Elena Márquez Segura

Orcid: 0000-0002-3124-2286

Affiliations:
  • Universidad Carlos III de Madrid, Spain


According to our database1, Elena Márquez Segura authored at least 78 papers between 2011 and 2024.

Collaborative distances:
  • Dijkstra number2 of four.
  • Erdős number3 of four.

Timeline

Legend:

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PhD thesis 
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Online presence:

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Bibliography

2024
Co-Designing Sensory Feedback for Wearables to Support Physical Activity through Body Sensations.
Proc. ACM Interact. Mob. Wearable Ubiquitous Technol., March, 2024

Why Larp?! A Synthesis Paper on Live Action Roleplay in Relation to HCI Research and Practice.
CoRR, 2024

Body Transformation: An Experiential Quality of Sensory Feedback Wearables for Altering Body Perception.
Proceedings of the Eighteenth International Conference on Tangible, 2024

Towards a Minimalist Embodied Sketching Toolkit for Wearable Design for Motor Learning.
Proceedings of the Eighteenth International Conference on Tangible, 2024

Embodied Hybrid Bodystorming to Design an XR Suture Training Experience.
Proceedings of the Eighteenth International Conference on Tangible, 2024

Body Sensations as Design Material: An Approach to Design Sensory Technology for Altering Body Perception.
Proceedings of the Designing Interactive Systems Conference, 2024

Movits: a Minimalist Toolkit for Embodied Sketching.
Proceedings of the Designing Interactive Systems Conference, 2024

2023
Think-4-EmCoDe framework: Highlighting key qualities in embodied co-design techniques for children.
Int. J. Hum. Comput. Stud., September, 2023

Intercorporeal Biofeedback for Movement Learning.
ACM Trans. Comput. Hum. Interact., 2023

Technology, Movement, and Play Is Hampering and Boosting Interactive Play.
Proceedings of the Companion Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2023

Edu-larp @ CHI.
Proceedings of the Extended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems, 2023

Reimagining Machine Learning's Role in Assistive Technology by Co-Designing Exergames with Children Using a Participatory Machine Learning Design Probe.
Proceedings of the 25th International ACM SIGACCESS Conference on Computers and Accessibility, 2023

Design Resources in Movement-based Design Methods: a Practice-based Characterization.
Proceedings of the 2023 ACM Designing Interactive Systems Conference, 2023

2022
Exploring and Materialising Bodily Experiences of Security through Lenses of Feminist HCI practices.
Proceedings of the NordiCHI '22: Adjunct Proceedings of the Nordic Human-Computer Interaction Conference, Aarhus, Denmark, October 8, 2022

Exploring the Design Space for Body Transformation Wearables to Support Physical Activity through Sensitizing and Bodystorming.
Proceedings of the MOCO '22: 8th International Conference on Movement and Computing, Chicago, IL, USA, June 22, 2022

Move to Design: Tactics and Challenges of Playful Movement-based Interaction Designers' Experiences during the Covid-19 Pandemic.
Proceedings of the FDG '22: Proceedings of the 17th International Conference on the Foundations of Digital Games, 2022

Anywear Academy: A Larp-based Camp to Inspire Computational Interest in Middle School Girls.
Proceedings of the DIS '22: Designing Interactive Systems Conference, Virtual Event, Australia, June 13, 2022

2021
The Design Space of Wearables for Sports and Fitness Practices.
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021

Physical Warm-up Games: Exploring the Potential of Play and Technology Design.
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021

Exploring the Design Space of Immersive Social Fitness Games: The ImSoFit Games Model.
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021

Special Interest Group: The Present and Future of Esports in HCI.
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021

2020
Training Body Awareness and Control with Technology Probes: A Portfolio of Co-Creative Uses to Support Children with Motor Challenges.
Proceedings of the TEI '20: Fourteenth International Conference on Tangible, 2020

Training Technology Probes Across Fitness Practices: Yoga, Circus and Weightlifting.
Proceedings of the Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems, 2020

Chasing Play with Instagram: How Can We Capture Mundane Play Potentials to Inspire Interaction Design?
Proceedings of the Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems, 2020

Technology for Situated and Emergent Play: A Bridging Concept and Design Agenda.
Proceedings of the CHI '20: CHI Conference on Human Factors in Computing Systems, 2020

Chasing play potentials in food culture: embracing children's perspectives.
Proceedings of the Extended Abstracts Proceedings of the 19th ACM International Conference on Interaction Design and Children, 2020

Chasing Play Potentials in Food Culture: Learning from Traditions to Inspire Future Human-Food Interaction Design.
Proceedings of the DIS '20: Designing Interactive Systems Conference 2020, 2020

2019
Using Training Technology Probes in Bodystorming for Physical Training.
Proceedings of the 6th International Conference on Movement and Computing, 2019

Workshop presentation of a social wearable that affords vulnerability.
Proceedings of the 2019 ACM International Joint Conference on Pervasive and Ubiquitous Computing and Proceedings of the 2019 ACM International Symposium on Wearable Computers, 2019

A social wearable that affords vulnerability.
Proceedings of the 2019 ACM International Joint Conference on Pervasive and Ubiquitous Computing and Proceedings of the 2019 ACM International Symposium on Wearable Computers, 2019

Designing for Play that Permeates Everyday Life: Towards New Methods for Situated Play Design.
Proceedings of the Halfway to the Future Symposium 2019, 2019

Astaire: A Collaborative Mixed Reality Dance Game for Collocated Players.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2019

Fiddling, Pointing, Hovering, and Sliding: Embodied Actions with Three Evaluation Tools for Children.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2019

