VLDB 2026 Research / reviewers in the wild / expert
Firaz Peer
dblp:43/8397
· DBLP profile ↗
8ranked-venue papers
6as first author
3since 2021 · last 2025
0000-0001-6000-8803ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 8 · 6 first-author · 3 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Idiosyncrasies, Forms of Work, and Capital: The Operational Context of Civic Data
Firaz Peer |
Comput. Support. Cooperative Work. | 1 |
| 2023 | The Human Infrastructure of Civic Data: A Taxonomy for Participatory Infrastructuring of Civic Data
Firaz Peer |
Comput. Support. Cooperative Work. | 1 |
| 2022 | The Work of Infrastructural Bricoleurs in Building Civic Data DashboardsabstractThe Historic Westside Universities Alliance Data Dashboard was created to meet the data equity needs of a group of resource-constrained communities in the Westside neighborhoods of Atlanta. We observed the development of this dashboard by participating as ethnographers and developers of its public safety module. Our ethnography and subsequent situational analysis of the dashboard's infrastructuring process led us to the work that individual stakeholders do in bringing such a dashboard to fruition. These stakeholders, whom we call infrastructural bricoleurs, operate through principles of situated knowledge, partial perspectives, limited power, and located accountability. Our analysis, which builds on concepts of infrastructures, bricolage, and feminist principles of technology design, helps us add further specificity to the work that infrastructural bricoleurs need to do when building civic data dashboards with resource constrained communities. Our findings benefit other researchers studying data infrastructures as well as administrators and practitioners within programs like DSSG (Data Science for Social Good) who are interested in building data infrastructures under similar constraints. Firaz Peer, Carl F. DiSalvo |
Proc. ACM Hum. Comput. Interact. | 1 |
| 2019 | Workshops as Boundary Objects for Data Infrastructure Literacy and DesignabstractIn this paper, we describe how we used workshops as boundary objects that bridged the dual goals of data infrastructure literacy and design. We organized 11 workshops with community leaders from the Westside neighborhoods in Atlanta. The moments of breakdown that took place at the workshops allowed the participants to critically reflect on the socio-technical complexities of the data infrastructure, which scholars have argued is key to data literacy. Additionally, these moments of breakdown also offered us, as designers, insights we could use to reimagine data infrastructures. We contribute an ethnographic analysis of the workshops we organized, along with a preliminary set of data infrastructure literacy guidelines. In doing so, we invite the DIS community to take up such workshops as a way to continue to design data infrastructures, after design. Firaz Peer, Carl F. DiSalvo |
Conference on Designing Interactive Systems | 1 |
| 2014 | Power puppet: science and technology education through puppet buildingabstractIn this paper, we describe our approach to designing electronic puppetbuilding workshops for middle to early high school students. Power Puppet uses traditional puppet building materials paper and cloth as the main resources, together with simple circuits elements such as LED's, batteries and magnets. We document our process of designing puppetbuilding workshops that include STEM education criteria. We collaborated with the Center for Puppetry Arts to design these workshops in such a way that part of the making will include basic electronic input and output components. We aim to open this tradition up for larger audiences to enhance hardware CS education in STEM fields. Firaz Peer, Michael Nitsche, Lauren Schaffer |
IDC | 1 |
| 2011 | Evaluating technology that makes physical games for children more engagingabstractThrowing is an important physical skill that lays the foundation for the ability to participate in many physical activities and sports experiences. We aim to support the development of physical skills through exertion game design; our focus here is on the design of an exertion based throwing game that aims to help children improve their ability to throw. We discuss the results of some initial play testing, and how these observations informed our game design. Firaz Peer, Anne Friedlander, Ali Mazalek, Florian 'Floyd' Mueller |
IDC | 1 |
| 2011 | Pictures at an exhibition: a physical/digital puppetry performance pieceabstractPictures at an Exhibition is a physical/digital puppetry piece that uses tangible interface puppets to modify a virtual scene projected at the back of the stage in real-time. Telling the story of a heist in an art gallery, the actions of the puppets are digitally reflected in abstract changes to an artwork in the scene. The piece merges traditional puppeteering practices with tangible interaction technologies and virtual environments to create a novel performance for the live stage. Ali Mazalek, Michael Nitsche, Claudia Rébola, Chih-Sung (Andy) Wu, Paul G. Clifton, Firaz Peer, Matthew Drake |
Creativity & Cognition | 6 |
| 2011 | I'm in the game: embodied puppet interface improves avatar controlabstractWe have developed an embodied puppet interface that translates a player's body movements to a virtual character, thus enabling the player to have a fine grained and personalized control of the avatar. To test the efficacy and short-term effects of this control interface, we developed a two-part experiment, where the performance of users controlling an avatar using the puppet interface was compared with users controlling the avatar using two other interfaces (Xbox controller, keyboard). Part 1 examined aiming movement accuracy in a virtual contact game. Part 2 examined changes of mental rotation abilities in users after playing the virtual contact game. Results from Part 1 revealed that the puppet interface group performed significantly better in aiming accuracy and response time, compared to the Xbox and keyboard groups. Data from Part 2 revealed that the puppet group tended to have greater improvement in mental rotation accuracy as well. Overall, these results suggest that the embodied mapping between a player and avatar, provided by the puppet interface, leads to important performance advantages. Ali Mazalek, Sanjay Chandrasekharan, Michael Nitsche, Tim Welsh, Paul G. Clifton, Andrew Quitmeyer, Firaz Peer, Friedrich Kirschner, Dilip Athreya |
TEI | 7 |