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Solsona Belenguer, JordiORCID iD iconorcid.org/0000-0002-8951-6593
Publications (6 of 6) Show all publications
Petersson, N., McMillan, D., Verhagen, H. H. & Solsona Belenguer, J. (2025). Alignment and Repair Work in Extended Reality: Facilitators' Participants' and Spectators' Practices in VR Demonstrations. In: Mila Bujić;Thomas Olsson; Velvet Spors; Mattia Thibault (Ed.), Proceedings of the 28th International Academic Mindtrek: . Paper presented at 28th International Academic Mindtrek Conference, Tampere, Finland, 7-10 October, 2025 (pp. 143-154). New York: Association for Computing Machinery (ACM)
Open this publication in new window or tab >>Alignment and Repair Work in Extended Reality: Facilitators' Participants' and Spectators' Practices in VR Demonstrations
2025 (English)In: Proceedings of the 28th International Academic Mindtrek / [ed] Mila Bujić;Thomas Olsson; Velvet Spors; Mattia Thibault, New York: Association for Computing Machinery (ACM), 2025, p. 143-154Conference paper, Published paper (Refereed)
Abstract [en]

Demonstrations that include virtual reality (VR) technologies are becoming increasingly common in research contexts. All included roles within a demonstration experience (facilitators, participants, and spectators) take up different responsibilities to be able to run through a VR demonstration as intended. VR head-mounted displays (HMDs) are particularly difficult to demonstrate with considering the participant’s restricted vision of their surroundings and the facilitator. There is limited HCI research that has analyzed interactions between the roles of a demonstrations when using VR HMDs. Therefore, this study explores how these roles address the challenges that arise during VR demonstrations. With a video-analytic approach, we gathered data from live demonstrations from an ACM conference in 2024. To articulate the data gathered, we encompass the concepts of breakdown and repair, alignment and common ground, and progressivity. Our findings highlight five forms of alignment work: procedural, technological, conversational, visual, and physical alignment, as well as preemptive repurposed conversational repair strategies. This paper’s main contribution is the forms of alignment that provide discourse tools for analyzing alignment work interactions and understanding them in the context of VR demonstrations. Additionally, this research provides actionable guidelines aiding VR-experience organizers as a way to limit breakdowns and arrested progressivity in their demonstrations, applicable in context from lab-based experiments to public exhibitions. These guidelines include to inform sequentiality, inform about differences in interactions and technologies, preempt physical surroundings, and negotiate touch. We conclude by encouraging future research to explore implications of designing for interactions and designing for specific demonstration roles.

Place, publisher, year, edition, pages
New York: Association for Computing Machinery (ACM), 2025
Keywords
Demonstrations, Virtual Reality, Extended Reality, VR, XR, Alignment, Alignment Work, Common Ground, Breakdowns, Repair, Progressivity
National Category
Human Computer Interaction
Research subject
Computer and Systems Sciences
Identifiers
urn:nbn:se:su:diva-250599 (URN)10.1145/3757980.3757985 (DOI)2-s2.0-105023643479 (Scopus ID)9798400715129 (ISBN)
Conference
28th International Academic Mindtrek Conference, Tampere, Finland, 7-10 October, 2025
Available from: 2025-12-18 Created: 2025-12-18 Last updated: 2026-02-04Bibliographically approved
Rossitto, C., Comber, R., Tholander, J., Lindrup, M., Solsona Belenguer, J. & Jacobsson, M. (2025). The Collaborative Work of Stewardship in Waste Management in Multi-tenant Apartment Buildings. Proceedings of the ACM on Human-Computer Interaction (PACMHCI), 9(7), Article ID CSCW488.
Open this publication in new window or tab >>The Collaborative Work of Stewardship in Waste Management in Multi-tenant Apartment Buildings
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2025 (English)In: Proceedings of the ACM on Human-Computer Interaction (PACMHCI), E-ISSN 2573-0142, Vol. 9, no 7, article id CSCW488Article in journal (Refereed) Published
Abstract [en]

This paper examines the collaborative work of residents, housing associations, and property owners to manage household waste in the context of a multi-apartment housing complex. Framed within the feminist ecological perspective of digital environmental stewardship - that is, how diverse actors, motivations, and capacities producing care for the environment that can be digitally mediated - we unpack how the many involved actors work together to keep waste in place, maintain the local waste system, and call on 'responsibility' as a means to produce sustainable actions and accountability. We frame these practices of waste management within the mundane work of sociotechnical innovation. Borrowing from Jackson's notion of repair work, we weave together an argument for the novel and valuable contribution to CSCW sustainability research grounded in the everyday contingent emergencies of environmental care. We argue for approaches to sustainability that reflect both the work to maintain sustainability -not just to produce it- and aspects of the 'good enough', a locally and reflexively produced equilibrium between maintenance and repair. We conclude by discussing their relevance for the design of sociotechnical interventions that mediate practices of care in waste management.