Super Trouper: The Playful Potential of Interactive Circus Training.
Proceedings of the Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, 2019

Exploring the Pace of an Endless Runner Game in Stationary and Mobile Settings.
Proceedings of the Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, 2019

Towards Socially Immersive Fitness Games: An Exploratory Evaluation Through Embodied Sketching.
Proceedings of the Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, 2019

Chasing Play Potentials in Food Culture to Inspire Technology Design.
Proceedings of the Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, 2019

BalBoa: A Balancing Board for Handstand Training.
Proceedings of the Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems, 2019

ExerCube vs. Personal Trainer: Evaluating a Holistic, Immersive, and Adaptive Fitness Game Setup.
Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, 2019

Designing 'True Colors': A Social Wearable that Affords Vulnerability.
Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, 2019

Enlightened Yoga: Designing an Augmented Class with Wearable Lights to Support Instruction.
Proceedings of the 2019 on Designing Interactive Systems Conference, DIS 2019, San Diego, 2019

Circus, Play and Technology Probes: Training Body Awareness and Control with Children.
Proceedings of the 2019 on Designing Interactive Systems Conference, DIS 2019, San Diego, 2019

Larping (Live Action Role Playing) as an Embodied Design Research Method.
Proceedings of the Companion Publication of the 2019 on Designing Interactive Systems Conference, 2019

Design Framework for Social Wearables.
Proceedings of the 2019 on Designing Interactive Systems Conference, DIS 2019, San Diego, 2019

Chasing Play Potentials: Towards an Increasingly Situated and Emergent Approach to Everyday Play Design.
Proceedings of the 2019 on Designing Interactive Systems Conference, DIS 2019, San Diego, 2019

2018
Documenting the Elusive and Ephemeral in Embodied Design Ideation Activities.
Multimodal Technol. Interact., 2018

Body-centric computing: results from a weeklong Dagstuhl seminar in a German castle.
Interactions, 2018

Embracing First-Person Perspectives in Soma-Based Design.
Informatics, 2018

Sensory bodystorming for collocated physical training design.
Proceedings of the 10th Nordic Conference on Human-Computer Interaction, Oslo, 2018

SpokeIt: building a mobile speech therapy experience.
Proceedings of the 20th International Conference on Human-Computer Interaction with Mobile Devices and Services, 2018

Exteriorizing Body Alignment in Collocated Physical Training.
Proceedings of the Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems, 2018

Firefly: A Social Wearable to Support Physical Connection of Larpers.
Proceedings of the Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems, 2018

Designing Future Social Wearables with Live Action Role Play (Larp) Designers.
Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems, 2018

Social Affordances at Play: Game Design Toward Socio-Technical Innovation.
Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems, 2018

SpokeIt: A Co-Created Speech Therapy Experience.
Proceedings of the Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems, 2018

'Not Too Much, Not Too Little' Wearables For Group Discussions.
Proceedings of the Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems, 2018

Movement Correction in Instructed Fitness Training: Design Recommendations and Opportunities.
Proceedings of the 2018 on Designing Interactive Systems Conference 2018, 2018

What's It Mean to "Be Social" in VR?: Mapping the Social VR Design Ecology.
Proceedings of the Companion Publication of the 19th International ACM SIGACCESS Conference on Computers and Accessibility, 2018

2017
Designing for Transformative Play.
ACM Trans. Comput. Hum. Interact., 2017

Bio-Sensed and Embodied Participation in Interactive Performance.
Proceedings of the Tenth International Conference on Tangible, 2017

Paper ladder: a rating scale to collect children's opinion in user studies.
Proceedings of the 19th International Conference on Human-Computer Interaction with Mobile Devices and Services, 2017

Design, appropriation, and use of technology in larps.
Proceedings of the International Conference on the Foundations of Digital Games, 2017

All the feels: designing a tool that reveals streamers' biometrics to spectators.
Proceedings of the International Conference on the Foundations of Digital Games, 2017


2016
Playification: The PhySeEar case.
Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play, 2016

Embodied Sketching.
Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, 2016

2015
Enabling Co-Located Physical Social Play: A Framework for Design and Evaluation.
Proceedings of the Game User Experience Evaluation, 2015

Co-creating embodied sketches playing as a method to design with children.
Proceedings of the 12th International Conference on Advances in Computer Entertainment Technology, 2015

2014
Migration Between Two Embodiments of an Artificial Pet.
Int. J. Humanoid Robotics, 2014

2013
Do I remember you? Memory and identity in multiple embodiments.
Proceedings of the IEEE International Symposium on Robot and Human Interactive Communication, 2013

The oriboos going to nepal: a story of playful encounters.
Proceedings of the ACM/IEEE International Conference on Human-Robot Interaction, 2013

The NAO models for the elderly.
Proceedings of the ACM/IEEE International Conference on Human-Robot Interaction, 2013

The design space of body games: technological, physical, and social design.
Proceedings of the 2013 ACM SIGCHI Conference on Human Factors in Computing Systems, 2013

Memory and the design of migrating virtual agents.
Proceedings of the International conference on Autonomous Agents and Multi-Agent Systems, 2013

2012
PhySeEar Moving yourself to shine and sound in geriatric physiotherapy interventions.
Proceedings of the 6th International Conference on Pervasive Computing Technologies for Healthcare, 2012

How Do You Like Me in This: User Embodiment Preferences for Companion Agents.
Proceedings of the Intelligent Virtual Agents - 12th International Conference, 2012

Revive!: reactions to migration between different embodiments when playing with robotic pets.
Proceedings of the 11th International Conference on Interaction Design and Children, 2012

2011
ViPleo and PhyPleo: artificial pet with two embodiments.
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology, 2011


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