Demo Data from SIGIR 2026 / reviewers in the wild / expert
Rob Tieben
dblp:10/1387
· DBLP profile ↗
5ranked-venue papers
2as first author
0since 2021 · last 2014
0000-0002-2029-6078ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 5 · 2 first-authorArtificial intelligence and machine learning · 1 · 1 first-authorGraphics, 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
1 paper |
Human-robot interaction · 100% |
Topics — the 1 heaviest of 2, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Human-robot interaction › adaptive robot behavior
robot personalization |
0.1 | 1 | 2010 | actDresses: interacting with robotic devices - fashion and comics · HRI 2010 |
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2014 | Shake up the schoolyard: iterative design research for public playful installationsabstractThree different design research topics are presented in this article: how to design social and active play for teenagers, how to design for openended and emergent play, and how to evaluate interactive playful installations in situ. The Wiggle the Eye installation, five interactive wiggle benches and a central lamp, was iteratively developed and evaluated with more than 1000 users, at two high schools, one university and a design festival. The installation succeeded in inviting teenagers to play in a social way, yet the interaction design proved challenging: uncoordinated mass usage and a variety of external factors influenced the exploration and discovery process for the users. The presented insights serve as advice for everyone designing for teenagers, public spaces or playful interactions. Rob Tieben, Linda De Valk, Pepijn Rijnbout, Mathilde M. Bekker, Ben A. M. Schouten |
IDC | 1 |
| 2011 | PlayFit: Designing playful activity interventions for teenagers
Janienke Sturm, Rob Tieben, Menno Deen, Mathilde M. Bekker, Ben A. M. Schouten |
DiGRA Conference | 2 |
| 2010 | The look, the feel and the action: making sets of ActDresses for robotic movementabstractWe present a series of design explorations for controlling autonomous robotic movement based on a metaphor of clothing and accessorising. From working with various sketches, scenarios and prototypes we identify a number of particular features of this form of interaction, as well potential challenges for designers of other systems based on this design concept. Finally we conclude with a few general implications, especially concerning the inert properties of visibility, physicality and modularity with respect to the particular case of interaction and robotic movement. Mattias Jacobsson, Ylva Fernaeus, Rob Tieben |
Conference on Designing Interactive Systems | 3 |
| 2010 | actDresses: interacting with robotic devices - fashion and comicsabstractRobotic devices, such as the Roomba vacuum cleaner, are customised and personalised by their users, using for example signs, stickers and clothes. Rob Tieben, Ylva Fernaeus, Mattias Jacobsson |
HRI | 1 |
| 2009 | Contact through canvas: an entertaining encounterabstractWhen meeting someone new, the first impression is often influenced by someone’s physical appearance and other types of prejudice. In this paper, we present TouchMeDare, an interactive canvas, which aims to provide an experience when meeting new people, while preventing visual prejudice and lowering potential thresholds. The focus of the designed experience was to stimulate people to get acquainted through the interactive canvas. TouchMeDare consists of a flexible, opaque canvas, which plays music when touched simultaneously from both sides. Dynamic variation of this bodily contact is reflected through real-time adaptations of the musical compositions. Two redesigns were qualitatively and quantitatively evaluated and a final version was placed in the Lowlands Festival as a case study. Evaluation results showed that some explanation was needed for the initial interaction with the installation. On the other hand, after this initial unfamiliarity passed, results showed that making bodily contact through the installation did help people to get acquainted with each other and increased their social interaction. Koen van Boerdonk, Rob Tieben, Sietske Klooster, Elise van den Hoven |
Pers. Ubiquitous Comput. | 2 |