Pedro F. Campos

Orcid: 0000-0001-7706-5038

Affiliations:
  • University of Madeira
  • Carnegie-Mellon University


According to our database1, Pedro F. Campos authored at least 119 papers between 2003 and 2024.

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

Timeline

Legend:

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PhD thesis 
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Bibliography

2024
"I Found it Cathartic": Exploring Empathy and Mental Health Awareness in Psychological Horror Video Games.
Proc. ACM Hum. Comput. Interact., 2024

Financial DreamScape: Puzzle Narrative Games for Financial Education.
Proceedings of the ACM International Conference on Interactive Media Experiences, 2024

CBT-Darts: Identifying Cognitive Distortions in an Immersive VR Game.
Proceedings of the ACM International Conference on Interactive Media Experiences, 2024

"Masters Against Food Waste" Providing Children with Strategies to Avoid Food Waste.
Proceedings of the Serious Games - 10th Joint International Conference, 2024

Co-Designing Companions in Virtual Natural Environments for Enhanced Well-being: Insights from Dementia Informal Caregivers.
Proceedings of the Adjunct Proceedings of the 2024 Nordic Conference on Human-Computer Interaction, 2024

"Pick a Nature Sound Now to Feel Better": The Effects of Listening to a Chosen Natural Sound on Informal Caregivers' Well-being.
Proceedings of the International Conference on Mobile and Ubiquitous Multimedia, 2024

College Tales: Pilot Study on Large Language Models Generated Narratives for Mental Health Literacy.
Proceedings of the 27th International Academic Mindtrek Conference, 2024

FitFest: Designing a Narrative-driven Exergame to Engage Active Seniors in Physical Activity.
Proceedings of the 27th International Academic Mindtrek Conference, 2024

Assessing Physical Activity Levels While Playing Virtual Reality Exergames: A Pilot Study.
Proceedings of the 12th International Conference on Sport Sciences Research and Technology Support, 2024

Characterizing Locomotor Activity and Internal Load in VR-Based Exergames for Post-Musculoskeletal Injury Rehabilitation.
Proceedings of the 12th International Conference on Sport Sciences Research and Technology Support, 2024

Assessing Stress Reduction of Relaxation Gaming: Investigating the Interrelation of Gamification, Advertising Intrusion and Stress Responses in Master's Students.
Proceedings of the HCI International 2024 Posters, 2024

Prompt-Gaming: A Pilot Study on LLM-Evaluating Agent in a Meaningful Energy Game.
Proceedings of the Extended Abstracts of the CHI Conference on Human Factors in Computing Systems, 2024

TapeStory: Exploring the Storytelling Potential of Interactive Tapestries.
Proceedings of the 16th Conference on Creativity & Cognition, 2024

Understanding the effects of watching a nature video on informal caregivers' emotional well-being compared to non-caregivers' emotional well-being.
Proceedings of the 12th International Workshop on Behavior Change Support Systems (BCSS 2024), 2024

Periodic Fable in the Wild: Bringing Chemical Elements to Life and Making Them Relatable to Preteens.
Proceedings of the 23rd Annual ACM Interaction Design and Children Conference, 2024

2023
Correlates of Presence in a Virtual Reality Gamification Environment for Rehabilitation after Musculoskeletal Injury.
Presence Teleoperators Virtual Environ., December, 2023

A SWOT Analysis of Pilot Implementation.
Interactions, 2023

Emerging Technologies to Promote Fans Interaction in Football Events: A Systematic Review.
Adv. Hum. Comput. Interact., 2023

Game ON! a Gamified Approach to Household Food Waste Reduction.
Proceedings of the Entertainment Computing - ICEC 2023, 2023

"I Miss Going to that Place": The Impact of Watching Nature Videos on the Well-Being of Informal Caregivers.
Proceedings of the Human-Computer Interaction - INTERACT 2023 - 19th IFIP TC13 International Conference, York, UK, August 28, 2023

Creativity Support Tools and Convergent Thinking: A Preliminary Review on Idea Evaluation and Selection.
Proceedings of the Creativity and Cognition, 2023

