Demo Data from EDBT 2026 / reviewers in the wild / expert
Anat Hashavit
dblp:75/9924
· DBLP profile ↗
6ranked-venue papers
4as first author
2since 2021 · last 2023
0009-0001-5453-6711ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Databases, data management, data science and information retrieval · 4 · 3 first-author · 2 since 2021Artificial intelligence and machine learning · 2 · 1 first-authorGraphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-authorHuman-computer interaction and ubiquitous computing · 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.
| Databases, data mining, and information retrieval
4 papers |
Information retrieval · 89% Web and social media mining · 8% Data stream processing · 2% | |
| Human-computer interaction and pervasive computing
2 papers |
Collaborative and social computing · 53% Games and playful interaction · 47% | |
| Artificial intelligence
2 papers |
Trustworthy machine learning · 48% Learning theory · 40% Knowledge representation and reasoning · 12% | |
| Theoretical computer science
1 paper |
Algorithmic game theory and mechanism design · 100% |
Topics — the 13 heaviest of 15, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Information retrieval › document retrieval › domain-specific retrieval › biomedical information retrieval
health search |
1.2 | 2 | 2023 | Not Just Skipping: Understanding the Effect of Sponsored Content on Users' Decision-Making in Online Health Search · SIGIR 2023 Understanding and Mitigating Bias in Online Health Search · SIGIR 2021 |
Information retrieval › search engines
search engine bias |
0.5 | 1 | 2021 | Understanding and Mitigating Bias in Online Health Search · SIGIR 2021 |
Information retrieval › text summarization
conversation summarization |
0.3 | 1 | 2018 | Collabot: Personalized Group Chat Summarization · WSDM 2018 |
Information retrieval › text summarization
personalized summarization |
0.3 | 1 | 2018 | Collabot: Personalized Group Chat Summarization · WSDM 2018 |
Information retrieval
text summarization |
0.3 | 1 | 2018 | Collabot: Personalized Group Chat Summarization · WSDM 2018 |
Web and social media mining
trend detection |
0.2 | 1 | 2016 | Effective Trend Detection within a Dynamic Search Context · SIGIR 2016 |
Collaborative and social computing
crowdsourcing |
0.2 | 1 | 2015 | Games for Crowds: A Crowdsourcing Game Platform for the Enterprise · CSCW 2015 |
Games and playful interaction › serious games
human computation games |
0.2 | 1 | 2015 | Games for Crowds: A Crowdsourcing Game Platform for the Enterprise · CSCW 2015 |
Machine learning › Trustworthy machine learning
fairness |
0.1 | 1 | 2021 | Understanding and Mitigating Bias in Online Health Search · SIGIR 2021 |
Machine learning › Learning theory
minimax analysis |
0.1 | 1 | 2011 | Max-Prob: An Unbiased Rational Decision Making Procedure for Multiple-Adversary Environments · IJCAI 2011 |
Collaborative and social computing › social interaction › group communication
group chat |
0.1 | 1 | 2018 | Collabot: Personalized Group Chat Summarization · WSDM 2018 |
Data stream processing › document stream processing
social media stream |
0.1 | 1 | 2016 | Effective Trend Detection within a Dynamic Search Context · SIGIR 2016 |
Knowledge, reasoning and agents › Knowledge representation and reasoning › automated reasoning
resource-bounded reasoning |
0.0 | 1 | 2011 | Max-Prob: An Unbiased Rational Decision Making Procedure for Multiple-Adversary Environments · IJCAI 2011 |
Methods — techniques the papers use, named apart from their topics
social tie inference · 0.7interest modeling · 0.7paranoid algorithm · 0.2minimax · 0.2maxn · 0.2wizard design pattern · 0.2qualitative and quantitative analysis · 0.2deployment study · 0.2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2023 | Not Just Skipping: Understanding the Effect of Sponsored Content on Users' Decision-Making in Online Health SearchabstractAdvertisements (ads) are an innate part of search engine business models. To promote sales, advertisers are willing to pay search engines to promote their content to a prominent position in the search result page (SERP). This raises concerns about the search engine manipulation effect (SEME): the opinions of users can be influenced by the way search results are presented Anat Hashavit, Hongning Wang, Tamar Stern, Sarit Kraus |
SIGIR | 1 |
