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Sruti Subramanian

Sruti Subramanian

Postdoktor
Institutt for informasjonssikkerhet og kommunikasjonsteknologi

sruti.subramanian@ntnu.no
Elektro A, 283, Gløshaugen
Publikasjoner Undervisning

Publikasjoner

  • Kronologisk
  • Etter kategori
  • Se alle publikasjoner i Cristin

2022

  • De Moor, Katrien; Fiedler, Markus; Raake, Alexander; Jhunjhunwala, Ashok; Gnanasekaran, Vahiny; Subramanian, Sruti; Zinner, Thomas Erich. (2022) Towards the design and evaluation of more sustainable multimedia experiences: which role can QoE research play?. SIGMM Records. volum 14 (3).
    Vitenskapelig artikkel
  • Subramanian, Sruti; De Moor, Katrien; Vereijken, Beatrix; Dahl, Yngve; Svanæs, Dag. (2022) Exploring the Influence of Tech Savviness and Physical Activity in Older Adults Playing an Exergame. 2022 IEEE 10th International Conference on Serious Games and Applications for Health (SeGAH).
    Vitenskapelig kapittel/artikkel

2021

  • Gnanasekaran, Vahiny; Fridtun, Helga Tenold; Hatlen, Herborg Kristiansen; Langøy, Mats Morgan; Syrstad, Anine; Subramanian, Sruti; De Moor, Katrien. (2021) Digital carbon footprint awareness among digital natives: an exploratory study. NIKT: Norsk IKT-konferanse for forskning og utdanning.
    Vitenskapelig artikkel
  • Subramanian, Sruti. (2021) Designing movement based interactive technology supporting balance training in older adults. 2021. ISBN 978-82-326-5291-4.
    Doktorgradsavhandling
  • Subramanian, Sruti; Skjæret-Maroni, Nina; Dahl, Yngve. (2021) Systematic Review of Design Guidelines for Full-Body Interactive Games. Interacting with computers.
    Vitenskapelig oversiktsartikkel/review
  • Svanæs, Dag; Lyngby, Andreas Schatvet; Bärnholt, Magnus; Røsand, Terje; Subramanian, Sruti. (2021) UNITY-Things: An Internet-of-Things Software Framework Integrating Arduino-Enabled Remote Devices with the UNITY Game Engine. Universal Access in Human-Computer Interaction. Access to Media, Learning and Assistive Environments. 15th International Conference, UAHCI 2021, Held as Part of the 23rd HCI International Conference, HCII 2021, Virtual Event, July 24–29, 2021, Proceedings, Part II.
    Vitenskapelig kapittel/artikkel

2020

  • Subramanian, Sruti; Dahl, Yngve; Vereijken, Beatrix; Svanæs, Dag. (2020) ExerTiles: A Tangible Interactive Physiotherapy Toolkit for Balance Training with Older Adults. OZCHI'20: Proceedings of the 32nd Australian Conference on Human-Computer-Interaction.
    Vitenskapelig kapittel/artikkel

2019

  • Subramanian, Sruti; Dahl, Yngve; Skjæret-Maroni, Nina; Vereijken, Beatrix; Svanæs, Dag. (2019) Assessing Motivational Differences Between Young and Older Adults When Playing an Exergame. Games for Health Journal. volum 9 (1).
    Vitenskapelig artikkel
  • Subramanian, Sruti; Dahl, Yngve; Skjæret-Maroni, Nina; Vereijken, Beatrix; Svanæs, Dag. (2019) Twelve Ways to Reach for a Star: Player Movement Strategies in a Whole-Body Exergame. 2019 IEEE 7th International Conference on Serious Games and Applications for Health (SeGAH).
    Vitenskapelig kapittel/artikkel

Vitenskapelige artikler

  • De Moor, Katrien; Fiedler, Markus; Raake, Alexander; Jhunjhunwala, Ashok; Gnanasekaran, Vahiny; Subramanian, Sruti; Zinner, Thomas Erich. (2022) Towards the design and evaluation of more sustainable multimedia experiences: which role can QoE research play?. SIGMM Records. volum 14 (3).
    Vitenskapelig artikkel
  • Gnanasekaran, Vahiny; Fridtun, Helga Tenold; Hatlen, Herborg Kristiansen; Langøy, Mats Morgan; Syrstad, Anine; Subramanian, Sruti; De Moor, Katrien. (2021) Digital carbon footprint awareness among digital natives: an exploratory study. NIKT: Norsk IKT-konferanse for forskning og utdanning.
    Vitenskapelig artikkel
  • Subramanian, Sruti; Dahl, Yngve; Skjæret-Maroni, Nina; Vereijken, Beatrix; Svanæs, Dag. (2019) Assessing Motivational Differences Between Young and Older Adults When Playing an Exergame. Games for Health Journal. volum 9 (1).
    Vitenskapelig artikkel

Tidsskriftspublikasjoner

  • Subramanian, Sruti; Skjæret-Maroni, Nina; Dahl, Yngve. (2021) Systematic Review of Design Guidelines for Full-Body Interactive Games. Interacting with computers.
    Vitenskapelig oversiktsartikkel/review

Del av bok/rapport

  • Subramanian, Sruti; De Moor, Katrien; Vereijken, Beatrix; Dahl, Yngve; Svanæs, Dag. (2022) Exploring the Influence of Tech Savviness and Physical Activity in Older Adults Playing an Exergame. 2022 IEEE 10th International Conference on Serious Games and Applications for Health (SeGAH).
    Vitenskapelig kapittel/artikkel
  • Svanæs, Dag; Lyngby, Andreas Schatvet; Bärnholt, Magnus; Røsand, Terje; Subramanian, Sruti. (2021) UNITY-Things: An Internet-of-Things Software Framework Integrating Arduino-Enabled Remote Devices with the UNITY Game Engine. Universal Access in Human-Computer Interaction. Access to Media, Learning and Assistive Environments. 15th International Conference, UAHCI 2021, Held as Part of the 23rd HCI International Conference, HCII 2021, Virtual Event, July 24–29, 2021, Proceedings, Part II.
    Vitenskapelig kapittel/artikkel
  • Subramanian, Sruti; Dahl, Yngve; Vereijken, Beatrix; Svanæs, Dag. (2020) ExerTiles: A Tangible Interactive Physiotherapy Toolkit for Balance Training with Older Adults. OZCHI'20: Proceedings of the 32nd Australian Conference on Human-Computer-Interaction.
    Vitenskapelig kapittel/artikkel
  • Subramanian, Sruti; Dahl, Yngve; Skjæret-Maroni, Nina; Vereijken, Beatrix; Svanæs, Dag. (2019) Twelve Ways to Reach for a Star: Player Movement Strategies in a Whole-Body Exergame. 2019 IEEE 7th International Conference on Serious Games and Applications for Health (SeGAH).
    Vitenskapelig kapittel/artikkel

Rapport

  • Subramanian, Sruti. (2021) Designing movement based interactive technology supporting balance training in older adults. 2021. ISBN 978-82-326-5291-4.
    Doktorgradsavhandling

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  • TTM4850 - Eksperter i team - Future User Experiences in the digital era
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