15 Years of Augmented Human(s) Research: Where Do We Stand?
Organizations: LMU Munich, Munich, Germany · Centrum Wiskunde & Informatica, Amsterdam, The Netherlands · Utrecht University, Utrecht, The Netherlands
Abstract
The Augmented Human vision broadly seeks to improve or expand baseline human functioning through the restoration or extension of physical, intellectual, and social capabilities. However, given the rapid pace of technology development, we ask: what exactly does Augmented Human research involve, what are its core themes, and how has the Augmented Human(s) conference series evolved over time? To answer this, we conducted a scientometric analysis on the past 15 years of the Augmented Human(s) conference (N=735 paper), focusing on: geographical aspects, submissions and citation timelines, author frequency and popularity, and topic modeling. We find that: (a) Number of papers in the conference exhibit a bimodal distribution, peaking in 2015 and 2025, but showing periods of stagnant growth; (b) key topics over time include Haptics, Wearable Sensing, Vision & Eye Tracking, Embodied Interaction, and Sports / Motion; (c) some seminal papers on AH are not published in AH(s), but rather at related venues (e.g., CHI); (d) the conference has an active Japanese HCI community despite its historical Eurocentric location dominance. We contribute a closer look at the trajectory of the AH(s) field, and raise considerations of definitional and research scope ambiguities given the core problems/enhancements the field seeks to address.
Figures & tables
| Edition | Location | Acronym | Accept Rate |
|---|---|---|---|
| 2010 | Megève, France | AH 10 | 54% |
| 2011 | Tokyo, Japan | AH 11 | - |
| 2012 | Megève, France | AH 12 | - |
| 2013 | Stuttgart, Germany | AH 13 | 71% |
| 2014 | Kobe, Japan | AH 14 | - |
| 2015 | Singapore, Singapore | AH 15 | - |
| Topic Name | Count | Percent | Top Words | Representative Papers |
|---|---|---|---|---|
| Haptics | 116 | 15.8 | haptic, tactile, stimulation | ( Paniagua et al., 2025 ; Perusquía-Hernández et al., 2017 ; Wittchen et al., 2023 ) |
| Wearable Interaction | 114 | 15.5 | gestures, wearable, sensing | ( Masai et al., 2020 ; Röddiger et al., 2020 ; Theiss et al., 2016 ) |
| Vision & Eye Tracking | 84 | 11.4 | gaze, vision, eye | ( Hiroi et al., 2017 ; Hiroi et al., 2020 ; Kangas et al., 2016 ) |
| Embodied Interaction | 76 | 10.3 | design, body, virtual | ( Hatada et al., 2019 ; Shirota et al., 2020 ; Tashiro et al., 2023 ) |
| Sports / Motion | 53 | 07.2 | ball, sports, motion | ( Hamanishi and Rekimoto, 2020 ; Itoh et al., 2016 ; Suda et al., 2019 ) |
| Venue | Paper Title | Year | Ref | ||
|---|---|---|---|---|---|
| CHI | PossessedHand: techniques for controlling human hands using electrical muscles stimuli | 2011 | 20 | 189 | ( Tamaki et al., 2011 ) |
| CHI | Skinput: Appropriating the Skin as an Interactive Canvas | 2010 | 13 | 27 | ( Harrison et al., 2011b ) |
| CHI | The Aligned Rank Transform for Nonparametric Factorial Analyses Using Only ANOVA Procedures | 2011 | 12 | 1853 | ( Wobbrock et al., 2011 ) |
| UIST | OmniTouch: wearable multitouch interaction everywhere | 2011 | 11 | 486 | ( Harrison et al., 2011a ) |
| UIST | MetaArms: Body Remapping Using Feet-Controlled Artificial Arms | 2018 | 11 | 95 | ( Saraiji et al., 2018 ) |
| CHI | Parallel Eyes: Exploring Human Capability and Behaviors with Paralleled First Person View Sharing | 2016 | 10 | 51 | ( Kasahara et al., 2016 ) |
| Paper Title | Year | Cites | Citation |
|---|---|---|---|
| In the blink of an eye: combining head motion and eye blink frequency for activity recognition with Google Glass | 2014 | 135 | ( Ishimaru et al., 2014 ) |
| Qualitative activity recognition of weight lifting exercises | 2013 | 112 | ( Velloso et al., 2013 ) |
| JackIn: integrating first-person view with out-of-body vision generation for human-human augmentation | 2014 | 111 | ( Kasahara and Rekimoto, 2014 ) |
| HASC Challenge: gathering large scale human activity corpus for the real-world activity understandings | 2011 | 103 | ( Kawaguchi et al., 2011 ) |
| EyeRing: a finger-worn input device for seamless interactions with our surroundings | 2013 | 75 | ( Nanayakkara et al., 2013 ) |
| Let me grab this: a comparison of EMS and vibration for haptic feedback in free-hand interaction | 2014 | 75 | ( Pfeiffer et al., 2014 ) |
| Paper Title | Year | Cites | Citation |
|---|---|---|---|
| Realtime sonification of the center of gravity for skiing | 2012 | 10 | ( Hasegawa et al., 2012 ) |
| Swimoid: a swim support system using an underwater buddy robot | 2013 | 8 | ( Ukai and Rekimoto, 2013 ) |
| Bouncing Star project: design and development of augmented sports application using a ball including electronic and wireless modules | 2010 | 7 | ( Izuta et al., 2010 ) |
| JackIn: integrating first-person view with out-of-body vision generation for human-human augmentation | 2014 | 7 | ( Kasahara and Rekimoto, 2014 ) |
| Laplacian Vision: Augmenting Motion Prediction via Optical See-Through Head-Mounted Displays | 2016 | 6 | ( Itoh et al., 2016 ) |
| TongueBoard: An Oral Interface for Subtle Input | 2019 | 6 | ( Li et al., 2019 ) |
| Venue | Cites | Referenced | Cites (%) | Referenced (%) |
|---|---|---|---|---|
| ACM CHI | 812 | 1582 | 12.02 | 14.97 |
| ACM UIST | 228 | 497 | 3.38 | 4.70 |
| IEEE VR | 265 | 290 | 3.92 | 2.74 |
| LNCS | 235 | 241 | 3.48 | 2.28 |
| ACM ISWC | 126 | 235 | 1.87 | 2.22 |
| SIGGRAPH | – | 158 | 0.00 | 1.50 |
| Topic Name | Count | Percent | Top Words | Representative Papers |
|---|---|---|---|---|
| Conceptual Frameworks | 13 | 25.0 | design, communication, augmentation | ( Schmidt, 2020 ; Popoveniuc and Vatavu, 2022b ; Angelini et al., 2022 ) |
| Physical Interaction | 11 | 21.2 | activity, actuators, haptic | ( Alimardani and Kaba, 2021 ; Schmeier et al., 2021 ; Okuno and Sumi, 2022 ) |
| Smartphone Usage | 8 | 15.4 | smartphone, mobile, apps | ( Zhang et al., 2020 ; Hasan et al., 2020 ; Maddahi et al., 2020 ) |
| Input Techniques | 7 | 13.5 | gestures, touchscreen, touch | ( Faleel et al., 2020 ; Sun et al., 2021 ; Bardot et al., 2020 ) |