Demo Data from VLDB 2026 / reviewers in the wild / expert
Daniel V. Gunn
dblp:82/6775
· DBLP profile ↗
1ranked-venue papers
0as first author
0since 2021 · last 2008
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 1
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 |
Usability and user experience research · 50% Games and playful interaction · 50% | |
| Software engineering, system software, and programming languages
1 paper |
Empirical software engineering · 100% |
Topics — the 2 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Games and playful interaction › player behavior
player behavior analysis |
0.1 | 1 | 2008 | Tracking real-time user experience (TRUE): a comprehensive instrumentation solution for complex systems · CHI 2008 |
Empirical software engineering
user behavior analysis |
0.0 | 1 | 2008 | Tracking real-time user experience (TRUE): a comprehensive instrumentation solution for complex systems · CHI 2008 |
Methods — techniques the papers use, named apart from their topics
case study · 0.2behavioral instrumentation · 0.2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2008 | Tracking real-time user experience (TRUE): a comprehensive instrumentation solution for complex systemsabstractAutomatic recording of user behavior within a system (instrumentation) to develop and test theories has a rich history in psychology and system design. Often, researchers analyze instrumented behavior in isolation from other data. The problem with collecting instrumented behaviors without attitudinal, demographic, and contextual data is that researchers have no way to answer the 'why' behind the 'what'. We have combined the collection and analysis of behavioral instrumentation with other HCI methods to develop a system for Tracking Real-Time User Experience (TRUE). Using two case studies as examples, we demonstrate how we have evolved instrumentation methodology and analysis to extensively improve the design of video games. It is our hope that TRUE is adopted and adapted by the broader HCI community, becoming a useful tool for gaining deep insights into user behavior and improvement of design for other complex systems. Jun H. Kim, Daniel V. Gunn, Eric Schuh, Bruce Phillips, Randy J. Pagulayan, Dennis R. Wixon |
CHI | 2 |