| 2021 | Understanding and Mitigating Bias in Online Health SearchabstractSearch engines are perceived as a reliable source for general information needs. However, finding the answer to medical questions using search engines can be challenging for an ordinary user. Content can be biased and results may present different opinions. In addition, interpreting medically related content can be difficult for users with no medical background. All of these can lead users to incorrect conclusions regarding health related questions. Anat Hashavit, Hongning Wang, Raz Lin, Tamar Stern, Sarit Kraus |
SIGIR | 1 |
| 2018 | Collabot: Personalized Group Chat SummarizationabstractIn recent years, enterprise group chat collaboration tools, such as Slack, IBM»s Watson Workspace and Microsoft Teams, have presented unprecedented growth. With all the potential benefits of these tools - productivity increase and improved group communication - come significant challenges. Specifically, the 'always on' feature that makes it hard for users to cope with the load of conversational content and get up to speed after logging off for a while. In this demo, we present Collabot - a chat assistant service that implicitly learns users interests and social ties within a chat group and provides a personalized digest of missed content. Collabot assists users in coping with chat information overload by helping them understand the main topics discussed, collaborators, links and resources. This demo has two main contributions. First, we present a novel personalized group chat summarization algorithm; second the demonstration depicts a working implementation applied on different chat groups from different domains within IBM. A video, describing the demo can be found at https://www.youtube.com/watch?v=6cVsstiJ9vk. Naama Tepper, Anat Hashavit, Maya Barnea, Inbal Ronen, Lior Leiba |
WSDM | 2 |
| 2016 | Effective Trend Detection within a Dynamic Search ContextabstractIn recent years, studies about trend detection in online social media streams have begun to emerge. Since not all users are likely to always be interested in the same set of trends, some of the research also focused on personalizing the trends by using some predefined personalized context. Anat Hashavit, Roy Levin, Ido Guy, Gilad Kutiel |
SIGIR | 1 |
| 2015 | Games for Crowds: A Crowdsourcing Game Platform for the EnterpriseabstractIn this paper, we present a crowdsourcing game platform that allows users to play, create, and share simple games that harness the collective intelligence of employees within the enterprise. The platform uses the wizard design pattern to guide users through the process of creating a game. We describe the platform in detail and report our findings from deploying it within a large global organization for a period of three months, in which 34 games were created by 25 employees and played by 339. We combine qualitative and quantitative analysis to understand the characteristics of the different games and their impact on popularity and engagement, to validate our design goals, and to suggest potential enhancements. Ido Guy, Anat Hashavit, Yaniv Corem |
CSCW | 2 |
| 2011 | Max-Prob: An Unbiased Rational Decision Making Procedure for Multiple-Adversary EnvironmentsabstractIn binary-utility games, an agent can have only two possible utility values for final states, 1 (win) and 0 (lose). An adversarial binary-utility game is one where for each final state there must be at least one winning and one losing agent. We define an unbiased rational agent as one that seeks to maximize its utility value, but is equally likely to choose between states with the same utility value. This induces a probability distribution over the outcomes of the game, from which an agent can infer its probability to win. A single adversary binary game is one where there are only two possible outcomes, so that the winning probabilities remain binary values. In this case, the rational action for an agent is to play minimax. In this work we focus on the more complex, multiple-adversary environment. We propose a new algorithmic framework where agents try to maximize their winning probabilities. We begin by theoretically analyzing why an unbiased rational agent should take our approach in an unbounded environment and not that of the existing Paranoid or MaxN algorithms. We then expand our framework to a resource-bounded environment, where winning probabilities are estimated, and show empirical results supporting our claims. Anat Hashavit, Shaul Markovitch |
IJCAI | 1 |