Proceedings of the 2013 ACM Conference on Pervasive and Ubiquitous Computing Adjunct Publication 2013
DOI: 10.1145/2494091.2495973
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Wearable accessories for cycling

Abstract: The paper presents a wearable system, distributed in the garments and on the bicycle, that enables the user to manage "memories" in order to change the humanenvironment affective interaction. The goal is to exploit wearable technologies in order to create a new form of interaction with urban spaces.

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Cited by 18 publications
(3 citation statements)
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References 9 publications
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“…Inspired by Nold's work on emotional cartography (Nold 2009) and the rise of the Quantified-Self movement (Li et al 2013), there currently is an increased interest in exploring how mobile, wearable and Quantified-Self technology could potentially be used to capture and collect people's emotional experiences of urban places (Rooksby et al 2014;Matassa 2013;Resch et al 2015;Stals, Smyth, and Mival 2017b;Quercia, Schifanella, and Aiello 2014) and the potential for sharing this personal data with other people using emotion maps (Al-Husain, Kanjo, and Chamberlain 2013; Leahu, Schwenk, and Sengers 2008;Matassa and Rapp 2015;Mody, Willis, and Kerstein 2009;Nold 2004;Nold 2009). Based on social science studies of the concept of place attachment (Manzo 2005;Gustafson 2001; Scannell and Gifford 2010) and these urban HCI studies attempting to leverage people's emotional experience of the urban environment, we argue that places that are meaningful to people on a personal level, could provide a suitable lens for further investigation, as these personally meaningful places are typically the places that a person has a strong emotional bond with (Stals, Smyth, and Mival 2017a).…”
Section: Exploring Emotion and Person-place Relationships In The Urbamentioning
confidence: 99%
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“…Inspired by Nold's work on emotional cartography (Nold 2009) and the rise of the Quantified-Self movement (Li et al 2013), there currently is an increased interest in exploring how mobile, wearable and Quantified-Self technology could potentially be used to capture and collect people's emotional experiences of urban places (Rooksby et al 2014;Matassa 2013;Resch et al 2015;Stals, Smyth, and Mival 2017b;Quercia, Schifanella, and Aiello 2014) and the potential for sharing this personal data with other people using emotion maps (Al-Husain, Kanjo, and Chamberlain 2013; Leahu, Schwenk, and Sengers 2008;Matassa and Rapp 2015;Mody, Willis, and Kerstein 2009;Nold 2004;Nold 2009). Based on social science studies of the concept of place attachment (Manzo 2005;Gustafson 2001; Scannell and Gifford 2010) and these urban HCI studies attempting to leverage people's emotional experience of the urban environment, we argue that places that are meaningful to people on a personal level, could provide a suitable lens for further investigation, as these personally meaningful places are typically the places that a person has a strong emotional bond with (Stals, Smyth, and Mival 2017a).…”
Section: Exploring Emotion and Person-place Relationships In The Urbamentioning
confidence: 99%
“…MoodPanda, ComfortZones) and memories (e.g. Memoir, UMap) (Blom et al 2010;Elsden 2014;Huang, Tang, and Wang 2015;Li et al 2013;Matassa 2013;Stals, Smyth, and Mival 2017b). The goal typically is to use this personal data to gain self-knowledge, self-insight and to promote positive attitudes and behaviours.…”
mentioning
confidence: 99%
“…The increasing adoption of wearable and self-tracking technologies (Rapp et al, 2015), for instance, is changing how people reflect on themselves (Rapp and Tirassa, 2017), think of their past (Matassa et al, 2013; Elsden et al, 2016), perform physical activity and sport (Rapp and Tirabeni, 2018), and manage their health (Schroeder et al, 2018), encouraging us to explore the impacts of such technologies on mind and behavior. Likewise, people spend more and more time in digital environments, like video games (Rapp, 2017), social media (Lu et al, 2018), and virtual organizations (Reinecke et al, 2013), whereby these virtual and augmented realities are blurring the boundaries between the digital and the material world, potentially affecting how we experience and perceive what we call the reality.…”
mentioning
confidence: 99%