Amon Rapp
Orcid: 0000-0003-3855-9961Affiliations:
- University of Torino, Italy
According to our database1,
Amon Rapp
authored at least 130 papers
between 2007 and 2025.
Collaborative distances:
Collaborative distances:
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Online presence:
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on orcid.org
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on di.unito.it
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on dl.acm.org
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Bibliography
2025
How do people experience the images created by generative artificial intelligence? An exploration of people's perceptions, appraisals, and emotions related to a Gen-AI text-to-image model and its creations.
Int. J. Hum. Comput. Stud., 2025
2024
How Do People Ascribe Humanness to Chatbots? An Analysis of Real-World Human-Agent Interactions and a Theoretical Model of Humanness.
Int. J. Hum. Comput. Interact., October, 2024
"Is It Legit, To You?". An Exploration of Players' Perceptions of Cheating in a Multiplayer Video Game: Making Sense of Uncertainty.
Int. J. Hum. Comput. Interact., August, 2024
Playing during a crisis: The impact of commercial video games on the reconfiguration of people's life during the COVID-19 pandemic.
Hum. Comput. Interact., July, 2024
"Tell Me Why": using natural language justifications in a recipe recommender system to support healthier food choices.
User Model. User Adapt. Interact., April, 2024
Exploring the impact of commercial wearable activity trackers on body awareness and body representations: A mixed-methods study on self-tracking.
Comput. Hum. Behav., February, 2024
A Gamified Platform to Support Educational Activities About Fake News in Social Media.
IEEE Trans. Learn. Technol., 2024
Proceedings of the Adjunct Proceedings of the 32nd ACM Conference on User Modeling, 2024
Proceedings of the 1st International Workshop on Designing and Building Hybrid Human-AI Systems co-located with 17th International Conference on Advanced Visual Interfaces (AVI 2024), 2024
Open Issues in Persuasive Technologies: Six HCI Challenges for the Design of Behavior Change Systems.
Proceedings of the Human-Computer Interaction, 2024
Redefining the User in Human-Generative AI Collaboration: Insights from Music Composition.
Proceedings of the Eight International Workshop on Cultures of Participation in the Digital Age: Differentiating and Deepening the Concept of "End User" in the Digital Age co-located with the International Conference on Advanced Visual Interfaces (AVI 2024), 2024
Does Any AI-Based Activity Contribute to Develop AI Conception? A Case Study with Italian Fifth and Sixth Grade Classes.
Proceedings of the Thirty-Eighth AAAI Conference on Artificial Intelligence, 2024
2023
Exploring the Lived Experience of Behavior Change Technologies: Towards an Existential Model of Behavior Change for HCI.
ACM Trans. Comput. Hum. Interact., December, 2023
Making sense of the pandemic: Multiple functions of commercial video games during one year and a half of COVID-19 crisis.
Int. J. Hum. Comput. Stud., December, 2023
How do sensory features of places impact on spatial exploration of people with autism? A user study.
J. Inf. Technol. Tour., March, 2023
Wearable technologies as extensions: a postphenomenological framework and its design implications.
Hum. Comput. Interact., 2023
Proceedings of the Adjunct Proceedings of the 31st ACM Conference on User Modeling, 2023
Proceedings of the Adjunct Proceedings of the 31st ACM Conference on User Modeling, 2023
Proceedings of the 17th ACM Conference on Recommender Systems, 2023
Proceedings of the Natural Language Processing and Information Systems, 2023
Proceedings of the Italia Intelligenza Artificiale, 2023
Proceedings of the Computer Supported Cooperative Work and Social Computing, 2023
Proceedings of the 15th Biannual Conference of the Italian SIGCHI Chapter, 2023
Proceedings of the Companion Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2023
Collaborating with a Text-Based Chatbot: An Exploration of Real-World Collaboration Strategies Enacted during Human-Chatbot Interactions.
Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems, 2023
Towards an Adaptive Behavior Change Game Based on User-tailored and Context-aware Interventions.
Proceedings of the International Workshop on Behavior Change and Persuasive Recommender Systems co-located with the 17th ACM Conference on Recommender Systems (RecSys 2023), 2023
2022
Dataset, June, 2022
IEEE Trans. Hum. Mach. Syst., 2022
Time, engagement and video games: How game design elements shape the temporalities of play in massively multiplayer online role-playing games.
