Demo Data from VLDB 2026 / reviewers in the wild / expert
Jenny Clarke
dblp:157/4948
· DBLP profile ↗
3ranked-venue papers
0as first author
0since 2021 · last 2017
0000-0003-0900-5169ORCID · reported
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 3Graphics, computer vision, multimedia, augmented reality and games · 1
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 |
Games and playful interaction · 93% Personal fabrication and tangible interfaces · 7% |
Topics — the 2 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Games and playful interaction › game design
game balancing |
0.5 | 2 | 2017 | Enhancing player engagement through game balancing in digitally augmented physical games · Int. J. Hum. Comput. Stud. 2017 Digitally Augmenting Sports: An Opportunity for Exploring and Understanding Novel Balancing Techniques · CHI 2016 |
Games and playful interaction › player experience
player engagement |
0.5 | 2 | 2017 | Enhancing player engagement through game balancing in digitally augmented physical games · Int. J. Hum. Comput. Stud. 2017 Digitally Augmenting Sports: An Opportunity for Exploring and Understanding Novel Balancing Techniques · CHI 2016 |
Methods — techniques the papers use, named apart from their topics
user study · 0.5prototype · 0.2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2017 | Enhancing player engagement through game balancing in digitally augmented physical games
David Altimira, Florian 'Floyd' Mueller, Jenny Clarke, Gun A. Lee, Mark Billinghurst, Christoph Bartneck |
Int. J. Hum. Comput. Stud. | 3 |
| 2016 | Digitally Augmenting Sports: An Opportunity for Exploring and Understanding Novel Balancing TechniquesabstractUsing game balancing techniques can provide the right level of challenge and hence enhance player engagement for sport players with different skill levels. Digital technology can support and enhance balancing techniques in sports, for example, by adjusting players' level of intensity based on their heart rate. However, there is limited knowledge on how to design such balancing and its impact on the user experience. To address this we created two novel balancing techniques enabled by digitally augmenting a table tennis table. We adjusted the more skilled player's performance by inducing two different styles of play and studied the effects on game balancing and player engagement. We showed that by altering the more skilled player's performance we can balance the game through: (i) encouraging game mistakes, and (ii) changing the style of play to one that is easier for the opponent to counteract. We outline the advantages and disadvantages of each approach, extending our understanding of game balancing design. We also show that digitally augmenting sports offers opportunities for novel balancing techniques while facilitating engaging experiences, guiding those interested in HCI and sports. David Altimira, Florian 'Floyd' Mueller, Jenny Clarke, Gun A. Lee, Mark Billinghurst, Christoph Bartneck |
CHI | 3 |
| 2014 | Towards understanding balancing in exertion gamesabstractPlaying exertion games with others can be engaging. However, players with different physical skill levels competing against each other can experience reduced engagement because they are either not challenged enough, or challenged too much. Balancing methods can address this; however, there is only limited understanding of balancing in exertion games. In this paper, we identify two distinct dimensional balancing techniques: "internal adjustment" and "external adjustment". We report results from a study where we measured player engagement after applying these adjustments to a digital table tennis game and the traditional table tennis game, finding two disengagement factors: "unexpected physical challenges" and "unacceptable competitive advantage". Based on these factors we derived a set of exertion game design considerations. We conclude that applying digital technology to a physical game can change the required skill level to play the game, and this can affect the impact of these adjustments on player engagement. These results enhances our understanding of balancing in exertion games, supporting the benefits of playing exertion games with others. David Altimira, Florian 'Floyd' Mueller, Gun A. Lee, Jenny Clarke, Mark Billinghurst |
Advances in Computer Entertainment | 4 |