2022
Design Implications for Interactive and Analogue Technologies supporting Distance Education: A Longitudinal Mixed-Method Study during the Pandemic.
IxD&A, 2022

The Impact of Mobile Phone Reminders on Perceived Self-Care Levels of Informal Caregivers.
Informatics, 2022

Raising Awareness of Smartphone Overuse among University Students: A Persuasive Systems Approach.
Informatics, 2022

Don't Forget to Take Some Time to Yourself: The Effect of Mobile Phone Reminders on Self-care Subdomains of Informal Caregivers.
Proceedings of the 21st International Conference on Mobile and Ubiquitous Multimedia, 2022

Many Cues, Few Clues: Identifying Design Opportunities for Digital Cues in Physical Rehabilitation Processes.
Proceedings of the Workshops on Engineering Interactive Computing Systems (EICS-WS 2022) co-located with teh 14th ACM SIGCHI Symposium on Engineering Interactive Computing Systems (SIGCHI 2022), 2022

Exploring the creative process in a brainstorming session to develop a web-based system for idea selection.
Proceedings of the C&C '22: Creativity and Cognition, Venice, Italy, June 20 - 23, 2022, 2022

Enabling Genuine Connections in a Digital Learning Environment for Students Through Information Communication Technologies.
Proceedings of the ArtsIT, Interactivity and Game Creation, 2022

2021
HCI Design and Evaluation during Social Confinement: Reflections and Techniques.
IxD&A, 2021

Harnessing Virtual Reality Nature to Promote Well-Being.
Interact. Comput., 2021

Pilot Implementation: Testing Human-Work Interaction Designs.
Proceedings of the Human-Computer Interaction - INTERACT 2021 - 18th IFIP TC 13 International Conference, Bari, Italy, August 30, 2021

Human-Centered Visual Interfaces for Image Retrieval: An Exploratory Study.
Proceedings of the Human-Computer Interaction - INTERACT 2021 - 18th IFIP TC 13 International Conference, Bari, Italy, August 30, 2021

A New Web-Based Software Tool for ICESat and ICESat-2 Laser Altimetry Data Processing and Visualization.
Proceedings of the IEEE International Geoscience and Remote Sensing Symposium, 2021

Drifting Towards a New HCI Field: A Review of 10 Years of HWID Research.
Proceedings of the Human Work Interaction Design. Artificial Intelligence and Designing for a Positive Work Experience in a Low Desire Society, 2021

The Use of Interactive Technologies for Education in Pandemic and Post-Pandemic Contexts: Design Implications.
Proceedings of the 14th Biannual Conference of the Italian SIGCHI Chapter, 2021

2020
Applying Pen Pressure, Tilt and Touch Interactions to Data Visualizations.
Proceedings of the ISS '20: Interactive Surfaces and Spaces, 2020

Co-Designing Personas for User Experience and Engagement in Automation.
Proceedings of the NordiCHI '20: Shaping Experiences, 2020

Designing Positive Behavior Change Experiences: a Systematic Review and Sentiment Analysis based on Online User Reviews of Fitness and Nutrition Mobile Applications.
Proceedings of the MUM 2020: 19th International Conference on Mobile and Ubiquitous Multimedia, 2020

Increasing the Museum Visitor's Engagement Through Compelling Storytelling Based on Interactive Explorations.
Proceedings of the Culture and Computing, 2020

2019
Approaches and challenges to virtual and augmented reality in health care and rehabilitation: a short course.
Proceedings of the SIGGRAPH Asia 2019 Courses, 2019

A Persuasive Approach in Using Visual Cues to Facilitate Mobility Using Forearm Crutches.
Proceedings of the Seventh International Workshop on Behavior Change Support Systems co-located with the 14th International Conference on Persuasive Technology, 2019

SCAARF: a subtle conditioning approach for anxiety relief facilitation.
Proceedings of the 18th International Conference on Mobile and Ubiquitous Multimedia, 2019

A Digitally-Augmented Ground Space with Timed Visual Cues for Facilitating Forearm Crutches' Mobility.
Proceedings of the Human-Computer Interaction - INTERACT 2019, 2019

