Editorial of the Special Issue on Quantified Self and Personal Informatics
References
- Mann, S. Continuous lifelong capture of personal experience with EyeTap. In Proceedings of the 1st ACM workshop on Continuous Archival and Retrieval of Personal Experiences (CARPE’04), New York, NY, USA, 10–16 October 2004; ACM: New York, NY, USA; pp. 1–21. [Google Scholar]
- Gemmell, J.; Bell, G.; Lueder, R. MyLifeBits: A personal database for everything. Commun. ACM 2006, 49, 88–95. [Google Scholar] [CrossRef]
- Marcengo, A.; Rapp, A. Visualization of human behavior data: The quantified self. In Innovative Approaches of Data Visualization and Visual Analytics; Huang, M.L., Huang, W., Eds.; IGI Global: Hershey, PA, USA, 2014; pp. 236–265. ISBN 9781466643093. [Google Scholar]
- Rapp, A.; Cena, F. Personal informatics for everyday life: How users without prior self-tracking experience engage with personal data. Int. J. Hum.-Comput. Stud. 2016, 94, 1–17. [Google Scholar] [CrossRef]
- Rapp, A.; Cena, F. Self-monitoring and Technology: Challenges and Open Issues in Personal Informatics. In Universal Access in Human-Computer Interaction. Design for All and Accessibility Practice, Part IV, Proceedings of the 8th International Conference, UAHCI 2014, Held as Part of HCI International 2014, Heraklion, Crete, Greece, 22–27 June 2014; Stephanidis, C., Antona, M., Eds.; Springer: Cham, Switzerland, 2014; pp. 613–622. ISBN 978-3-319-07509-9. [Google Scholar]
- Hilviu, D.; Rapp, A. Narrating the quantified self. In Proceedings of the 2015 ACM International Joint Conference on Pervasive and Ubiquitous Computing and Proceedings of the 2015 ACM International Symposium on Wearable Computers, Osaka, Japan, 7–11 September 2015; ACM: New York, NY, USA; pp. 1051–1056. [Google Scholar]
- Rapp, A.; Cena, F.; Kay, J.; Kummerfeld, B.; Hopfgartner, F.; Plumbaum, T.; Larsen, J.E.; Epstein, D.A.; Gouveia, R. New frontiers of quantified self 2: Going beyond numbers. In Proceedings of the 2016 ACM International Joint Conference on Pervasive and Ubiquitous Computing, Heidelberg, Germany, 12–16 September 2016; ACM: New York, NY, USA; pp. 506–509. [Google Scholar]
- Bentley, F.; Tollmar, T.; Stephenson, P.; Levy, L.; Jones, B.; Robertson, S.; Price, E.; Catrambone, R.; Wilson, J. Health Mashups: Presenting Statistical Patterns between Wellbeing Data and Context in Natural Language to Promote Behavior Change. ACM Trans. Comput.-Hum. Interact. 2013, 20, 30. [Google Scholar] [CrossRef]
- Gouveia, R.; Pereira, F.; Karapanos, E.; Munson, S.A.; Hassenzahl, M. Exploring the design space of glanceable feedback for physical activity trackers. In Proceedings of the 2016 ACM International Joint Conference on Pervasive and Ubiquitous Computing, Heidelberg, Germany, 12–16 September 2016; ACM: New York, NY, USA; pp. 144–155. [Google Scholar]
- Consolvo, S.; McDonald, D.W.; Toscos, T.; Chen, M.Y.; Froehlich, J.; Harrison, B.; Klasnja, P.; LaMarca, A.; LeGrand, L.; Libby, R.; et al. Activity sensing in the wild: a field trial of ubifit garden. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI ’08), Florence, Italy, 5–10 April 2008; ACM: New York, NY, USA; pp. 1797–1806. [Google Scholar]
- Epstein, D.; Cordeiro, F.; Bales, E.; Fogarty, J.; Munson, S. Taming data complexity in lifelogs: Exploring visual cuts of personal informatics data. In Proceedings of the 2014 Conference on Designing Interactive Systems (DIS ’14), Vancouver, BC, Canada, 21–25 June 2014; ACM: New York, NY, USA; pp. 667–676. [Google Scholar]
- Rapp, A.; Cena, F. Affordances for self-tracking wearable devices. In Proceedings of the 2015 ACM International Symposium on Wearable Computers, Osaka, Japan, 7–11 September 2015; ACM: New York, NY, USA; pp. 141–142. [Google Scholar]
- Deterding, S.; Dixon, D.; Khaled, R.; Nacke, L. From game design elements to gamefulness: Defining “Gamification”. In Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments (MindTrek ’11), Tampere, Finland, 28–30 September 2011; ACM: New York, NY, USA; pp. 9–15. [Google Scholar]
- Rapp, A. Drawing inspiration from World of Warcraft: Gamification design elements for behavior change technologies. Interact. Comput. 2017, 29, 648–678. [Google Scholar] [CrossRef]
- Cena, F.; Likavec, S.; Rapp, A. Real World User Model: Evolution of User Modeling Triggered by Advances in Wearable and Ubiquitous Computing. Inf. Syst. Front. 2018. [Google Scholar] [CrossRef]
- Rapp, A.; Tirassa, M. Know Thyself: A Theory of the Self for Personal Informatics. Hum.-Comput. Interact. 2017, 32, 335–380. [Google Scholar] [CrossRef]
© 2018 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (http://creativecommons.org/licenses/by/4.0/).
Share and Cite
Rapp, A.; Cena, F.; Marcengo, A. Editorial of the Special Issue on Quantified Self and Personal Informatics. Computers 2018, 7, 14. https://doi.org/10.3390/computers7010014
Rapp A, Cena F, Marcengo A. Editorial of the Special Issue on Quantified Self and Personal Informatics. Computers. 2018; 7(1):14. https://doi.org/10.3390/computers7010014
Chicago/Turabian StyleRapp, Amon, Federica Cena, and Alessandro Marcengo. 2018. "Editorial of the Special Issue on Quantified Self and Personal Informatics" Computers 7, no. 1: 14. https://doi.org/10.3390/computers7010014
APA StyleRapp, A., Cena, F., & Marcengo, A. (2018). Editorial of the Special Issue on Quantified Self and Personal Informatics. Computers, 7(1), 14. https://doi.org/10.3390/computers7010014