Inf. Syst. J., 2022
How do people experience the temporality of everyday life changes? Towards the exploration of existential time in HCI.
Int. J. Hum. Comput. Stud., 2022
Commercial video games as a resource for mental health: A systematic literature review.
Behav. Inf. Technol., 2022
Proceedings of the UMAP '22: 30th ACM Conference on User Modeling, Adaptation and Personalization, Barcelona, Spain, July 4, 2022
Proceedings of the MobileHCI '22: Adjunct Publication of the 24th International Conference on Human-Computer Interaction with Mobile Devices and Services, Vancouver, BC, Canada, 28 September 2022, 2022
2021
The human side of human-chatbot interaction: A systematic literature review of ten years of research on text-based chatbots.
Int. J. Hum. Comput. Stud., 2021
Underground astronauts: Understanding the sporting science of speleology and its implications for HCI.
Int. J. Hum. Comput. Stud., 2021
In Search for Design Elements: A New Perspective for Employing Ethnography in Human-Computer Interaction Design Research.
Int. J. Hum. Comput. Interact., 2021
Exploring the Effects of Natural Language Justifications in Food Recommender Systems.
Proceedings of the 29th ACM Conference on User Modeling, Adaptation and Personalization, 2021
Proceedings of the Adjunct Publication of the 29th ACM Conference on User Modeling, 2021
Empowering AI competences in children: A training program based on simple playful activities.
Proceedings of the Third Symposium on Psychology-Based Technologies, 2021
Proceedings of the Human-Computer Interaction - INTERACT 2021 - 18th IFIP TC 13 International Conference, Bari, Italy, August 30, 2021
Proceedings of the 14th Biannual Conference of the Italian SIGCHI Chapter, 2021
2020
Preface to the special issue on harnessing personal tracking data for personalization and sense-making.
User Model. User Adapt. Interact., 2020
IEEE Trans. Hum. Mach. Syst., 2020
A Gameful Organizational Assimilation Process: Insights from World of Warcraft for Gamification Design.
Proc. ACM Hum. Comput. Interact., 2020
Self-tracking while doing sport: Comfort, motivation, attention and lifestyle of athletes using personal informatics tools.
Int. J. Hum. Comput. Stud., 2020
Electron. Commer. Res. Appl., 2020
Design fictions for learning: A method for supporting students in reflecting on technology in Human-Computer Interaction courses.
Comput. Educ., 2020
Generating Recommendations From Multiple Data Sources: A Methodological Framework for System Design and Its Application.
IEEE Access, 2020
Proceedings of the Adjunct Publication of the 28th ACM Conference on User Modeling, 2020
How can we engage people to map places suitable for the autistic population? A crowdsourced approach.
Proceedings of the Second Symposium on Psychology-Based Technologies, 2020
2019
Proceedings of the Web Accessibility - A Foundation for Research, Second Edition, 2019
ACM Trans. Comput. Hum. Interact., 2019
Designing Wearable Systems for Sports: A Review of Trends and Opportunities in Human-Computer Interaction.
IEEE Trans. Hum. Mach. Syst., 2019
Real World User Model: Evolution of User Modeling Triggered by Advances in Wearable and Ubiquitous Computing - State of the Art and Future Directions.
Inf. Syst. Frontiers, 2019
Strengthening gamification studies: Current trends and future opportunities of gamification research.
Int. J. Hum. Comput. Stud., 2019
Design fictions for behaviour change: exploring the long-term impacts of technology through the creation of fictional future prototypes.
Behav. Inf. Technol., 2019
FirstLife: Combining Social Networking and VGI to Create an Urban Coordination and Collaboration Platform.
IEEE Access, 2019
UMAP 2019 Workshop on Explainable and Holistic User Modeling (ExHUM) Chairs' Welcome & Organization.
Proceedings of the Adjunct Publication of the 27th Conference on User Modeling, 2019
Proceedings of the Adjunct Publication of the 27th Conference on User Modeling, 2019
Proceedings of the 21st International Conference on Human-Computer Interaction with Mobile Devices and Services, 2019
Proceedings of the 21st International Conference on Human-Computer Interaction with Mobile Devices and Services, 2019
2018
Proceedings of the New Directions in Third Wave Human-Computer Interaction: Volume 2, 2018
Personal Informatics for Sport: Meaning, Body, and Social Relations in Amateur and Elite Athletes.