User Experience in an Automated World.
Proceedings of the Human-Computer Interaction - INTERACT 2019, 2019

SCAH!RF: A Novel Wearable as a Subconscious Approach for Mitigating Anxiety Symptoms.
Proceedings of the Human-Computer Interaction - INTERACT 2019, 2019

User Experiences and Wellbeing at Work.
Proceedings of the Human-Computer Interaction - INTERACT 2019, 2019

How does the visual aesthetics of positively-framed messages impact their motivational capacity?
Proceedings of the 31st European Conference on Cognitive Ergonomics, 2019

How do motivational text messages impact motivation to exercise?: implications for the design of activity trackers.
Proceedings of the 13th Biannual Conference of the Italian SIGCHI Chapter: Designing the next interaction, 2019

Digitally Augmenting the Physical Ground Space with Timed Visual Cues for Crutch-Assisted Walking.
Proceedings of the Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems, 2019

Visual Quotes: Does Aesthetic Appeal Influence How Perceived Motivating Text Messages Impact Short-Term Exercise Motivation?
Proceedings of the Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems, 2019

23 Ways to Nudge: A Review of Technology-Mediated Nudging in Human-Computer Interaction.
Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, 2019

2018
Sense.Seat: Inducing Improved Mood and Cognition through Multisensorial Priming.
Proceedings of the 31st Annual ACM Symposium on User Interface Software and Technology Adjunct Proceedings, 2018

SENSE-SEAT: Challenging Disruptions In Shared Workspaces Through a Sensor-Based Seat.
Proceedings of the Twelfth International Conference on Tangible, 2018

Improving the Tourists' Experience.
Proceedings of the Human Work Interaction Design. Designing Engaging Automation, 2018

Enhancing Your Mental Well-Being and Creativity While Writing: A Crowdsource-Based Approach.
Proceedings of the Human Work Interaction Design. Designing Engaging Automation, 2018

Designing Interactions with Furniture - Towards Multi-sensorial Interaction Design Processes for Interactive Furniture.
Proceedings of the 20th International Conference on Enterprise Information Systems, 2018

You Are Okay - Towards User Interfaces for Improving Well-being.
Proceedings of the 20th International Conference on Enterprise Information Systems, 2018

CreaSenses: Fostering Creativity Through Olfactory Cues.
Proceedings of the 36th European Conference on Cognitive Ergonomics, 2018

Mild Place Illusion: A Virtual Reality Factor to Spark Creativity in Writing.
Proceedings of the 36th European Conference on Cognitive Ergonomics, 2018

Where2: Exploring prior visitor journeys to enrich upcoming visitor's experience.
Proceedings of the 36th European Conference on Cognitive Ergonomics, 2018

Exploring the Feasibility of Subliminal Priming on Web platforms.
Proceedings of the 36th European Conference on Cognitive Ergonomics, 2018

2017
The Impact of Gamified Social-Media Mobile Challenges on Mental Well-being.
EAI Endorsed Trans. Serious Games, 2017

Welcome to the First Issue of PACMHCI EICS.
Proc. ACM Hum. Comput. Interact., 2017

On the Design of Subly: Instilling Behavior Change During Web Surfing Through Subliminal Priming.
Proceedings of the Persuasive Technology: Development and Implementation of Personalized Technologies to Change Attitudes and Behaviors, 2017

I Smell Creativity: Exploring the Effects of Olfactory and Auditory Cues to Support Creative Writing Tasks.
Proceedings of the Human-Computer Interaction - INTERACT 2017, 2017

What Shall I Write Next?: Subliminal and Supraliminal Priming as Triggers for Creative Writing.
Proceedings of the European Conference on Cognitive Ergonomics, 2017

Understanding and Evaluating the User Interface Design for Creative Writing.
Proceedings of the European Conference on Cognitive Ergonomics, 2017

SENSE-SEAT: reimagining ergonomics for a creativity support workstation.
Proceedings of the European Conference on Cognitive Ergonomics, 2017

