Demo Data from VLDB 2026 / reviewers in the wild / expert
Luke Walker
dblp:179/4795
· DBLP profile ↗
1ranked-venue papers
0as first author
0since 2021 · last 2016
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 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
1 paper |
Games and playful interaction · 56% Health and well-being technologies · 44% |
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
exergames |
0.2 | 1 | 2016 | Thighrim and Calf-Life: A Study of the Conversion of Off-the-Shelf Video Games into Exergames · CHI 2016 |
Health and well-being technologies
physical activity |
0.2 | 1 | 2016 | Thighrim and Calf-Life: A Study of the Conversion of Off-the-Shelf Video Games into Exergames · CHI 2016 |
Methods — techniques the papers use, named apart from their topics
user study · 0.2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2016 | Thighrim and Calf-Life: A Study of the Conversion of Off-the-Shelf Video Games into ExergamesabstractExergames are a fun and engaging way to participate in physical activity. Exergame users consistently require new content to maintain interest in the activity. One way to provide users with high quality content with minimal development work is to convert existing off-the-shelf digital games into exergames by using the game's "modding" interface. To explore the potential of converted exergames for inspiring high exertion levels we performed a conversion on two popular games: Half-Life 2 and The Elder Scrolls V: Skyrim. The conversions were performed in two stages. The first stage mimics existing conversion techniques and a second stage provides added incentive for players to reach higher exertion levels. A study of 18 participants found that the resulting games support anti-sedentary levels of exertion while falling slightly below national recommendations for cardiovascular exercise. Adding exercise to the games did not affect players' enjoyment. Mallory Ketcheson, Luke Walker, T. C. Nicholas Graham |
CHI | 2 |