Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data.

Michel Wijkstra

dblp:305/3506 · DBLP profile ↗
← Back
4ranked-venue papers
3as first author
4since 2021 · last 2026
0000-0002-2363-5880ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 2 · 2 first-author · 2 since 2021Artificial intelligence and machine learning · 1 · 1 first-author · 1 since 2021Databases, data management, data science and information retrieval · 1 · 1 first-author · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 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
1 paper
Games and playful interaction · 44% Haptics and multimodal interaction · 44% Health and well-being technologies · 13%
Computer graphics and multimedia
1 paper
Visualization and visual analytics · 100%

Topics — the 4 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Games and playful interaction › digital gaming
online games
1.012026
Don't Hit The Wall, Just Squeeze The Ball: How Tangible Interactive Devices Can Help Manage Frustration In Online Games · CHI 2026
Visualization and visual analytics › visual analytics
decision making with visualizations
0.812024
From Information to Choice: A Critical Inquiry Into Visualization Tools for Decision Making · IEEE Trans. Vis. Comput. Graph. 2024
Visualization and visual analytics
decision support
0.812024
From Information to Choice: A Critical Inquiry Into Visualization Tools for Decision Making · IEEE Trans. Vis. Comput. Graph. 2024
Health and well-being technologies › mental health technology
emotion regulation
0.312026
Don't Hit The Wall, Just Squeeze The Ball: How Tangible Interactive Devices Can Help Manage Frustration In Online Games · CHI 2026

Methods — techniques the papers use, named apart from their topics

semi-structured interviews · 1.0artifact design · 1.0literature review · 0.8deductive coding · 0.8
YearPublicationVenuePosition
2026 Don't Hit The Wall, Just Squeeze The Ball: How Tangible Interactive Devices Can Help Manage Frustration In Online Games
abstract
Frustration in games can have negative consequences for both players and those around them. Despite these effects, methods for supporting frustration management in hectic gameplay are scarce. In this paper, we present Frustration Buddy, a novel tangible intervention system aimed at managing frustration during play. Frustration Buddy leverages distraction and soothing techniques to help players control their emotions. Our paper provides an artifact contribution, complemented by exploratory findings from semi-structured interviews with nine participants on frustration in games, how they manage it, and their opinions on Frustration Buddy’s design and applicability in their gaming environments. The results suggest participants were open to the idea of a device supporting frustration management and that the use of a tangible device like a stress ball was well-received. We provide insights on how to design such a device based on our design decisions and the preferences expressed by the gamers in our interviews.
Michel Wijkstra, Remco C. Veltkamp, Julian Frommel
CHI1
2024 How To Tame a Toxic Player? A Systematic Literature Review on Intervention Systems for Toxic Behaviors in Online Video Games
abstract
Toxic behavior is known to cause harm in online games. Players regularly experience negative, hateful, or inappropriate behavior. Interventions, such as banning players or chat message filtering, can help combat toxicity but are not widely available or even comprehensively studied regarding their approaches and evaluations. We conducted a systematic literature review that provides insights into the current state of interventions literature, outlining their strengths and shortcomings. We identified 36 interventions and qualitatively analyzed their approaches. We describe the types of toxicity being addressed, the entities through which they act, the methods used by intervention systems, and how they are evaluated. Our results provide guidance for future interventions, outlining a design space based on known systems. Furthermore, our findings highlight gaps in the literature, e.g., a sparsity of empirical evaluations, and underexplored areas in the design space, enabling researchers to explore novel directions for future interventions.
Michel Wijkstra, Katja Rogers, Regan L. Mandryk, Remco C. Veltkamp, Julian Frommel
Proc. ACM Hum. Comput. Interact.1
2024 From Information to Choice: A Critical Inquiry Into Visualization Tools for Decision Making
abstract
In the face of complex decisions, people often engage in a three-stage process that spans from (1) exploring and analyzing pertinent information (intelligence); (2) generating and exploring alternative options (design); and ultimately culminating in (3) selecting the optimal decision by evaluating discerning criteria (choice). We can fairly assume that all good visualizations aid in the "intelligence" stage by enabling data exploration and analysis. Yet, to what degree and how do visualization systems currently support the other decision making stages, namely "design" and "choice"? To further explore this question, we conducted a comprehensive review of decision-focused visualization tools by examining publications in major visualization journals and conferences, including VIS, EuroVis, and CHI, spanning all available years. We employed a deductive coding method and in-depth analysis to assess whether and how visualization tools support design and choice. Specifically, we examined each visualization tool by (i) its degree of visibility for displaying decision alternatives, criteria, and preferences, and (ii) its degree of flexibility for offering means to manipulate the decision alternatives, criteria, and preferences with interactions such as adding, modifying, changing mapping, and filtering. Our review highlights the opportunities and challenges that decision-focused visualization tools face in realizing their full potential to support all stages of the decision making process. It reveals a surprising scarcity of tools that support all stages, and while most tools excel in offering visibility for decision criteria and alternatives, the degree of flexibility to manipulate these elements is often limited, and the lack of tools that accommodate decision preferences and their elicitation is notable. Based on our findings, to better support the choice stage, future research could explore enhancing flexibility levels and variety, exploring novel visualization paradigms, increasing algorithmic support, and ensuring that this automation is user-controlled via the enhanced flexibility I evels. Our curated list of the 88 surveyed visualization tools is available in the OSF link (https://osf.io/nrasz/?view_only=b92a90a34ae241449b5f2cd33383bfcb).
Basak Oral, Ria Chawla, Michel Wijkstra, Narges Mahyar, Evanthia Dimara
IEEE Trans. Vis. Comput. Graph.3
2021 Living Literature Reviews
abstract
Literature reviews have long played a fundamental role in synthesizing the current state of a research field. However, in recent years, certain fields have evolved at such a rapid rate that literature reviews quickly lose their relevance as new work is published that renders them outdated. We should therefore rethink how to structure and publish such literature reviews with their highly valuable synthesized content. Here, we aim to determine if existing Linked Data technologies can be harnessed to prolong the relevance of literature reviews and whether researchers are comfortable with working with such a solution. We present here our approach of "living literature reviews'' where the core information is represented as Linked Data which can be amended with new findings after the publication of the literature review. We present a prototype implementation, which we use for a case study where we expose potential users to a concrete literature review modeled with our approach. We observe that our model is technically feasible and is received well by researchers, with our "living'' versions scoring higher than their traditional counterparts in our user study. In conclusion, we find that there are strong benefits to using a Linked Data solution to extend the effective lifetime of a literature review.
Michel Wijkstra, Timo Lek, Tobias Kuhn, Kasper Welbers, Mickey Steijaert
K-CAP1