Place, publisher, year, edition, pages
Association for Computing Machinery (ACM), 2025
Keywords
environmental stewardship, environmental sustainability, ethnography, waste management
National Category
Human Computer Interaction Other Social Sciences not elsewhere specified
Identifiers
urn:nbn:se:su:diva-249011 (URN)10.1145/3757669 (DOI)001620522000006 ()2-s2.0-105019513629 (Scopus ID)
Available from: 2025-11-05 Created: 2025-11-05 Last updated: 2026-05-05Bibliographically approved
Ekman, J., Solsona Belenguer, J. & Velez Quintero, L. E. (2024). Codeseum: Learning Introductory Programming Concepts through Virtual Reality Puzzles. In: Asreen Rostami; Donald McMillan; Jonathan Hook; Irene Viola; Jun Nishida; Hanuma Teja Maddali; Alexis Clay (Ed.), Proceedings of the 2024 ACM International Conference on Interactive Media Experiences: . Paper presented at IMX '24: ACM International Conference on Interactive Media Experiences, 12-14 June 2024, Stockholm Sweden. (pp. 192-200). Association for Computing Machinery (ACM)
Open this publication in new window or tab >>Codeseum: Learning Introductory Programming Concepts through Virtual Reality Puzzles
2024 (English)In: Proceedings of the 2024 ACM International Conference on Interactive Media Experiences / [ed] Asreen Rostami; Donald McMillan; Jonathan Hook; Irene Viola; Jun Nishida; Hanuma Teja Maddali; Alexis Clay, Association for Computing Machinery (ACM) , 2024, p. 192-200Conference paper, Published paper (Refereed)
Abstract [en]

When learning programming concepts, beginners face challenges that lead to decreased motivation, Game-Based Learning (GBL) uses game principles to make learning more engaging, and VR has been explored as a way to enhance GBL further. This paper explores the impact of Virtual Reality (VR) on learning programming, and we developed Codeseum to compare whether VR-based learning is perceived as more engaging and usable than a desktop game counterpart. The experiment with ten participants included data from questionnaires, interviews, and structured observations. The quantitative analysis indicated that VR was perceived as inducing higher focused attention, aesthetic appeal, and reward, while the thematic analysis provided discussion elements of seven themes, including interaction, engagement, and physical expressions from the participants. Overall, the desktop application had better accessibility, whereas the immersive interactions from Codeseum in VR induced higher levels of enjoyment and engagement. Our study contributes insights into the potential of VR in education, mainly teaching coding skills in engaging ways, and ofers information to adopt immersive technologies in teaching practice.

Place, publisher, year, edition, pages
Association for Computing Machinery (ACM), 2024
National Category
Human Computer Interaction
Research subject
Computer and Systems Sciences
Identifiers
urn:nbn:se:su:diva-231308 (URN)10.1145/3639701.3656306 (DOI)2-s2.0-85196529291 (Scopus ID)
Conference
IMX '24: ACM International Conference on Interactive Media Experiences, 12-14 June 2024, Stockholm Sweden.
Available from: 2024-06-18 Created: 2024-06-18 Last updated: 2024-07-04Bibliographically approved
Bernsland, M., Moshfegh, A., Lindén, K., Bajin, S., Quintero, L., Solsona Belenguer, J. & Rostami, A. (2022). CS:NO - an Extended Reality Experience for Cyber Security Education. In: IMX 2022 - Proceedings of the 2022 ACM International Conference on Interactive Media Experiences: . Paper presented at IMX '22: ACM International Conference on Interactive Media Experiences, Aveiro JB, Portugal, June 22 - 24, 2022 (pp. 287-292). New York: Association for Computing Machinery (ACM)
Open this publication in new window or tab >>CS:NO - an Extended Reality Experience for Cyber Security Education
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2022 (English)In: IMX 2022 - Proceedings of the 2022 ACM International Conference on Interactive Media Experiences, New York: Association for Computing Machinery (ACM), 2022, p. 287-292Conference paper, Published paper (Refereed)
Abstract [en]

This work-in-progress presents the design of an XR prototype for the purpose of educating basic cybersecurity concepts. We have designed an experimental virtual reality cyberspace to visualise data traffic over network, enabling the user to interact with VR representations of data packets. Our objective was to help the user better conceptualise abstract cybersecurity topics such as encryption and decryption, firewall and malicious data. Additionally, to better stimuli the sense of immersion we have used Peltier thermoelectric modules and Arduino Uno to experiment with multisensory XR. Furthermore, we reflect on early evaluation of this experimental prototype and present potential paths for future improvements.

