VLDB 2026 Research / reviewers in the wild / expert
Frank X. Chen
dblp:144/5347
· DBLP profile ↗
2ranked-venue papers
2as first author
0since 2021 · last 2014
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 2 · 2 first-author
Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.
| Human-computer interaction and pervasive computing
2 papers |
Health and well-being technologies · 44% Games and playful interaction · 34% Human-robot interaction · 17% |
Topics — the 4 heaviest of 6, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Games and playful interaction
exergames |
0.2 | 1 | 2014 | "healthifying" exergames: improving health outcomes through intentional priming · CHI 2014 |
Human-robot interaction
feedback |
0.1 | 1 | 2011 | Designing for context-aware health self-monitoring, feedback, and engagement · CSCW 2011 |
Health and well-being technologies › personal informatics
self-monitoring |
0.1 | 1 | 2011 | Designing for context-aware health self-monitoring, feedback, and engagement · CSCW 2011 |
Games and playful interaction
gamification |
0.1 | 1 | 2014 | "healthifying" exergames: improving health outcomes through intentional priming · CHI 2014 |
Methods — techniques the papers use, named apart from their topics
2x2 experiment · 0.2fieldwork · 0.1field testing · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2014 | "healthifying" exergames: improving health outcomes through intentional primingabstractExergames, video game systems that require exertion and interaction, have been rising in popularity in the past years. However, research on popular exergames shows mixed health benefits, potentially due to minimal energy expenditure and decreasing use over time. This paper presents a 2x2 experimental study (N = 44), using a popular exergame, where we vary the framing of intention (i.e., "Gameplay" or "Exercise") and feedback (i.e., "Health" or "No health") to explore their single and interactive impacts on perceived exertion, objectively measured energy expenditure, affect, and duration of usage in a single session. Our study showed that participants primed with exercise used the system significantly longer than those primed with game play (M = 49.2 ±2.0 min versus M = 39.3 ±2.0 min). We discuss our results and possible design implications based on our single-session experiment. We conclude with a discussion on the potential impact of focusing on "healthifying" exergames -highlighting an exergames" dual purpose as both a game and exercise - as opposed to gamifying health behaviors. Frank X. Chen, Abby C. King, Eric B. Hekler |
CHI | 1 |
| 2011 | Designing for context-aware health self-monitoring, feedback, and engagementabstractThere is a novel opportunity to increase awareness of health activities in a person's daily life. One way to do that is through context-aware self-monitoring. We explore design insights from field work and field testing different methods for self-monitoring. We present an innovative design for establishing context-aware self-monitoring that has the potential to improve health. Frank X. Chen, Eric B. Hekler, Candy Zhao |
CSCW | 1 |