ACM Trans. Comput. Hum. Interact., 2018
Multiplayer online role-playing as information retrieval and system use: an ethnographic study.
J. Documentation, 2018
Designing technology for spatial needs: Routines, control and social competences of people with autism.
Int. J. Hum. Comput. Stud., 2018
Envisioning the Future of Personalization Through Personal Informatics: A User Study.
Int. J. Mob. Hum. Comput. Interact., 2018
Social Game Elements in World of Warcraft: Interpersonal Relations, Groups, and Organizations for Gamification Design.
Int. J. Hum. Comput. Interact., 2018
Comput., 2018
Designing a personal informatics system for users without experience in self-tracking: a case study.
Behav. Inf. Technol., 2018
Holistic User Models for Cognitive Disabilities: Personalized Tools for Supporting People with Autism in the City.
Proceedings of the Adjunct Publication of the 26th Conference on User Modeling, 2018
Proceedings of the Adjunct Publication of the 26th Conference on User Modeling, 2018
Proceedings of the Adjunct Publication of the 26th Conference on User Modeling, 2018
Proceedings of the Adjunct Publication of the 26th Conference on User Modeling, 2018
Proceedings of the 2018 ACM International Joint Conference and 2018 International Symposium on Pervasive and Ubiquitous Computing and Wearable Computers, 2018
Proceedings of the Fifth Italian Conference on Computational Linguistics (CLiC-it 2018), 2018
Proceedings of the Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems, 2018
Gamification for Self-Tracking: From World of Warcraft to the Design of Personal Informatics Systems.
Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems, 2018
2017
Drawing Inspiration from World of Warcraft: Gamification Design Elements for Behavior Change Technologies.
Interact. Comput., 2017
Hum. Comput. Interact., 2017
Comput. Hum. Behav., 2017
An ethnographic study of packaging-free purchasing: designing an interactive system to support sustainable social practices.
Behav. Inf. Technol., 2017
Proceedings of the Adjunct Publication of the 25th Conference on User Modeling, 2017
Proceedings of the 21st International Academic Mindtrek Conference, AcademicMindtrek 2017, Tampere, Finland, September 20, 2017
Tracking personal movements in urban environments: personalized maps for people with autism spectrum disorder.
Proceedings of the Adjunct Proceedings of the 2017 ACM International Joint Conference on Pervasive and Ubiquitous Computing and Proceedings of the 2017 ACM International Symposium on Wearable Computers, 2017
Proceedings of the Adjunct Proceedings of the 2017 ACM International Joint Conference on Pervasive and Ubiquitous Computing and Proceedings of the 2017 ACM International Symposium on Wearable Computers, 2017
Personalized interactive urban maps for autism: enhancing accessibility to urban environments for people with autism spectrum disorder.
Proceedings of the Adjunct Proceedings of the 2017 ACM International Joint Conference on Pervasive and Ubiquitous Computing and Proceedings of the 2017 ACM International Symposium on Wearable Computers, 2017
Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, 2017
2016
Personal informatics for everyday life: How users without prior self-tracking experience engage with personal data.
Int. J. Hum. Comput. Stud., 2016
Using game mechanics for field evaluation of prototype social applications: a novel methodology.
Behav. Inf. Technol., 2016
Proceedings of the Late-breaking Results, 2016
Proceedings of the 2016 ACM International Joint Conference on Pervasive and Ubiquitous Computing and Proceedings of the 2016 ACM International Symposium on Wearable Computers, 2016
Proceedings of the 2016 ACM International Joint Conference on Pervasive and Ubiquitous Computing and Proceedings of the 2016 ACM International Symposium on Wearable Computers, 2016
Proceedings of the Universal Access in Human-Computer Interaction. Methods, Techniques, and Best Practices, 2016
Proceedings of the Workshop on Fictional Game Elements 2016 co-located with The ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play (CHI PLAY 2016), 2016
Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play, 2016
Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play, 2016
Proceedings of the Workshop on Fictional Game Elements 2016 co-located with The ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play (CHI PLAY 2016), 2016
A Field Evaluation of an Intelligent Interaction Between People and a Territory and its Cultural Heritage.