Place, publisher, year, edition, pages
New York: Association for Computing Machinery (ACM), 2022
Keywords
Cybersecurity, Education, Haptics, Network Security, Thermal, Virtual Reality, Cryptography, E-learning, Cyber security, Cyber-security educations, Cyberspaces, Data packet, Data traffic, Encryption and decryption, Networks security, Peltier
National Category
Computer and Information Sciences
Identifiers
urn:nbn:se:su:diva-212167 (URN)10.1145/3505284.3532971 (DOI)2-s2.0-85133939835 (Scopus ID)978-1-4503-9212-9 (ISBN)
Conference
IMX '22: ACM International Conference on Interactive Media Experiences, Aveiro JB, Portugal, June 22 - 24, 2022
Available from: 2022-12-05 Created: 2022-12-05 Last updated: 2022-12-05Bibliographically approved
McMillan, D., Brown, B., Kawaguchi, I., Jaber, R., Solsona Belenguer, J. & Kuzuoka, H. (2019). Designing with Gaze: Tama – a Gaze-Aware Smart Speaker Platform. Proceedings of the ACM on Human-Computer Interaction, 3, 176:1-176:26, Article ID 176.
Open this publication in new window or tab >>Designing with Gaze: Tama – a Gaze-Aware Smart Speaker Platform
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2019 (English)In: Proceedings of the ACM on Human-Computer Interaction, E-ISSN 2573-0142, Vol. 3, p. 176:1-176:26, article id 176Article in journal (Refereed) Published
Abstract [en]

Recent developments in gaze tracking present new opportunities for social computing. This paper presents a study of Tama, a gaze actuated smart speaker. Tama was designed taking advantage of research on gaze in conversation. Rather than being activated with a wake word (such as "Ok Google") Tama detects the gaze of a user, moving an articulated 'head' to achieve mutual gaze. We tested Tama's use in a multi-party conversation task, with users successfully activating and receiving a response to over 371 queries (over 10 trials). When Tama worked well, there was no significant difference in length of interaction. However, interactions with Tama had a higher rate of repeated queries, causing longer interactions overall. Video analysis lets us explain the problems users had interacting with gaze. In the discussion, we describe implications for designing new gaze systems, using gaze both as input and output. We also discuss how the relationship to anthropomorphic design and taking advantage of learned skills of interaction. Finally, two paths for future work are proposed, one in the field of speech agents, and the second in using human gaze as an interaction modality more widely.

Place, publisher, year, edition, pages
Association for Computing Machinery (ACM), 2019
Keywords
Smart Speaker, Voice Assistant, Gaze Interaction, Gaze Detection
National Category
Information Systems
Research subject
Man-Machine-Interaction (MMI)
Identifiers
urn:nbn:se:su:diva-177146 (URN)10.1145/3359278 (DOI)
Available from: 2019-12-17 Created: 2019-12-17 Last updated: 2023-11-29Bibliographically approved
Jaberibraheem, R., McMillan, D., Solsona Belenguer, J. & Brown, B. (2019). Patterns of gaze in speech agent interaction. In: Proceedings of the 1st International Conference on Conversational User Interfaces: . Paper presented at 1st International Conference on Conversational User Interfaces, Dublin, Ireland, August 22 - 23, 2019. Association for Computing Machinery (ACM), Article ID 16.
Open this publication in new window or tab >>Patterns of gaze in speech agent interaction
2019 (English)In: Proceedings of the 1st International Conference on Conversational User Interfaces, Association for Computing Machinery (ACM), 2019, article id 16Conference paper, Published paper (Refereed)
Abstract [en]

While gaze is an important part of human to human interaction, it has been neglected in the design of conversational agents. In this paper, we report on our experiments with adding gaze to a conventional speech agent system. Tama is a speech agent that makes use of users' gaze to initiate a query, rather than a wake word or phrase. In this paper, we analyse the patterns of detected gaze when interacting with the device. We use k-means clustering of the log data from ten users tested in a dual-participant discussion tasks. These patterns are verified and explained through close analysis of the video data of the trials. We present similarities of patterns between conditions both when querying the agent and listening to the answers. We also present the analysis of patterns detected when only in the gaze condition. Users can take advantage of their understanding of gaze in conversation to interact with a gaze-enabled agent but are also able to fluently adjust their use of gaze to interact with the technology successfully. Our results point to some patterns of interaction which can be used as a starting point to build gaze-awareness into voice-user interfaces.

Place, publisher, year, edition, pages
Association for Computing Machinery (ACM), 2019
Keywords
Smart Speaker, Voice Assistant, Gaze Interaction, Eye-Tracking
National Category
Information Systems
Research subject
Man-Machine-Interaction (MMI)
Identifiers
urn:nbn:se:su:diva-177169 (URN)10.1145/3342775.3342791 (DOI)978-1-4503-7187-2 (ISBN)
Conference
1st International Conference on Conversational User Interfaces, Dublin, Ireland, August 22 - 23, 2019
Available from: 2019-12-17 Created: 2019-12-17 Last updated: 2023-11-29Bibliographically approved
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Identifiers
ORCID iD: ORCID iD iconorcid.org/0000-0002-8951-6593

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