Demo Data from SIGIR 2026 / reviewers in the wild / expert
A. Imran Nordin
dblp:119/3320 · also Aliimran Nordin
· DBLP profile ↗
3ranked-venue papers
1as first author
0since 2021 · last 2020
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 2 · 1 first-authorArtificial intelligence and machine learning · 1Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 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
1 paper |
Games and playful interaction · 100% |
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 › game control
game controller |
0.2 | 1 | 2014 | The influence of controllers on immersion in mobile games · CHI 2014 |
Games and playful interaction › player experience
immersion in games |
0.2 | 1 | 2014 | The influence of controllers on immersion in mobile games · CHI 2014 |
Games and playful interaction › digital gaming
mobile gaming |
0.2 | 1 | 2014 | The influence of controllers on immersion in mobile games · CHI 2014 |
Games and playful interaction
player experience |
0.2 | 1 | 2014 | The influence of controllers on immersion in mobile games · CHI 2014 |
Methods — techniques the papers use, named apart from their topics
controlled experiment · 0.2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2020 | Staying Motivated During Difficult Times: A Snapshot of Serious Games for Paediatric Cancer PatientsabstractResearch on the use of digital games for cancer patients suggests positive impact in the form of the reduction of depressive symptoms, anxiety, and the feeling of nausea after chemotherapy treatment. This can take the childs focus off their condition and their treatment process and direct it toward other aspects of their childhood. In this article, a comprehensive review of the current literature was conducted to assess how serious games could positively impact paediatric cancer patients. Inclusion criteria were used during data extraction to find the most relevant literature, including the need for a game prototype to have been developed and for the game to specifically target children with cancer as a target audience. Data were extracted including age ranges, treatment and procedure plan, time context, users, purpose, and technology. The resulting serious games were grouped based on their purpose and were classified in three main categories; motivation, education, and distraction. This review demonstrates the positive use of serious games as an intervention for paediatric cancer patients that undergo treatment in hospital. The results suggest that the design of these serious games should consider the purpose of the game within the treatment plan of target audience; the accessibility and suitability of the technology used for the game; and social connection during play. Ezwan Shah Abd Majid, Jaime Andres Garcia, A. Imran Nordin, William L. Raffe |
IEEE Trans. Games | 3 |
| 2014 | The influence of controllers on immersion in mobile gamesabstractThe controls for digital games understandably have an important part in building up the gaming experiences that people have. Whilst there is substantial work on innovative controllers for consoles, like the XBox Kinect, relatively little has been done to understand the effect of the different control mechanisms that can be used to play games on mobile devices like smartphones. A well-defined framework of naturalness has emerged as potentially useful concept in area of game controllers. This paper reports two experiments that look at how the naturalness of the game controls influences the experience of immersion in mobile games. It seems that where there is an a prior natural mapping, this will improve immersion in the game but in the absence of a prior mapping, naturalness alone is not sufficient to account for immersion. This opens up the need for a more thorough investigation of this area. Paul A. Cairns, Wendy Wang, A. Imran Nordin |
CHI | 4 |
| 2014 | The effect of surroundings on gaming experience
A. Imran Nordin, Paul A. Cairns, Matthew Hudson, Alejandro Alonso 0002, Eduardo H. Calvillo Gámez |
FDG | 1 |