Demo Data from EDBT 2026 / reviewers in the wild / expert
Yu-Ling Betty Chang
dblp:06/10896
· DBLP profile ↗
2ranked-venue papers
0as first author
0since 2021 · last 2013
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 2
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 |
Visualization and visual analytics · 100% | |
| Human-computer interaction and pervasive computing
2 papers |
Games and playful interaction · 79% User interface design and tools · 21% |
Topics — the 5 heaviest of 5, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Visualization and visual analytics
information visualization |
0.2 | 1 | 2013 | Canyon: providing location awareness of multiple moving objects in a detail view on large displays · CHI 2013 |
Visualization and visual analytics › focus+context visualization
overview+detail interface |
0.2 | 1 | 2013 | Canyon: providing location awareness of multiple moving objects in a detail view on large displays · CHI 2013 |
Games and playful interaction › social play
co-located social play |
0.1 | 1 | 2012 | Communication channels and awareness cues in collocated collaborative time-critical gaming · CSCW 2012 |
User interface design and tools › display technology
large displays |
0.0 | 1 | 2013 | Canyon: providing location awareness of multiple moving objects in a detail view on large displays · CHI 2013 |
Games and playful interaction › multiplayer games
collaborative gameplay |
0.0 | 1 | 2012 | Communication channels and awareness cues in collocated collaborative time-critical gaming · CSCW 2012 |
Methods — techniques the papers use, named apart from their topics
comparison study · 0.3observational study · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2013 | Canyon: providing location awareness of multiple moving objects in a detail view on large displaysabstractOverview+Detail interfaces can be used to examine the details of complex data while retaining the data's overall context. Dynamic data introduce challenges for these interfaces, however, as moving objects may exit the detail view, as well as a person's field of view if they are working at a large interactive surface. To address this "off-view" problem, we propose a new information visualization technique, called Canyon. This technique attaches a small view of an off-view object, including some surrounding context, to the external boundary of the detail view. The area between the detail view and the region containing the off-view object is virtually "folded" to conserve space. A comparison study was conducted contrasting the benefits and limitations of Canyon to an established technique, called Wedge. Canyon was more accurate across a number of tasks, especially more complex tasks, and was comparably efficient. Alexandra Ion, Yu-Ling Betty Chang, Michael Haller, Mark S. Hancock, Stacey D. Scott |
CHI | 2 |
| 2012 | Communication channels and awareness cues in collocated collaborative time-critical gamingabstractDuring collaborative gameplay players make use of various methods to become aware of the overall game status, develop strategies, and convey information to other players. Efficient and effective use of these methods is essential, especially during fast-paced time-critical collaborative games such as first-person shooters. This paper presents an observational study aimed to understand the communication channels and awareness cues used by players during gameplay to collaboratively achieve the game objectives. The study revealed that players utilize a variety of unconventional communication channels and awareness cues in both the physical and virtual environments to compensate for the inability to use commonly available collaborative human interaction mechanisms, such as eye gaze and gesturing, during gameplay. Players tended to use only auditory cues from their partner in the physical environment, while relying heavily on interacting with their partner through the virtual environment, using a variety of central and peripheral cues to maintain awareness during gameplay. Implications of these findings are discussed and recommendations for improving the quality of gameplay are provided. Victor Cheung, Yu-Ling Betty Chang, Stacey D. Scott |
CSCW | 2 |