Demo Data from EDBT 2026 / reviewers in the wild / expert
Calvin Lough
dblp:14/9540
· DBLP profile ↗
2ranked-venue papers
0as first author
0since 2021 · last 2011
—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.
| Human-computer interaction and pervasive computing
2 papers |
Interaction techniques and input · 77% Games and playful interaction · 23% |
Topics — the 4 heaviest of 5, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Interaction techniques and input › target selection › pointing
fitts' law |
0.1 | 1 | 2011 | The effects of intended use on target acquisition · CHI 2011 |
Interaction techniques and input › sensor-based interaction
physiological input |
0.1 | 1 | 2011 | Biofeedback game design: using direct and indirect physiological control to enhance game interaction · CHI 2011 |
Interaction techniques and input
target selection |
0.1 | 1 | 2011 | The effects of intended use on target acquisition · CHI 2011 |
Interaction techniques and input › target selection › pointing
pointing tasks |
0.0 | 1 | 2011 | The effects of intended use on target acquisition · CHI 2011 |
Methods — techniques the papers use, named apart from their topics
user study · 0.1motion kinematics · 0.1mixed-methods study · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2011 | The effects of intended use on target acquisitionabstractFitts's Law has been used extensively in HCI to describe 2D targeting; however, the controlled tasks generally used neglect aspects of real-world pointing, including how the intended use of a target affects its acquisition. We studied aiming to a target in four tasks requiring varying precision after acquisition. Our results present the first evidence that the intended use of a target affects its acquisition in terms of movement time and motion kinematics for computer aiming. Important for researchers who model 2D targeting, our results also have particular impact for HCI research that uses motion kinematics. Regan L. Mandryk, Calvin Lough |
CHI | 2 |
| 2011 | Biofeedback game design: using direct and indirect physiological control to enhance game interactionabstractPrior work on physiological game interaction has focused on dynamically adapting games using physiological sensors. In this paper, we propose a classification of direct and indirect physiological sensor input to augment traditional game control. To find out which sensors work best for which game mechanics, we conducted a mixed-methods study using different sensor mappings. Our results show participants have a preference for direct physiological control in games. This has two major design implications for physiologically controlled games: (1) Direct physiological sensors should be mapped intuitively to reflect an action in the virtual world; (2) Indirect physiological input is best used as a dramatic device in games to influence features altering the game world. Lennart E. Nacke, Michael Kalyn, Calvin Lough, Regan L. Mandryk |
CHI | 3 |