VLDB 2026 Research / reviewers in the wild / expert
Raphael Kim
dblp:42/11413
· DBLP profile ↗
6ranked-venue papers
4as first author
4since 2021 · last 2024
0000-0002-0777-0134ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 5 · 4 first-author · 3 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 first-authorArtificial intelligence and machine learning · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | Did we personalize? Assessing personalization by an online reinforcement learning algorithm using resampling
Susobhan Ghosh, Raphael Kim, Prasidh Chhabria, Raaz Dwivedi, Predrag V. Klasnja, Kelly W. Zhang, Susan A. Murphy |
Mach. Learn. | 2 |
| 2023 | Cyano-chromic Interface: Aligning Human-Microbe Temporalities Towards Noticing and Attending to Living ArtefactsabstractMicrobes offer designers opportunities to endow artefacts with environmental sensing and adapting abilities, and unique expressions. However, microbe-embedded artefacts present a challenge of temporal dissonance, reflected by a “time lag” typically experienced by humans in noticing the gradual and minute shifts in microbial metabolism. This could compromise fluency of interactions and may hinder timely noticing and attending to microbes in living artefacts. In addressing this challenge, we introduce Cyano-chromic Interface, in which photosynthetic activity of cyanobacteria (Synechocystis sp. PCC6803) is timely surfaced by an electrochromic (EC) material through its monochromatic display. Grounded through interface performance characterization and design primitives, we developed application concepts through which we instantiate how the interface can be tuned for diverse functional and experiential outcomes in living artefacts. We further discuss the potential of aligning human-microbe temporalities for enriched interactions and reciprocal relationships with microbes, and beyond. Jiwei Zhou, Raphael Kim, Zjenja Doubrovski, Joana Martins, Elisa Giaccardi, Elvin Karana |
Conference on Designing Interactive Systems | 2 |
| 2023 | Surfacing Livingness in Microbial Displays: A Design Taxonomy for HCIabstractIn recent years, there has been a notable proliferation and diversification of works in HCI, that integrate living microorganisms; an imperative lifeform dominating ecosystems of our planet. Yet despite the growing interest, there is a lack of structured lenses with which designers can strategize their processes of surfacing livingness; a material quality inherent in living artefacts with a potential to enrich user experiences and to initiate mutualistic care between humans and microorganisms. Through a systematic artefacts review and a case study on Flavobacteria, we have developed and instantiated a Taxonomy of Surfacing Livingness in Microbial Displays, consisting of six microbe-sensitive, tuneable mechanisms for human noticing of microorganisms: 1) Canvassing, 2) Marking, 3) Magnifying, 4) Translating, 5) Nudging, and 6) Molecular Programming. The taxonomy invites diverse and adaptable ways of generating and crafting microbial displays; towards overcoming microbe-specific surfacing constraints, integrating diverse stakeholders’ values, and enabling nuanced address of microbial welfare. Raphael Kim, Clarice Risseeuw, Eduard Georges Groutars, Elvin Karana |
CHI | 1 |
| 2022 | Navigating Imaginaries of DNA-Based Digital Data StorageabstractDNA-based digital data storage technology is hailed as a potential solution for the issues around exponential global data production. However, while the technology continues to strive towards its full commercialization, there is a lack of discourse on how it could be applied to facilitate interactions that are meaningful, ethical, and socially sustainable. As an approach to address this gap, we hosted a series of online workshops, soliciting 15 participants to engage in grounded speculations on plausible futures of DNA data storage. Themes drawn from the resulting imaginaries and discussions were situated within a selection of existing HCI literature, to generate an initial set of design opportunities and challenges for DNA data storage. Early analysis suggests that the system could be designed to 1) facilitate meaningful interactions that are intangible and molecular, and 2) foster better human relationship with more-than-human entities. Furthermore, we highlight the imperative for cross-disciplinary collaborations and pedagogy, to ensure fair and high quality access to the technology. Raphael Kim, Conor Linehan, Larissa Pschetz |
CHI | 1 |
| 2020 | Working with Nature's Lag: Initial Design Lessons for Slow Biotic GamesabstractOne of the most fundamental features of living organisms is their growth, a biological phenomenon that can be considered as a type of slow, tangible output responding to an environmental stimulus or an input. Given the relative slowness of growth, once it becomes part of game mechanics, the feature can lead to slow interactivity and slow gameplay in biotic games – a relatively new type of bio-digital game that enables playful human-microbe interactions. Currently, there is a lack of annotations on existing biotic game design guidelines, that 1) recognise biological slowness as a potentially beneficial feature in game design, and 2) provide specific advice on how organism's slow response time can be effectively incorporated in biotic games. To start addressing these limitations, we report on an initial set of design lessons learnt from our research on slow biotic games. Through these lessons, we have formulated and outlined a set of practical recommendations for prospective designers of slow biotic games. Raphael Kim, Siobhan Thomas, Roland van Dierendonck, Nick Bryan-Kinns, Stefan Poslad |
FDG | 1 |
| 2018 | A new mould rush: designing for a slow bio-digital game driven by living micro-organismsabstractA biotic game integrates real biological materials and processes into digital/video gaming platforms. Given its relatively recent introduction to the field of game design, there are limited examples and discussions around biotic games to help designers to explore this genre in depth. This paper introduces a new type of biotic game called Mould Rush. It is a part-tangible, part-digital, online multiplayer strategy game, mostly driven by real-time growth of living micro-organisms. By outlining the design process of Mould Rush, the paper aims to use the game as a case study to highlight the opportunities and challenges that need to be addressed in creating games of this nature, speed, and scale. In particular, we suggest that the slowness of microbial growth may not necessarily compromise playing experience, but rather, enhance it instead. We also highlight the complexity of human, biology and computer interaction pathways that are involved in biotic gaming. And finally, we acknowledge the potential value of designing formal evaluation models that would help in meaningful evaluation of a 'biotic' gaming experience. Raphael Kim, Siobhan Thomas, Roland van Dierendonck, Stefan Poslad |
FDG | 1 |