Demo Data from VLDB 2026 / reviewers in the wild / expert
Kayhan Latifzadeh
dblp:317/4778
· DBLP profile ↗
6ranked-venue papers
4as first author
6since 2021 · last 2026
0000-0001-6172-0560ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 3 · 2 first-author · 3 since 2021Databases, data management, data science and information retrieval · 2 · 1 first-author · 2 since 2021Computer networks · 1 · 1 first-author · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-author · 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.
| Databases, data mining, and information retrieval
2 papers |
Information retrieval · 100% | |
| Computer graphics and multimedia
1 paper |
Virtual and augmented reality · 50% Visualization and visual analytics · 50% | |
| Human-computer interaction and pervasive computing
1 paper |
Human-robot interaction · 77% Wearable and physiological sensing · 23% |
Topics — the 8 heaviest of 8, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Information retrieval › search engines
search engine result page |
1.1 | 2 | 2025 | A Versatile Dataset of Mouse and Eye Movements on Search Engine Results Pages · SIGIR 2025 AdSight: Scalable and Accurate Quantification of User Attention in Multi-Slot Sponsored Search · SIGIR 2025 |
Virtual and augmented reality
eye tracking |
1.0 | 1 | 2026 | Pixels, Plants, and People: Affective Evaluation of Urban Green Spaces · CHI 2026 |
Visualization and visual analytics
visual attention |
1.0 | 1 | 2026 | Pixels, Plants, and People: Affective Evaluation of Urban Green Spaces · CHI 2026 |
Human-robot interaction › emotion
emotional response |
1.0 | 1 | 2026 | Pixels, Plants, and People: Affective Evaluation of Urban Green Spaces · CHI 2026 |
Information retrieval
online advertising |
0.9 | 1 | 2025 | AdSight: Scalable and Accurate Quantification of User Attention in Multi-Slot Sponsored Search · SIGIR 2025 |
Information retrieval
user behavior |
0.9 | 1 | 2025 | A Versatile Dataset of Mouse and Eye Movements on Search Engine Results Pages · SIGIR 2025 |
Wearable and physiological sensing
brain sensing |
0.3 | 1 | 2026 | Pixels, Plants, and People: Affective Evaluation of Urban Green Spaces · CHI 2026 |
Information retrieval › user behavior
user attention |
0.3 | 1 | 2025 | A Versatile Dataset of Mouse and Eye Movements on Search Engine Results Pages · SIGIR 2025 |
Methods — techniques the papers use, named apart from their topics
eye tracking · 2.9EEG · 2.0transformer · 0.9sequence-to-sequence · 0.9mouse tracking · 0.9mouse cursor trajectory · 0.9
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Pixels, Plants, and People: Affective Evaluation of Urban Green SpacesabstractUrban green spaces are critical for well-being, yet planners lack scalable ways to anticipate how environments will be perceived by users. We conducted an experiment with 27 participants who viewed 30 images of urban spaces while eye movements and brain activity were recorded. Image composition, parsed into 14 urban classes and aggregated as vegetation versus non-vegetation, systematically predicted responses: a higher proportion of vegetation drew more visual attention and was associated with higher attractiveness ratings, while images with less greenery elicited stronger pupillary responses. Brain signal analysis showed topographic patterns in theta and alpha activity between pleasant and unpleasant scenes, although differences were not statistically significant. Taken together, our findings highlight systematic links between urban scene composition, user attention, and affective responses. We release our dataset and software to support further research. Kayhan Latifzadeh, Parvin Emami, Fariba Emami, Saravanakumar Duraisamy, Luis A. Leiva |
CHI | 1 |
| 2025 | A Versatile Dataset of Mouse and Eye Movements on Search Engine Results PagesabstractWe contribute a comprehensive dataset to study user attention and purchasing behavior on Search Engine Result Pages (SERPs). Previous work has relied on mouse movements as a low-cost large-scale behavioral proxy but also has relied on self-reported ground-truth labels, collected at post-task, which can be inaccurate and prone to biases. To address this limitation, we use an eye tracker to construct an objective ground-truth of continuous visual attention. Our dataset comprises 2,776 transactional queries on Google SERPs, collected from 47 participants, and includes: (1)~HTML source files, with CSS and images; (2)~rendered SERP screenshots; (3)~eye movement data; (4)~mouse movement data; (5)~bounding boxes of direct display and organic advertisements; and (6)~scripts for further preprocessing the data. In this paper we provide an overview of the dataset and baseline experiments (classification tasks) that can inspire researchers about the different possibilities for future work. Kayhan Latifzadeh, Jacek Gwizdka, Luis A. Leiva |
SIGIR | 1 |
