): Exploring social and temporal dimensions of emotion induction using an adaptive affective mirror. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3727-3732. Available online
This paper investigates if and how a digital, interactive affective mirror induces positive emotions in participants. We study whether the induced affect is repeatable after a fixed interval (Study 1) and how the social presence affects the emotion induction (Study 2). Results show that participants systematically feel more positive after an affective mirror session; this effect is shown to be repeatable, and co-presence of a friend is shown to boost this effect.
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Mubin, Omar, Shahid, Suleman, Bartneck, Christoph, Krahmer, Emiel, Swerts, Marc and Feijs, Loe (2009): Using language tests and emotional expressions to determine the learnability of artificial languages. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4075-4080. Available online
The study described hereunder lies within the context of a larger project focusing on the design and implementation of a "Robotic Interaction Language". The research goal of this project is to find the right balance between the effort necessary from the user to learn a new or artificial language and the resulting benefit of robust communication between a robot and the user as a direct consequence of optimized speech recognition. To measure the first criteria we have explored two methods to evaluate language learnability, namely Language Tests and analyzing expressed emotions during interaction in an artificial language. Our results indicate that both have potential in being used as measurement tools for evaluating the learnability of artificial languages.
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» 2008 «
Shahid, Suleman, Mubin, Omar and Mahmud, Abdullah Al (2008): Friend forever: a healderly partner. In: Hofte, G. Henri ter, Mulder, Ingrid and Ruyter, Boris E. R. de (eds.) Proceedings of the 10th Conference on Human-Computer Interaction with Mobile Devices and Services - Mobile HCI 2008 September 2-5, 2008, Amsterdam, the Netherlands. pp. 485-486. Available online
Mahmud, Abdullah Al, Mubin, Omar, Shahid, Suleman and Martens, Jean-Bernard (2008): Designing and evaluating the tabletop game experience for senior citizens. In: Proceedings of the Fifth Nordic Conference on Human-Computer Interaction 2008. pp. 403-406. Available online
In this paper, we report on the design and evaluation of a tabletop game especially created for senior citizens. The game is intended to provide leisure and fun and is played with four players on an augmented tabletop. It evolved from existing games and rules that are popular and familiar amongst senior citizens. Several aspects that are part of the gaming experience, such as immersion, flow, affect and, challenge, were assessed experimentally. The gaming experience was measured relatively by subjectively comparing user reactions across two sessions, one using a conventional board game and another using a digital tabletop version of the same game. Our results indicate that senior citizens found the tabletop version of the game to be more immersive and absorbing. We also discuss some implications to tabletop game design that can be deduced from the qualitative feedback provided by our participants.
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Mahmud, Abdullah Al, Shahid, Suleman, Juola, James F. and Ruyter, Boris de (2008): EZ Phone: Persuading Mobile Users to Conserve Energy. In: Proceedings of the HCI08 Conference on People and Computers XXII 2008. pp. 7-10. Available online
Mobile persuasion is using a mobile device to motivate people to change their behavior in a positive way. Thus there is the potential in investigating how mobile technology could motivate people to change their behavior towards energy use in a home setting. In this paper we report a pilot study that was conducted to determine which of three visualization media (text, audio, multimedia) on a mobile device (EZ Phone: Energy Zaving Phone) can be the most effective in persuading users to conserve energy in a home setting. The design of the device was presented in the form of a video prototype. The study was carried out as a between subjects design with the type of medium the independent variable and persuasion was measured in the form of subjective perception. Our results show that text (SMS) is perceived to be the most persuading and Multimedia Message Service (MMS) the least persuading. We also present our thoughts on the implications to design and future development of our ongoing research on mobile persuasion.
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» 2007 «
Mahmud, Abdullah Al, Mubin, Omar, Octavia, Johanna Renny, Shahid, Suleman, Yeo, LeeChin, Markopoulos, Panos, Martens, Jean-Bernard and Aliakseyeu, Dima (2007): Affective Tabletop Game: A New Gaming Experience for Children. In: Second IEEE International Workshop on Horizontal Interactive Human-Computer Systems Tabletop 2007 October 10-12, 2007, Newport, Rhode Island, USA. pp. 44-51. Available online
Mahmud, Abdullah Al, Dadlani, Pavan, Mubin, Omar, Shahid, Suleman, Midden, Cees J. H. and Moran, Oliver (2007): iParrot: Towards Designing a Persuasive Agent for Energy Conservation. In: Kort, Yvonne de, IJsselsteijn, Wijnand, Midden, Cees J. H., Eggen, Berry and Fogg, B. J. (eds.) PERSUASIVE 2007 - Persuasive Technology, Second International Conference on Persuasive Technology April 26-27, 2007, Palo Alto, CA, USA. pp. 64-67. Available online
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Mar 19th, 2010
Changes to this page (author)
22 Feb 2010: Enabled abstracts to be shown on Suleman Shahid's author page.12 Jul 2009: Author was edited 17 Jun 2009: Author was edited
02 Jun 2009: Author was edited
29 May 2009: Author was edited
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09 May 2009: Author was added to the bibliography
09 May 2009: Author was edited