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Emily Knight

dblp:125/4619 · also Emily J. Knight · DBLP profile ↗
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1ranked-venue papers
0as first author
1since 2021 · last 2026
0000-0002-6971-1148ORCID · reported

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

Human-computer interaction and ubiquitous computing · 1 · 1 since 2021

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 · 39% Health and well-being technologies · 30% Design research and methods · 30%

Topics — the 4 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Health and well-being technologies › mental health technology
ADHD intervention
1.012026
AV-Play: Co-Designing VR Games to Study Audiovisual Integration in Children with ADHD · CHI 2026
Design research and methods › participatory design
co-design with children
1.012026
AV-Play: Co-Designing VR Games to Study Audiovisual Integration in Children with ADHD · CHI 2026
Games and playful interaction › extended reality games
virtual reality games
1.012026
AV-Play: Co-Designing VR Games to Study Audiovisual Integration in Children with ADHD · CHI 2026
Games and playful interaction
serious games
0.312026
AV-Play: Co-Designing VR Games to Study Audiovisual Integration in Children with ADHD · CHI 2026

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

exploratory study · 1.0co-design · 1.0
YearPublicationVenuePosition
2026 AV-Play: Co-Designing VR Games to Study Audiovisual Integration in Children with ADHD
abstract
Processing speech in noisy environments is a core challenge for children with attention deficit hyperactivity disorder (ADHD), and few studies investigated evidence-based interventions. Disrupted visual attention and audiovisual integration are key contributors to these difficulties. Virtual reality (VR) games offer potential to support attention and audiovisual integration training, yet few are designed for this purpose. Current approaches using VR games emphasize either clinical fidelity or entertainment, creating an imbalance between neural engagement and sustained motivation. We developed a VR game through a co-design approach, informed by neural mechanisms and clinical expertise, and embedding child-centered interaction to sustain engagement. The game includes variations in interaction modes and difficulty levels, iteratively refined with neurodevelopmental specialists and children. We conducted an exploratory study with 11 participants, including neurotypical and ADHD children. Findings highlight task performance and insights from the target user group, while also suggesting implications for balancing clinical potential with user engagement.
Nishant Joshi Dinesha, Ziming Li 0005, Roshan Lalintha Peiris, Emily Knight, Chao Peng 0003
CHI5