Demo Data from EDBT 2026 / reviewers in the wild / expert
Avinash Ajit Nargund
dblp:342/4683
· DBLP profile ↗
2ranked-venue papers
1as first author
2since 2021 · last 2026
0009-0005-4224-3240ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 2 · 1 first-author · 2 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 |
Immersive interaction · 77% Health and well-being technologies · 23% |
Topics — the 1 heaviest of 2, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Immersive interaction › augmented reality
augmented reality feedback |
1.0 | 1 | 2026 | Embedded vs. Situated: An Evaluation of AR Facial Training Feedback · CHI 2026 |
Methods — techniques the papers use, named apart from their topics
within-subjects study · 1.0qualitative analysis · 1.0
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Embedded vs. Situated: An Evaluation of AR Facial Training FeedbackabstractWhile augmented reality (AR) research demonstrates benefits of embedded visualizations for gross motor training, its applicability to facial exercises remains under-explored. Providing effective real-time feedback for facial muscle training presents unique design challenges, given the complexity of facial musculature. We developed three AR feedback approaches varying in spatial relationship to the user: situated (screen-fixed), proxy-embedded (on a mannequin), and fully embedded (overlaid on the user’s face). In a within-subjects study (N=24), we measured exercise accuracy, cognitive load, and user preference during facial training tasks. The embedded feedback reduced cognitive load and received higher preference ratings, while the situated feedback enabled more precise corrections and higher accuracy. Qualitative analysis revealed a key design tension: embedded feedback improved experience but created self-consciousness and interpretive difficulty. We distill these insights into design considerations addressing the trade-offs for facial training systems, with implications for rehabilitation, performance training, and motor skill acquisition. Avinash Ajit Nargund, Andrea M. Park, Tobias Höllerer, Misha Sra |
CHI | 1 |
| 2026 | How Users Perceive Mixed-Initiative AI: Attitudes Toward Assistance in Problem SolvingabstractIn mixed-initiative systems, the mode of AI assistance delivery can be as consequential as the assistance itself. We investigated two assistance delivery modes: on-demand help (users request via Button) and pre-scheduled help (assistance delivered at user-selected intervals, with user actions resetting the Timer). To evaluate these modes, we selected Rush Hour puzzles as the human–AI collaborative task because they capture elements of real-world problem solving such as analysis, resource management, and decision-making under constraints. To enhance ecological validity, we imposed monetary costs for both time and AI assistance, simulating scenarios where people must balance implicit or explicit trade-offs such as time pressure, financial limitations, or opportunity costs. Although task performance was comparable across modes, participants who used the pre-scheduled (Timer) mode reported more positive perceptions of the AI, even when their ending budget was low. This suggests that assistance delivery mode can shape user experience independent of task outcomes, indicating that human-AI systems may need to consider how AI assistance is delivered alongside improving task performance. Yunhao Luo 0002, Arthur Pitzer Caetano, Avinash Ajit Nargund, Tobias Höllerer, Misha Sra |
IUI | 3 |