Human Work Interaction Design: Beyond Human Factors.
Proceedings of the Advances in Ergonomics in Design, 2017

2016
Collaboration Meets Interactive Surfaces and Spaces (CMIS): Walls, Tables, Mobiles, and Wearables.
Proceedings of the 2016 ACM on Interactive Surfaces and Spaces, 2016

Motivation, Participation, and Engagement in Human Work Interaction Design Literature.
Proceedings of the Fourth edition of the International Workshop on Cultures of Participation in the Digital Age: From "Have to" to "Want to" Participate co-located with the 9th Nordic Conference on Human-Computer Interaction (NordiCHI 2016), 2016

An Introduction to Collaboration Meets Interactive Spaces.
Proceedings of the Collaboration Meets Interactive Spaces, 2016

2015
Collaboration Meets Interactive Surfaces: A Brief Introduction.
Comput. Support. Cooperative Work., 2015

Collaboration Meets Interactive Surfaces (CMIS): Walls, Tables, Mobiles, and Wearables.
Proceedings of the 2015 International Conference on Interactive Tabletops & Surfaces, 2015

Human Work Interaction Design (HWID): Design for Challenging Work Environments.
Proceedings of the Human-Computer Interaction - INTERACT 2015, 2015

Human Work Interaction Design: An Overview.
Proceedings of the Human Work Interaction Design, 2015

Citizen X: : Designing for Holistic Community Engagement.
Proceedings of the 11th Biannual Conference on Italian SIGCHI Chapter, 2015

You're the Voice: Evaluating User Interfaces for Encouraging Underserved Youths to express themselves through Creative Writing.
Proceedings of the 2015 ACM SIGCHI Conference on Creativity and Cognition, 2015

2014
Combining EEG Data with Place and Plausibility Responses as an Approach to Measuring Presence in Outdoor Virtual Environments.
Presence Teleoperators Virtual Environ., 2014

Second Look: Combining Interactive Surfaces with Wearable Computing to support Creative Writing.
Proceedings of the Ninth ACM International Conference on Interactive Tabletops and Surfaces, 2014

Collaboration Meets Interactive Surfaces: Walls, Tables, Tablets, and Phones (CMIS).
Proceedings of the Ninth ACM International Conference on Interactive Tabletops and Surfaces, 2014

Human work interaction design for pervasive and smart workplaces.
Proceedings of the 8th Nordic Conference on Human-Computer Interaction: Fun, 2014

Second look: combining wearable computing and crowdsourcing to support creative writing.
Proceedings of the 8th Nordic Conference on Human-Computer Interaction: Fun, 2014

Yarn: a product for unraveling stories.
Proceedings of the 8th Nordic Conference on Human-Computer Interaction: Fun, 2014

Atmos: a hybrid crowdsourcing approach to weather estimation.
Proceedings of the 2014 ACM International Joint Conference on Pervasive and Ubiquitous Computing, 2014

A multimodal tablet-based interface for designing and reviewing 3D engineering models.
Proceedings of the International Working Conference on Advanced Visual Interfaces, 2014

2013
Erratum to: Foot-turistic multimedia: designing interactive multimedia installations for shoe shops.
Multim. Tools Appl., 2013

A Gestural Recognition Interface for Intelligent Wheelchair Users.
Int. J. Sociotechnology Knowl. Dev., 2013

Work Analysis Methods in Practice: The Context of Collaborative Review of CAD Models.
Int. J. Sociotechnology Knowl. Dev., 2013

Collaboration meets interactive surfaces: walls, tables, tablets, and phones.
Proceedings of the ACM International Conference on Interactive Tabletops and Surfaces, 2013

On the Usage of Different Work Analysis Methods for Collaborative Review of Large Scale 3D CAD Models.
Proceedings of the Human Work Interaction Design. Work Analysis and HCI, 2013

Delineato: A Diagramming User Interface Designed Using a "What You Get is What You Need" Approach.
Proceedings of the 37th Annual IEEE Computer Software and Applications Conference, 2013

