Demo Data from VLDB 2026 / reviewers in the wild / expert
Hitesh Nidhi Sharma
dblp:76/10838
· DBLP profile ↗
2ranked-venue papers
0as first author
1since 2021 · last 2021
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 2 · 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
2 papers |
Collaborative and social computing · 54% Games and playful interaction · 33% Ubiquitous computing and smart environments · 13% | |
| Computer graphics and multimedia
1 paper |
Visualization and visual analytics · 100% |
Topics — the 4 heaviest of 5, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Collaborative and social computing › team collaboration
collaborative sensemaking |
0.5 | 1 | 2021 | An Activity Theory Analysis of Search & Rescue Collective Sensemaking and Planning Practices · CHI 2021 |
Visualization and visual analytics › geospatial visualization
map interfaces |
0.4 | 1 | 2019 | Making Maps Available for Play: Analyzing the Design of Game Cartography Interfaces · ACM Trans. Comput. Hum. Interact. 2019 |
Games and playful interaction › game design
game interface design |
0.4 | 1 | 2019 | Making Maps Available for Play: Analyzing the Design of Game Cartography Interfaces · ACM Trans. Comput. Hum. Interact. 2019 |
Ubiquitous computing and smart environments › urban computing
disaster response |
0.1 | 1 | 2021 | An Activity Theory Analysis of Search & Rescue Collective Sensemaking and Planning Practices · CHI 2021 |
Methods — techniques the papers use, named apart from their topics
thematic analysis · 0.8interface cataloging · 0.8interviews · 0.5field observation · 0.5activity theory · 0.5
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2021 | An Activity Theory Analysis of Search & Rescue Collective Sensemaking and Planning PracticesabstractSearch and rescue (SAR), a disaster response activity performed to locate and save victims, primarily involves collective sensemaking and planning. SAR responders learn to search and navigate the environment, process information about buildings, and collaboratively plan with maps. We synthesize data from five sources, including field observations and interviews, to understand the informational components of SAR and how information is recorded and communicated. We apply activity theory, uncovering unforeseen factors that are relevant to the design of collaboration systems and training solutions. Through our analysis, we derive design implications to support collaborative information technology and training systems: mixing physical and digital mapping; mixing individual and collective mapping; building for different levels and sources of information; and building for different rules, roles, and activities. Sultan A. Alharthi, Nicolas J. LaLone, Hitesh Nidhi Sharma, Igor Dolgov, Phoebe O. Toups Dugas |
CHI | 3 |
| 2019 | Making Maps Available for Play: Analyzing the Design of Game Cartography InterfacesabstractMaps in video games have grown into complex interactive systems alongside video games themselves. What map systems have done and currently do have not been cataloged or evaluated. We trace the history of game map interfaces from their paper-based inspiration to their current smart phone-like appearance. Read-only map interfaces enable players to consume maps, which is sufficient for wayfinding. Game cartography interfaces enable players to persistently modify maps, expanding the range of activity to support planning and coordination. We employ thematic analysis on game cartography interfaces, contributing a near-exhaustive catalog of games featuring such interfaces, a set of properties to describe and design such interfaces, a collection of play activities that relate to cartography, and a framework to identify what properties promote the activities. We expect that designers will find the contributions enable them to promote desired play experiences through game map interface design. Phoebe O. Toups Dugas, Nicolas J. LaLone, Sultan A. Alharthi, Hitesh Nidhi Sharma, Andrew M. Webb 0001 |
ACM Trans. Comput. Hum. Interact. | 4 |