VLDB 2026 Research / reviewers in the wild / expert
Raquel Robinson
dblp:10/9593 · also Raquel Breejon Robinson
· DBLP profile ↗
11ranked-venue papers
5as first author
6since 2021 · last 2025
0000-0003-4933-7168ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 10 · 5 first-author · 6 since 2021Graphics, computer vision, multimedia, augmented reality and games · 5 · 2 first-author · 2 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Social Wearables Edu-Larp: Insights From a Novel Camp Combining Crafting, Coding, and Larping Aimed at Non-traditional Steam Participants
James Collin Fey, Raquel Robinson, Ella Dagan, Shannon Campe, Kaia Schweig, Elliot Crisp, Carmen Alicia Padilla De La Torre, Katherine Isbister |
CHI | 2 |
| 2024 | Toward a Design and Play-Focused Approach to Teaching Technical Game DesignabstractAs of 2023, education surrounding game design has become a fixture in university education systems around the world. As the teaching of game design is an inherently interdisciplinary subject with many connections to the arts and humanities, there are a diverse range of perspectives as to what the focus of each curriculum should include. In this essay, we argue that game programs with a more technical focus should include both design and play-focused approaches embedded into the pedagogy. We present two case studies drawing from our education journeys studying games as well as our experiences teaching in both game and computer science programs, and discuss the resulting benefits of integrating these concepts into our practice. Raquel Robinson, Alberto Alvarez 0002 |
FDG | 1 |
| 2024 | Now That's What I Call A Robot(ics Education Kit)!abstractSTEM education is an important component of broadening participation in computational fields, and robotics-inspired kits are a common avenue for teaching youth computational concepts. In this pictorial, we contrast widely used kits (i.e., Lego Mindstorms, Sphero, and DASH) with a kit we created in the form of a module embedded in a summer camp, that takes an alternative approach. Most existing kits are designed with clear-cut, narrowly defined end goals for learners to accomplish. The lessons typically do not include teaching design concepts, and do not offer opportunities for crafting, personalization, and storytelling. We offer a more flexible and creative kit design; integrating concepts such as design thinking, iterative design, and collaboration. We illustrate our design process used to craft the kit/module, along with artifacts collected from its use, and discuss how this approach might help support a broader range of groups—particularly those that are underrepresented in STEM. James Collin Fey, Raquel Robinson, Selin Ovali, Nate Laffan, Kevin Weatherwax, Ella Dagan, Katherine Isbister |
TEI | 2 |
| 2024 | Why Larp? A Synthesis Article on Live Action Roleplay in Relation to HCI Research and PracticeabstractLive action roleplay (larp) has a wide range of applications and can be relevant in relation to HCI. While there has been research about larp in relation to topics such as embodied interaction, playfulness, and futuring published in HCI venues since the early 2000s, there is not yet a compilation of this knowledge. In this article, we synthesize knowledge about larp and larp-adjacent work within the domain of HCI. We present a practitioner overview from an expert group of larp researchers, the results of a literature review, and highlight particular larp research exemplars which all work together to showcase the diverse set of ways that larp can be utilized in relation to HCI topics and research. This article identifies the need for further discussions toward establishing best practices for utilizing larp in relation to HCI research, as well as advocating for increased engagement with larps outside academia. Karin B. Johansson, Raquel Robinson, Jon Back, Sarah Lynne Bowman, James Collin Fey, Elena Márquez Segura, Annika Wærn, Katherine Isbister |
ACM Trans. Comput. Hum. Interact. | 2 |
| 2022 | "Chat Has No Chill": A Novel Physiological Interaction For Engaging Live Streaming AudiencesabstractNow more than ever, people are using online platforms to communicate. Twitch, the foremost platform for live game streaming, offers many communication modalities. However, the platform lacks representation of social cues and signals of the audience experience, which are innately present in live events. To address this, we present a technology probe that captures the audience energy and response in a game streaming context. We designed a game and integrated a custom-communication modality—Commons Sense—in which the audience members’ heart rates are sensed via webcam, averaged, and fed into a video game to affect sound, lighting, and difficulty. We conducted an ‘in-the-wild’ evaluation with four Twitch streamers and their audience members (N=55) to understand how these groups interacted through Commons Sense. Audience members and streamers indicated high levels of enjoyment and engagement with Commons Sense, suggesting the potential of physiological interaction as a beneficial communication tool in live streaming. Raquel Robinson, Ricardo Rheeder, Madison Klarkowski, Regan L. Mandryk |
