Demo Data from VLDB 2026 / reviewers in the wild / expert
Brett Partridge
dblp:99/9050 · also Brett G. Partridge
· DBLP profile ↗
1ranked-venue papers
0as first author
0since 2021 · last 2010
—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.
| Computer graphics and multimedia
1 paper |
Multimedia systems and quality of experience · 100% | |
| Computer networks
1 paper |
Content delivery and video streaming · 100% |
Topics — the 1 heaviest of 2, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Multimedia systems and quality of experience › interactive multimedia
interactive television |
0.1 | 1 | 2010 | Time warp sports for internet television · ACM Trans. Comput. Hum. Interact. 2010 |
Methods — techniques the papers use, named apart from their topics
user study · 0.2field experiments · 0.1field experiment · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2010 | Time warp sports for internet televisionabstractInternet-based video delivery offers new opportunities for interactive television. The creation and usability of interactive television is very different from desktop or web-based interaction. The concepts of frameworks and genres provides an approach to learnable interaction in an entertainment rather than task-oriented activity. The concept of a framework defines the tools required for both producing and viewing a particular style of interactive video experience. An interactive framework for televised sports is presented. This framework implements a sports television experience that support play-by-play navigation as well as viewer's interactive choice of camera angles. Tools for creating and viewing interactive sports are developed in parallel. In-home and in-lab experiments give indications of how sports fans will use interactive television in the future. The experiments demonstrate that fans will use the interaction rather than passively watching, can easily learn the interactive features and strongly prefer the new features over tradition rewind/fast-forward. The data indicates that many users will use the interactive controls to enrich and prolong their viewing rather than simply skipping as rapidly as possible through a game. However, there is also indication that some viewers will simply skip rapidly. There are also indications that the skip vs. review interaction depends on the interest level of current game play. Dan R. Olsen, Brett Partridge, Stephen Lynn |
ACM Trans. Comput. Hum. Interact. | 2 |