Proceedings of the 1st Workshop on Advanced Visual Interfaces for Cultural Heritage co-located with the International Working Conference on Advanced Visual Interfaces (AVI 2016), 2016
2015
A Qualitative Investigation of Gamification: Motivational Factors in Online Gamified Services and Applications.
Int. J. Technol. Hum. Interact., 2015
Proceedings of the 17th International Conference on Human-Computer Interaction with Mobile Devices and Services Adjunct, 2015
Proceedings of the 2015 ACM International Symposium on Wearable Computers, 2015
New frontiers of quantified self: finding new ways for engaging users in collecting and using personal data.
Proceedings of the 2015 ACM International Joint Conference on Pervasive and Ubiquitous Computing and Proceedings of the 2015 ACM International Symposium on Wearable Computers, 2015
Proceedings of the 2015 ACM International Joint Conference on Pervasive and Ubiquitous Computing and Proceedings of the 2015 ACM International Symposium on Wearable Computers, 2015
Proceedings of the 2015 ACM International Joint Conference on Pervasive and Ubiquitous Computing and Proceedings of the 2015 ACM International Symposium on Wearable Computers, 2015
Proceedings of the 2015 ACM International Joint Conference on Pervasive and Ubiquitous Computing and Proceedings of the 2015 ACM International Symposium on Wearable Computers, 2015
Engaging Users in Self-Reporting Their Data: A Tangible Interface for Quantified Self.
Proceedings of the Universal Access in Human-Computer Interaction. Access to Interaction, 2015
2014
Self-Monitoring of Emotions: a Novel Personal Informatics Solution for an Enhanced Self-Reporting.
Proceedings of the Posters, 2014
Proceedings of the Internet of Things. User-Centric IoT, 2014
Proceedings of the Hypertext 2014 Extended Proceedings: Late-breaking Results, 2014
Proceedings of the Universal Access in Human-Computer Interaction. Design for All and Accessibility Practice, 2014
Immersion and involvement in a 3D training environment: Experimenting different points of view.
Proceedings of the IEEE International Conference on Computational Intelligence and Virtual Environments for Measurement Systems and Applications, 2014
2013
Interacting with social networks of intelligent things and people in the world of gastronomy.
ACM Trans. Interact. Intell. Syst., 2013
Designing for smart cities: connecting and binding citizens to urban spaces through a new wearable interactive system.
Proceedings of the 2013 ACM International Joint Conference on Pervasive and Ubiquitous Computing, 2013
Proceedings of the 2013 ACM International Joint Conference on Pervasive and Ubiquitous Computing, 2013
Proceedings of the Universal Access in Human-Computer Interaction. User and Context Diversity, 2013
Proceedings of the 8th International Conference on the Foundations of Digital Games, 2013
2012
WantEat: interacting with social networks of smart objects for sharing and promoting cultural heritage.
Proceedings of the Workshop and Poster Proceedings of the 20th Conference on User Modeling, 2012
Proceedings of the International Conference on Media of the Future, 2012
Wheeling around with Wanteat: exploring mixed social networks in the gastronomy domain.
Proceedings of the 17th International Conference on Intelligent User Interfaces, 2012
Proceedings of the Information and Communication Technologies in Tourism 2012, 2012
WantEat: interacting with social networks of smart objects for sharing cultural heritage and supporting sustainability.
Proceedings of the ECAI 2012, 2012
2011
The art of video MashUp: supporting creative users with an innovative and smart application.
Multim. Tools Appl., 2011
Proceedings of the Universal Access in Human-Computer Interaction. Context Diversity, 2011
2009
Proceedings of the Intelligent Environments 2009 - Proceedings of the 5th International Conference on Intelligent Environments, 2009
Personas Layering: A Cost Effective Model for Service Design in Medium-Long Term Telco Research Projects.
Proceedings of the Human Centered Design, 2009
Proceedings of the International Conference on Advances in Computer Entertainment Technology, 2009
2008
Proceedings of the Changing Television Environments, 6th European Conference, 2008
2007
Innovative TV: From an Old Standard to a New Concept of Interactive TV - An Italian Job.
Proceedings of the Human-Computer Interaction. HCI Intelligent Multimodal Interaction Environments, 2007