CHI 2013 human work interaction design (HWID) SIG: past history and future challenges.
Proceedings of the 2013 ACM SIGCHI Conference on Human Factors in Computing Systems, 2013

2012
Foot-turistic multimedia: designing interactive multimedia installations for shoe shops.
Multim. Tools Appl., 2012

M-dimensions: a framework for evaluating and comparing interactive installations in museums.
Proceedings of the Nordic Conference on Human-Computer Interaction, 2012

2011
How high can expectations go?: practitioner issues and risks of interactive installations.
Interactions, 2011

Fostering Collaboration in Kindergarten through an Augmented Reality Game.
Int. J. Virtual Real., 2011

Human Work Interaction Design for e-Government and Public Information Systems.
Proceedings of the Human-Computer Interaction - INTERACT 2011, 2011

Interactive Installations: Tales from the Trenches.
Proceedings of the Human-Computer Interaction - INTERACT 2011, 2011

Designing Augmented Reality Tangible Interfaces for Kindergarten Children.
Proceedings of the Virtual and Mixed Reality - New Trends, 2011

Studying the Role of Interactivity in Museums: Designing and Comparing Multimedia Installations.
Proceedings of the Human-Computer Interaction. Towards Mobile and Intelligent Interaction Environments, 2011

2010
An Online Game for Teaching Business Management Concepts.
Proceedings of the ICEIS 2010 - Proceedings of the 12th International Conference on Enterprise Information Systems, Volume 5, HCI, Funchal, Madeira, Portugal, June 8, 2010

Agile Development of Interactive Installations - Two Case Studies.
Proceedings of the ICEIS 2010 - Proceedings of the 12th International Conference on Enterprise Information Systems, Volume 5, HCI, Funchal, Madeira, Portugal, June 8, 2010

2009
Interactivity for Museums: Designing and Comparing Sensor-Based Installations.
Proceedings of the Human-Computer Interaction, 2009

SimCompany: An Educational Game Created through a Human-Work Interaction Design Approach.
Proceedings of the Human-Computer Interaction, 2009

2008
Designing an interactive forest through sensor-based installations.
Proceedings of the Extended Abstracts Proceedings of the 2008 Conference on Human Factors in Computing Systems, 2008

SMART: a SysteM of Augmented Reality for Teaching 2<sup>nd</sup> grade students.
Proceedings of the 22nd British HCI Group Annual Conference on HCI 2008: People and Computers XXII: Culture, Creativity, Interaction, 2008

2007
Practitioner Tools and Workstyles for User-Interface Design.
IEEE Softw., 2007

Towards useful and usable interaction design tools: CanonSketch.
Interact. Comput., 2007

Cross-Media User Interfaces for Controlling the Enterprise - The EAGLE Integrated System.
Proceedings of the ICEIS 2007, 2007

2006
Principles and Practice of Work Style Modeling: Sketching Design Tools.
Proceedings of the Human Work Interaction Design: Designing for Human Work, 2006

Preface.
Proceedings of the CAiSE*06 Doctoral Consortium DC@CAISE '06, Luxemburg, June 5-9, 2006, 2006

2005
CanonSketch and TaskSketch: innovative modeling tools for usage-centered design.
Proceedings of the Companion to the 20th Annual ACM SIGPLAN Conference on Object-Oriented Programming, 2005

Galactic Dimensions: A Unifying Workstyle Model for User-Centered Design.
Proceedings of the Human-Computer Interaction, 2005

2004
A UML-Based Tool for Designing User Interfaces.
Proceedings of the UML Modeling Languages and Applications, 2004

Towards Usable Analysis, Design and Modeling Tools.
Proceedings of the MBUI 2004, 2004

CanonSketch: A User-Centered Tool for Canonical Abstract Prototyping.
Proceedings of the Engineering Human Computer Interaction and Interactive Systems, 2004

2003
ABALEARN: a Program that Learns how to Play Abalone.
J. Int. Comput. Games Assoc., 2003

Abalearn: A Risk-Sensitive Approach to Self-play Learning in Abalone.
Proceedings of the Machine Learning: ECML 2003, 2003


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