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David I. Schwartz

dblp:67/6568 · DBLP profile ↗
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6ranked-venue papers
0as first author
2since 2021 · last 2025
0000-0002-1675-9535ORCID · reported

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

Human-computer interaction and ubiquitous computing · 6 · 2 since 2021Security and privacy · 1Graphics, computer vision, multimedia, augmented reality and games · 1

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
Immersive interaction · 45% Accessibility and assistive technology · 28% Games and playful interaction · 21%

Topics — the 4 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Immersive interaction
augmented reality interaction
0.912025
Exploring Deaf And Hard of Hearing Peoples' Perspectives On Tasks In Augmented Reality: Interacting With 3D Objects And Instructional Comprehension · CHI 2025
Accessibility and assistive technology › deaf and hard of hearing
deaf and hard of hearing accessibility
0.912025
Exploring Deaf And Hard of Hearing Peoples' Perspectives On Tasks In Augmented Reality: Interacting With 3D Objects And Instructional Comprehension · CHI 2025
Immersive interaction
augmented reality
0.312025
Exploring Deaf And Hard of Hearing Peoples' Perspectives On Tasks In Augmented Reality: Interacting With 3D Objects And Instructional Comprehension · CHI 2025
Immersive interaction › virtual reality interaction
virtual object interaction
0.312025
Exploring Deaf And Hard of Hearing Peoples' Perspectives On Tasks In Augmented Reality: Interacting With 3D Objects And Instructional Comprehension · CHI 2025

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

user study · 0.9design recommendations · 0.9semi-structured interviews · 0.7
YearPublicationVenuePosition
2025 Exploring Deaf And Hard of Hearing Peoples' Perspectives On Tasks In Augmented Reality: Interacting With 3D Objects And Instructional Comprehension
abstract
Tasks in augmented reality (AR), such as 3D interaction and instructional comprehension, are often designed for users with uniform sensory abilities. Such an approach, however, can overlook the more nuanced needs of Deaf and Hard of Hearing (DHH) users who might have reduced auditory perception. To better understand these challenges, our study utilized the single-player AR game Angry Birds AR as a probe to explore how 11 DHH participants and 15 hearing participants experienced AR interactions. Our findings highlight that DHH users prefer interaction based on context, effective haptic cues, audio cue substitutes, and clear instructional design. We, therefore, propose the following design recommendations to enhance the accessibility of AR for DHH users. This includes customizable UI options, modular feedback systems, and virtual avatars for sign language instructions.
Sanzida Mojib Luna, Jiangnan Xu, Garreth W. Tigwell, Nicolas J. LaLone, Michael Saker, Alan Chamberlain, David I. Schwartz, Konstantinos Papangelis
CHI7
2023 Building Positively Affective Location-Based Advertising: A Study of Pokémon GO Players
abstract
With the expanding popularity of Location-Based Games and the rise of advertising therein, there exists a need to comprehend the impact of Location-Based Game Advertising (LGA). This paper seeks to identify what makes positively affective LGA, leveraging Pokémon GO as a probe. Researchers conducted twenty-seven (n=27) semi-structured interviews with Pokémon GO players to reveal lived experiences regarding LGA. Our findings highlight the following direct implications for LGA: (1) LGA act as a digital billboard, conveying qualitative alongside locative information, and (2) well-received LGA enhances the player’s agency. We additionally identify findings that have auxiliary implications to LGA: (3) positive memorability occurs when points of interest match physical reality, and (4) ludic engagement is a mediating factor in the memorability of locations. This research demonstrates that LGA in Location-Based Games is surprisingly well-received. However, developers must provide extra consideration to the player’s agency for such techniques to be effective.
John Dunham, Konstantinos Papangelis, Cati Boulanger, Nicolas J. LaLone, Evangelia Nika, Michael Saker, David I. Schwartz
CHI7
2020 Visualization for Spectators in Cybersecurity Competitions
abstract
The goal is to raise awareness and encourage learning cybersecurity principles by making competitions appealing to a wider audience. In an effort to make events compelling, attractive, and watchable, the researchers will develop systems to support visualizations and make the transactions between teams in different cybersecurity competitions easy to comprehend. In informing and educating the audience on the intricacies of the competition through engaging visualizations, cybersecurity competitions will be opened up to a world beyond just participants. In doing so, we can potentially attract new talent into the field. Our team seeks to make prototype visualizations for key actions in various student cybersecurity competitions and assess spectator understanding of key principles of the competition.
Chao Peng 0003, David I. Schwartz, Daryl Johnson, Bill Stackpole, Chad Weeden, Jacob Marcovecchio, Drake Richards, Chris Fogle, Victoria Walrond
VizSec2
2017 Gamifying Course Modules for Entry Level Students
abstract
The growing shortage of skilled professionals in cybersecurity and forensics has increased global demand for information systems professionals. To identify and attract more students to cybersecurity and forensics programs, the authors developed a game engine along with a sequence of entertaining, engaging, and educational games, suitable for forensics and cybersecurity courses. This paper focuses on the design and development of a modular educational game framework composed of a game engine and a GUI-based game creator. Following narrative and storylines of the game via interactive dialogs and visualized abstract concepts, students are motivated and engaged to obtain the necessary knowledge. Students will also develop their problem solving skills by using real tools and technologies while playing the game. The GUI-based game creator allows educators to create and develop new educational games by only focusing on game content.
Sumita Mishra, David I. Schwartz
SIGCSE3
2009 Instructional design as game design
abstract
Games have made their way into the classroom in a multitude of ways to attract and retain students. The academic community has made great strides incorporating games into academic study. Although some have suggested formal links, little work has been done on formalizing how game design can inform instructional design. We explore this avenue by showing existing overlaps between the disciplines and areas where game design and instructional design can inform each other. Examples from a series of introductory programming courses will demonstrate the connections and suggest future development.
Jessica D. Bayliss, David I. Schwartz
FDG2
2005 Supporting workflow in a course management system
abstract
CMS is a secure and scalable web-based course management system developed by the Cornell University Computer Science Department. The system was designed to simplify, streamline, and automate many aspects of the workflow associated with running a large course, such as course creation, importing students, management of student workgroups, online submission of assignments, assignment of graders, grading, handling regrade requests, and preparation of final grades. In contrast, other course management systems of which we are aware provide only specialized solutions for specific components, such as grading. CMS is increasingly widely used for course management at Cornell University. In this paper we articulate the principles we followed in designing the system and describe the features that users found most useful.
Chavdar Botev, Hubert Chao, Theodore Chao, Yim Cheng, Raymond Doyle, Sergey Grankin, Jon Guarino, Saikat Guha 0002, Pei-Chen Lee, Dan Perry, Christopher Ré, Ilya Rifkin, Tingyan Yuan, Dora Abdullah, Kathy Carpenter, David Gries, Dexter Kozen, Andrew C. Myers, David I. Schwartz, Jayavel Shanmugasundaram
SIGCSE19