Demo Data from SIGIR 2026 / reviewers in the wild / expert
Raine A. Kajastila
dblp:11/6709
· DBLP profile ↗
2ranked-venue papers
2as first author
0since 2021 · last 2016
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 2 · 2 first-author
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 |
Games and playful interaction · 43% Interaction techniques and input · 24% Ubiquitous computing and smart environments · 13% |
Topics — the 4 heaviest of 5, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Games and playful interaction
exergames |
0.2 | 1 | 2016 | The Augmented Climbing Wall: High-Exertion Proximity Interaction on a Wall-Sized Interactive Surface · CHI 2016 |
Interaction techniques and input › non-visual interaction
eyes-free interaction |
0.1 | 1 | 2012 | Eyes-free interaction with free-hand gestures and auditory menus · Int. J. Hum. Comput. Stud. 2012 |
Ubiquitous computing and smart environments
interactive surfaces |
0.1 | 1 | 2016 | The Augmented Climbing Wall: High-Exertion Proximity Interaction on a Wall-Sized Interactive Surface · CHI 2016 |
User interface design and tools › display technology
wall-sized display |
0.1 | 1 | 2016 | The Augmented Climbing Wall: High-Exertion Proximity Interaction on a Wall-Sized Interactive Surface · CHI 2016 |
Methods — techniques the papers use, named apart from their topics
user study · 0.2observation · 0.2interviews · 0.2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2016 | The Augmented Climbing Wall: High-Exertion Proximity Interaction on a Wall-Sized Interactive SurfaceabstractWe present the design and evaluation of the Augmented Climbing Wall (ACW). The system combines computer vision and interactive projected graphics for motivating and instructing indoor wall climbing. We have installed the system in a commercial climbing center, where it has been successfully used by hundreds of climbers, including both children and adults. Our primary contribution is a novel movement-based game system that can inform the design of future games and augmented sports. We evaluate ACW based on three user studies (N=50, N=10, N=10) and further observations and interviews. We highlight three central themes of how digital augmentation can contribute to a sport: increasing diversity of movement and challenges, enabling user-created content in an otherwise risky environment, and enabling procedurally generated content. We further discuss how ACW represents an underexplored class of interactive systems, i.e., proximity interaction on wall-sized interactive surfaces, which presents novel human-computer interaction challenges. Raine A. Kajastila, Leo Holsti, Perttu Hämäläinen |
CHI | 1 |
| 2012 | Eyes-free interaction with free-hand gestures and auditory menus
Raine A. Kajastila, Tapio Lokki |
Int. J. Hum. Comput. Stud. | 1 |