Demo Data from VLDB 2026 / reviewers in the wild / expert
Olga Chatzifoti
dblp:307/9156
· DBLP profile ↗
2ranked-venue papers
0as first author
2since 2021 · last 2025
0000-0002-9881-9991ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 since 2021
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 |
Design research and methods · 77% Games and playful interaction · 23% | |
| Network and information security
1 paper |
Usable security · 100% |
Topics — the 3 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Design research and methods
participatory design |
0.7 | 1 | 2023 | Future forums: A methodology for exploring, gamifying, and raising security awareness of code-citizens · Int. J. Hum. Comput. Stud. 2023 |
Games and playful interaction
serious games |
0.2 | 1 | 2023 | Future forums: A methodology for exploring, gamifying, and raising security awareness of code-citizens · Int. J. Hum. Comput. Stud. 2023 |
Usable security › security education
security awareness |
0.2 | 1 | 2023 | Future forums: A methodology for exploring, gamifying, and raising security awareness of code-citizens · Int. J. Hum. Comput. Stud. 2023 |
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Enhancing the Audience Experience for VR and AR Theatre with AI-generated SubtitlesabstractRecent technological developments on AI and immersive media are transforming the artistic landscape, providing novel mechanisms for artists and audiences. Following a human-centric approach, together with a theatre company in Greece, this paper investigates how subtitle placement affects user experience and cognitive load in a live theatre performance enhanced by AR glasses. To do so, we design and develop a system for displaying subtitles in VR and AR. We evaluated the system in two conditions (N = 19;N = 12), both in a controlled environment (VR) and an actual theatre (AR). In the latter, we integrate AI solutions to provide automatic captioning and translation in real time, and VFX to further augment the experience. Our quantitative and qualitative results showed no difference between subtitle placements in terms of cognitive load and user experience, with users equally liking the two proposed approaches. Results also highlighted the perceived usefulness of AR to enhance theatre performances, indicating new paths for wider accessibility and further immersion. Irene Viola 0001, Moonisa Ahsan, Olga Chatzifoti, Atanas Yonkov, Eleni Oikonomou, Ioannis Radin, Pawel Maka, Abderrahmane Issam, Pablo César |
VRST | 3 |
| 2023 | Future forums: A methodology for exploring, gamifying, and raising security awareness of code-citizensabstractFuture Forums are multiphase user centered design workshops, with the early phases aiming to initiate discussions, that then leads to the co-design of game elements centered around aspects of code security. The same procedure was followed for each of the three Future Forums, each focusing to a slightly different theme around cyber security. By engaging code-citizens in discussions on cyber security that are rooted in their personal experiences and individual viewpoints, several themes emerged, such as the role of coder practices and ethical behavior in security while coding. Findings gave us a deep insight in the code-citizens’ ecosystem during code development – both in terms of their individual beliefs and practices, and the practicalities they have to consider. Discussions were followed by the co-design and co-creation of game elements. The game elements code-citizens co-created allowed us to observe how code elements and code practices are represented with game elements, informing future designs of security oriented serious games. This paper discusses the implications these findings have to the design of cyber security oriented serious games, and to the wider HCI community working with similar methodologies. Theodoros Georgiou 0002, Lynne Baillie, Olga Chatzifoti, Sheung Chi Chan |
Int. J. Hum. Comput. Stud. | 3 |