Demo Data from EDBT 2026 / reviewers in the wild / expert
Luca Scibetta
dblp:382/4784
· DBLP profile ↗
3ranked-venue papers
2as first author
3since 2021 · last 2026
0009-0001-5689-9399ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 3 · 2 first-author · 3 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
2 papers |
Human-AI interaction · 56% Health and well-being technologies · 44% | |
| Artificial intelligence
1 paper |
Language models and text generation · 100% |
Topics — the 4 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Human-AI interaction
AI-assisted writing |
0.9 | 1 | 2025 | Investigating How Computer Science Researchers Design Their Co-Writing Experiences With AI · CHI 2025 |
Health and well-being technologies
digital well-being |
0.9 | 1 | 2025 | Intelligent support for digital wellbeing: A design framework through a systematic literature review · Int. J. Hum. Comput. Stud. 2025 |
Natural language and speech › Language models and text generation
writing assistance |
0.3 | 1 | 2025 | Investigating How Computer Science Researchers Design Their Co-Writing Experiences With AI · CHI 2025 |
Human-AI interaction
AI intervention |
0.3 | 1 | 2025 | Intelligent support for digital wellbeing: A design framework through a systematic literature review · Int. J. Hum. Comput. Stud. 2025 |
Methods — techniques the papers use, named apart from their topics
interview study · 1.7systematic literature review · 0.9large language model · 0.9generative AI · 0.9
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Brainy: a Virtual Pet Encouraging Digital WellbeingabstractNowadays, people struggle to find a balance with their smartphone use. Existing tools for digital-self control have proven ineffective in the long term due to their over-restrictive nature. In this paper, we developed Brainy, a gamified mobile application that encourage users towards healthy digital habits using a virtual brain pet that reflect the state of the user’s brain concerning their digital wellbeing. Through a 10-day in-the-wild study with 17 users, we found that the app effectively enhanced users’ awareness of their smartphone usage patterns and its consequences on their brains. Gamification elements, such as the daily wellbeing bar, were well-perceived by users, helping them reflect and motivating towards healthier habits thus showing promising opportunities for supporting digital wellbeing. Our findings open the way for the use of gamification elements in digital wellbeing apps to better support people. Luca Scibetta, Alberto Monge Roffarello |
AVI | 1 |
| 2025 | Investigating How Computer Science Researchers Design Their Co-Writing Experiences With AI
Alberto Monge Roffarello, Tommaso Calò, Luca Scibetta, Luigi De Russis |
CHI | 3 |
| 2025 | Intelligent support for digital wellbeing: A design framework through a systematic literature reviewabstractRecent advancements in AI, particularly Generative AI (GenAI) and Large Language Models (LLMs), have facilitated the integration of AI techniques into digital wellbeing applications, i.e., digital tools that aim at helping people’s wellbeing as a sum of mental and emotional wellness. These AI-powered systems hold the potential to foster healthier habits by collecting and analyzing user behavioral data to provide personalized and dynamic solutions tailored to each user’s needs and lifestyle, therefore improving the efficacy with respect to traditional non-AI interventions. Yet, their development presents significant challenges, including ethical concerns, privacy risks, and the potential for over-reliance on automated interventions. In this paper, we conduct a systematic literature review to examine the key characteristics, challenges, and opportunities in the existing research about AI-powered digital wellbeing tools. Based on our findings, we propose a design framework that outlines 6 critical dimensions and 23 sub-dimensions, spacing from user data and privacy to intervention strategies and personalization, offering practical guidance for researchers and practitioners developing AI-powered digital wellbeing applications. The framework emphasizes the importance of developing tailored and adaptive user-centered interventions adhering to scientific principles, psychological models and responsible data collection. We discuss the applicability and utility of our framework in evaluating and guiding the integration of AI in digital wellbeing applications. Luca Scibetta, Massimiliano Pellegrino, Alberto Monge Roffarello, Luigi De Russis |
Int. J. Hum. Comput. Stud. | 1 |