CHI | 1 |
| 2022 | Charting the Uncharted with GUR: How AI Playtesting Can Supplement Expert EvaluationabstractDespite the advantages of using expert evaluation as a method within games user research (GUR) (i.e. provides stakeholders low cost, rapid feedback), it does not always accurately reflect the general player’s experience. Testing the game out with real users (also called playtesting) helps bridge this gap by giving game developers an in-depth look into the player experience. However, playtesting is resource intensive and time consuming, making it difficult to implement within the tight time frames of industry game development. AI can help to mitigate some of these issues by providing an automated way to simulate player behaviour and experience. In this paper, we introduce a tool called PathOS+—a playtesting interface which uses AI playtesting data to help enhance expert evaluation. Results from a study conducted with expert participants shows how PathOS+ could contribute to game design and assist developers and researchers in conducting expert evaluations. This is an important contribution as it provides game user researchers and designers with a fast, low-cost and effective game evaluation approach which has the potential to make game evaluation more accessible to indie and smaller game studios. Atiya Nova, Stevie Cheryl Francesca Sansalone, Raquel Robinson, Pejman Mirza-Babaei |
FDG | 3 |
| 2020 | Designing and Evaluating 'In the Same Boat', A Game of Embodied Synchronization for Enhancing Social PlayabstractSocial closeness is important for health and well-being, but is difficult to maintain over a distance. Games can help connect people by strengthening existing relationships or creating new ones through shared playful experiences. We present the design and evaluation of 'In the Same Boat' (ITSB), a two-player infinite runner designed to foster social closeness in distributed dyads. ITSB leverages the synchronization of both players' input to steer a canoe down a river and avoid obstacles. We created two versions: embodied controls, which use players' physiological signals (breath rate, facial expressions), and standard keyboard controls. Results from a study with 35 dyads indicate that ITSB fostered affiliation, and while embodied controls were less intuitive, people enjoyed them more. Further, photos of the dyads were rated as happier and closer in the embodied condition, indicating the potential of embodied controls to foster social closeness in synchronized play over a distance. Raquel Robinson, Elizabeth Reid 0001, James Collin Fey, Ansgar E. Depping, Katherine Isbister, Regan L. Mandryk |
CHI | 1 |
| 2019 | Using Biometrics as a Social Intervention in GamingabstractMy doctoral research examines the use of biometrics as a design intervention in games to increase social closeness. I have built an overlay for Twitch that reveals streamer biometrics to spectators (All the Feels [16]). Using this tool, along with additional design interventions, I plan to explore and expand communication possibilities between players, streamers and spectators in order to facilitate social connection. In this abstract I briefly describe the three projects I am currently working on through my doctoral work: In the Same Boat, Twitch Plays 'All the Feels', and Turnin' the Beat Around. Raquel Robinson |
TEI | 1 |
| 2018 | Comparing Player Responses to Choice-Based Interactive Narratives Using Facial Expression Analysis
John T. Murray, Raquel Robinson, Michael Mateas, Noah Wardrip-Fruin |
ICIDS | 2 |
| 2017 | All the feels: designing a tool that reveals streamers' biometrics to spectatorsabstractIn this paper, we present All the Feels, a tool that provides an overlay of biometric and webcam-derived data onto the interface of the popular video game streaming service, Twitch. This overlay provides visualization of heart rate, skin conductance, and facial emotion recognition. It is intended to enhance the spectator experience and improve streamer-spectator connection. We present results of a preliminary study investigating spectator reactions to the introduction of this tool, via a live test with a streamer. Analysis of the stream combined with survey responses from 17 spectators indicates enhanced enjoyment of the stream, and suggests that spectators may feel more connected to the streamer. This work opens up opportunities to improve stream quality and spectator engagement through the introduction of an interface that includes biometric signals. Raquel Robinson, Zachary Rubin, Elena Márquez Segura, Katherine Isbister |
FDG | 1 |
| 2010 | The effect of task on classification accuracy: Using gesture recognition techniques in free-sketch recognition
Martin Field, Sam Gordon, Eric Jeffrey Peterson, Raquel Robinson, Thomas F. Stahovich, Christine Alvarado |
Comput. Graph. | 4 |