| 2025 | AdSight: Scalable and Accurate Quantification of User Attention in Multi-Slot Sponsored SearchabstractModern Search Engine Results Pages (SERPs) present complex layouts where multiple elements compete for visibility. Attention modelling is crucial for optimising web design and computational advertising, whereas attention metrics can inform ad placement and revenue strategies. We introduce AdSight, a method leveraging mouse cursor trajectories to quantify in a scalable and accurate manner user attention in multi-slot environments like SERPs. AdSight uses a novel Transformer-based sequence-to-sequence architecture where the encoder processes cursor trajectory embeddings, and the decoder incorporates slot-specific features, enabling robust attention prediction across various SERP layouts. We evaluate our approach on two Machine Learning tasks: (1) regression, to predict fixation times and counts; and (2) classification, to determine some slot types were noticed. Our findings demonstrate the model's ability to predict attention with unprecedented precision, offering actionable insights for researchers and practitioners. Mario Villaizán-Vallelado, Matteo Salvatori, Kayhan Latifzadeh, Antonio Penta, Luis A. Leiva, Ioannis Arapakis |
SIGIR | 3 |
| 2025 | Assessing Medical Training Skills via Eye and Head MovementsabstractWe examined eye and head movements to gain insights into skill development in clinical settings. A total of 24 practitioners participated in simulated baby delivery training sessions. We calculated key metrics, including pupillary response rate, fixation duration, or angular velocity. Our findings indicate that eye and head tracking can effectively differentiate between trained and untrained practitioners, particularly during labor tasks. For example, head-related features achieved an F1 score of 0.85 and AUC of 0.86, whereas pupil-related features achieved F1 score of 0.77 and AUC of 0.85. The results lay the groundwork for computational models that support implicit skill assessment and training in clinical settings by using commodity eye-tracking glasses as a complementary device to more traditional evaluation methods such as subjective scores. Kayhan Latifzadeh, Luis A. Leiva, Klen Copic Pucihar, Matjaz Kljun, Iztok Devetak, Lili Steblovnik |
UMAP | 1 |
| 2024 | Good GUIs, Bad GUIs: Affective Evaluation of Graphical User InterfacesabstractAffective computing has potential to enrich the development lifecycle of Graphical User Interfaces (GUIs) and of intelligent user interfaces by incorporating emotion-aware responses. Yet, affect is seldom considered to determine whether a GUI design would be perceived as good or bad. We study how physiological signals can be used as an early, effective, and rapid affective assessment method for GUI design, without having to ask for explicit user feedback. We conducted a controlled experiment where 32 participants were exposed to 20 good GUI and 20 bad GUI designs while recording their eye activity through eye tracking, facial expressions through video recordings, and brain activity through electroencephalography (EEG). We observed noticeable differences in the collected data, so we trained and compared different computational models to tell good and bad designs apart. Taken together, our results suggest that each modality has its own “performance sweet spot” both in terms of model architecture and signal length. Taken together, our findings suggest that is possible to distinguish between good and bad designs using physiological signals. Ultimately, this research paves the way toward implicit evaluation methods of GUI designs through user modeling. Syrine Haddad, Kayhan Latifzadeh, Saravanakumar Duraisamy, Jean Vanderdonckt, Olfa Dâassi, Safya Belghith, Luis A. Leiva |
UMAP | 2 |
| 2024 | Efficient Decoding of Affective States from Video-elicited EEG Signals: An Empirical InvestigationabstractAffect decoding through brain-computer interfacing (BCI) holds great potential to capture users’ feelings and emotional responses via non-invasive electroencephalogram (EEG) sensing. Yet, little research has been conducted to understand efficient decoding when users are exposed to dynamic audiovisual contents. In this regard, we study EEG-based affect decoding from videos in arousal and valence classification tasks, considering the impact of signal length, window size for feature extraction, and frequency bands. We train both classic Machine Learning models (SVMs and k -NNs) and modern Deep Learning models (FCNNs and GTNs). Our results show that: (1) affect can be effectively decoded using less than 1 minute of EEG signal; (2) temporal windows of 6 and 10 seconds provide the best classification performance for classic Machine Learning models but Deep Learning models benefit from much shorter windows of 2 seconds; and (3) any model trained on the Beta band alone achieves similar (sometimes better) performance than when trained on all frequency bands. Taken together, our results indicate that affect decoding can work in more realistic conditions than currently assumed, thus becoming a viable technology for creating better interfaces and user models. Kayhan Latifzadeh, Nima Gozalpour, V. Javier Traver, Tuukka Ruotsalo, Aleksandra Kawala-Sterniuk, Luis A. Leiva |
ACM Trans. Multim. Comput. Commun. Appl. | 1 |