Publication statistics

Pub. period:2007-2011
Pub. count:12
Number of co-authors:28



Co-authors

Number of publications with 3 favourite co-authors:

Omar Mubin:7
Abdullah Al Mahmud:6
Emiel Krahmer:4

 

 

Productive colleagues

Suleman Shahid's 3 most productive colleagues in number of publications:

Panos Markopoulos:80
Jean-Bernard Marte..:42
Christoph Bartneck:28
 
 
 
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Suleman Shahid

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Publications by Suleman Shahid (bibliography)

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2011
 
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Shahid, Suleman, Krahmer, Emiel, Swerts, Marc and Mubin, Omar (2011): Who is more expressive during child-robot interaction: Pakistani or Dutch children?. In: Proceedings of the 6th International Conference on Human Robot Interaction 2011. pp. 247-248.

In this study we have tried to determine if the cultural background of children has an influence on how they interact with robots. Children of different age groups and cultures played a card guessing game with a robot (iCat). By using perception tests to evaluate the children's emotional response it was revealed that children from South Asia (Pakistani) were much more expressive than European children (Dutch) and younger children were more expressive than the older ones in the context of child robot interaction.

© All rights reserved Shahid et al. and/or their publisher

 
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Shahid, Suleman, Krahmer, Emiel and Swerts, Marc (2011): Child-robot interaction: playing alone or together?. In: Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems 2011. pp. 1399-1404.

In this paper we propose a new method to evaluate child-robot interaction, by asking whether playing a game with a state-of-the-art social robot is more similar to playing this game alone or with a friend. Subjective fun scores suggest that children have more fun playing with the robot than playing alone, but have more fun still when playing with a friend. A perception test of selected fragments indicates that children are more expressive when playing with the robot than they are when playing alone, but less expressive than when playing with a friend. Taken together these results show that playing a game together with a state-of-the-art social robot is more fun than playing alone, and approaches playing with a friend, although more work needs to be done to achieve the latter level.

© All rights reserved Shahid et al. and/or their publisher

2010
 
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Blommaert, Anne, Philippart, Pieter, Rassaerts, Chris, Theunissen, Erik, Widdershoven, Svenja and Shahid, Suleman (2010): Day pad: a daily life assistant for autistic children. In: Proceedings of 12th Conference on Human-computer interaction with mobile devices and services 2010. pp. 473-474.

Most people suffering from autism have a desperate need for clarity and structure in their lives. There are various applications (agendas, daily planners, pictograms, etc.) that support autistic individuals in their living. However, not many applications out there make it possible for a person with autism to live a structured life on his own, in a variety of contexts, with minimum human guidance. Day Pad is an application that helps individuals, especially children and early teenagers, to organize their lives independently. This application can support the lives of individuals in a variety of contexts (home, daycare, market, school, etc.) and run on variety of mobile devices (PDA, tablet PC, etc.) depending on the context.

© All rights reserved Blommaert et al. and/or their publisher

 
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Hong, Alain P. C. I., Heugten, Sjoerd van, Kooken, Tom, Vinke, Nikkie, Vromans, Myrtille and Shahid, Suleman (2010): The augenda: structuring the lives of autistic teenagers. In: Twelfth Annual ACM SIGACCESS Conference on Assistive Technologies 2010. pp. 283-284.

In this paper we present an application that assists autistic teenagers in organizing their lives and enhances the communication between autistic teenagers and their caregivers. This application was designed in a participatory manner where autistics teenagers and caregivers participated in all phases of the application development. The early results show that the application has a potential to improve the lives of autistic teenagers by not only bringing structure in their lives but also by improving the communication channel between teenagers and their caregivers.

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2009
 
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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.

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.

© All rights reserved Shahid et al. and/or ACM Press

 
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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.

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.

© All rights reserved Mubin et al. and/or ACM Press

 
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Mahmud, Abdullah Al, Mubin, Omar and Shahid, Suleman (2009): User experience with in-car GPS navigation systems: comparing the young and elderly drivers. In: Proceedings of 11th Conference on Human-computer interaction with mobile devices and services 2009. p. 90.

This paper outlines the design requirements of a GPS car navigation system for the elderly and the young by proposing a set of new guidelines for designing such systems. Our study revealed that younger drivers had a more positive user experience as compared to the elderly drivers. This paper also identifies a number of advanced features that a routing system should have for satisfying both the elderly and younger drivers on road. In conclusion, we will discuss the key design recommendations that were derived from the study.

© All rights reserved Mahmud et al. and/or their publisher

2008
 
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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.

 
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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.

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.

© All rights reserved Mahmud et al. and/or their publisher

 
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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.

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.

© All rights reserved Mahmud et al. and/or their publisher

2007
 
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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.

 
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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.

 
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Page maintainer: The Editorial Team
URL: http://www.interaction-design.org/references/authors/suleman_shahid.html

Publication statistics

Pub. period:2007-2011
Pub. count:12
Number of co-authors:28



Co-authors

Number of publications with 3 favourite co-authors:

Omar Mubin:7
Abdullah Al Mahmud:6
Emiel Krahmer:4

 

 

Productive colleagues

Suleman Shahid's 3 most productive colleagues in number of publications:

Panos Markopoulos:80
Jean-Bernard Marte..:42
Christoph Bartneck:28
 
 
 
May 24

For a list of all the ways technology has failed to improve the quality of life, please press three.

-- Alice Kahn

 
 

Featured chapter

Read the fascinating history of Wearable Computing, told by its father, Steve Mann

Read Steve's chapter !

 
 

Help us help you!