Demo Data from EDBT 2026 / reviewers in the wild / expert
Janis Whitlock
dblp:159/0278
· DBLP profile ↗
4ranked-venue papers
0as first author
1since 2021 · last 2021
0000-0002-0527-054XORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 4 · 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
3 papers |
Collaborative and social computing · 44% Health and well-being technologies · 25% Learning and educational technologies · 19% | |
| Computer graphics and multimedia
1 paper |
Virtual and augmented reality · 100% |
Topics — the 6 heaviest of 10, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Health and well-being technologies
mental health |
0.4 | 1 | 2020 | Supporting Self-Injury Recovery: The Potential for Virtual Reality Intervention · CHI 2020 |
Collaborative and social computing › social media
emotional sharing |
0.2 | 1 | 2015 | Social Sharing of Emotions on Facebook: Channel Differences, Satisfaction, and Replies · CSCW 2015 |
Collaborative and social computing
social media |
0.2 | 1 | 2015 | Social Sharing of Emotions on Facebook: Channel Differences, Satisfaction, and Replies · CSCW 2015 |
Design research and methods
stakeholder engagement |
0.1 | 1 | 2019 | Social Media TestDrive: Real-World Social Media Education for the Next Generation · CHI 2019 |
Collaborative and social computing
computer-mediated communication |
0.1 | 1 | 2015 | Social Sharing of Emotions on Facebook: Channel Differences, Satisfaction, and Replies · CSCW 2015 |
Health and well-being technologies › mental health
emotional well-being |
0.1 | 1 | 2015 | Social Sharing of Emotions on Facebook: Channel Differences, Satisfaction, and Replies · CSCW 2015 |
Methods — techniques the papers use, named apart from their topics
interviews · 0.9design of VR experiences · 0.9formative evaluation · 0.4experiential learning · 0.4survey · 0.2experience sampling · 0.2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2021 | Investigating Self-injury Support Solicitations and Responses on a Mobile Peer Support ApplicationabstractOnline informal support networks may provide a critical source of support for young people who self-injure. While these platforms are often intended to mitigate digital harm, there is limited understanding of how individuals use peer support venues to seek self-injury related support and the specific contingencies of supportive exchanges. The present mixed-methods study was designed to explore the types of concerns members express on a mobile peer support application and the types of responses that they receive. Specifically, our aims were to (1) understand the prevalence of peer support types exchanged and (2) surface more nuanced themes within these categories of support. We also explore the relationship between support sought through posts and received through comments. Findings have important theoretical implications for understanding support seeking and provision through a mobile peer support app, which can help guide the design and optimization of peer-driven platforms for individuals who self-injure. Kaylee Payne Kruzan, Natalya N. Bazarova, Janis Whitlock |
Proc. ACM Hum. Comput. Interact. | 3 |
| 2020 | Supporting Self-Injury Recovery: The Potential for Virtual Reality InterventionabstractIn this paper, we explore the use of virtual reality (VR) in assisting individuals who self-injure. Past work on self-injury in HCI has focused almost exclusively on mobile applications and message boards. As VR systems become more common, it is worth exploring what unique affordances of the technology can be leveraged to support self-injury reduction and cessation. Research on VR intervention and self-injury treatment informed the design of three novel virtual reality experiences. Nineteen interviews were conducted with individuals with current, or a past history of, self-injury with the goals of uncovering overall impressions of the perceived efficacy of VR with this population, as well as better understanding key mechanisms which impact their experience. Our analysis reveals four key elements common across all experiences: transportation, embodiment, immersion/distraction, and sense of control, and additional themes within each unique experience. We discuss the implications of these findings for future intervention design. Kaylee Payne Kruzan, Janis Whitlock, Natalya N. Bazarova, Katherine D. Miller, Julia Chapman, Andrea Stevenson Won |
CHI | 2 |
| 2019 | Social Media TestDrive: Real-World Social Media Education for the Next GenerationabstractSocial media sites are where life happens for many of today's young people, so it is important to teach them to use these sites safely and effectively. Many youth receive classroom education on digital literacy topics, but have few chances to build actual skills. Social Media TestDrive, an interactive social media simulation, fills a gap in digital literacy education by combining experiential learning in a realistic and safe social media environment with educator-facilitated classroom lessons. The tool was piloted with 12 educators and over 200 students, and formative evaluation data suggest that TestDrive achieved high levels of engagement with both groups. Students reported the modules enhanced their understanding of digital citizenship issues, and educators noted that students were engaging in meaningful classroom conversations. Finally, we discuss the importance of involving multiple stakeholder groups (e.g., researchers, youth, educators, curriculum developers) in designing educational technology. Dominic DiFranzo, Yoon Hyung Choi, Amanda Purington, Jessie G. Taft, Janis Whitlock, Natalya N. Bazarova |
CHI | 5 |
| 2015 | Social Sharing of Emotions on Facebook: Channel Differences, Satisfaction, and RepliesabstractPeople often share emotions with others in order to manage their emotional experiences. We investigate how social media properties such as visibility and directedness affect how people share emotions in Facebook, and their satisfaction after doing so. 141 participants rated 1,628 of their own recent status updates, posts they made on others' timelines, and private messages they sent for intensity, valence, personal relevance, and overall satisfaction felt after sharing each message. For network-visible channels-status updates and posts on others' timelines-they also rated their satisfaction with replies they received. People shared differently between channels, with more intense and negative emotions in private messages. People felt more satisfied after sharing more positive emotions in all channels and after sharing more personally relevant emotions in network-visible channels. Finally, people's overall satisfaction after sharing emotions in network-visible channels is strongly tied to their reply satisfaction. Quality of replies, not just quantity, matters, suggesting the need for designs that help people receive valuable responses to their shared emotions. Natalya N. Bazarova, Yoon Hyung Choi, Victoria Schwanda Sosik, Dan Cosley, Janis Whitlock |
CSCW | 5 |