Demo Data from SIGIR 2026 / reviewers in the wild / expert
Rami Olkkonen
dblp:128/7418
· DBLP profile ↗
1ranked-venue papers
0as first author
1since 2021 · last 2023
0000-0003-0433-4916ORCID · 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 |
Design research and methods · 100% | |
| Artificial intelligence
1 paper |
Generative modeling · 100% |
Topics — the 2 heaviest of 2, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Design research and methods › user-centered design
persona development |
0.7 | 1 | 2023 | The realness of fakes: Primary evidence of the effect of deepfake personas on user perceptions in a design task · Int. J. Hum. Comput. Stud. 2023 |
Machine learning › Generative modeling › face synthesis
deepfake generation |
0.2 | 1 | 2023 | The realness of fakes: Primary evidence of the effect of deepfake personas on user perceptions in a design task · Int. J. Hum. Comput. Stud. 2023 |
Methods — techniques the papers use, named apart from their topics
deepfake generation · 1.3
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2023 | The realness of fakes: Primary evidence of the effect of deepfake personas on user perceptions in a design taskabstractDeepfakes, realistic portrayals of people that do not exist, have garnered interest in research and industry. Yet, the contributions of deepfake technology to human-computer interaction remain unclear. One possible value of deepfake technology is to create more immersive user personas. To test this premise, we use a commercial-grade service to generate three deepfake personas (DFs). We also create counterparts of the same persona in two traditional modalities: classic and narrative personas. We then investigate how persona modality affects the perceptions and task performance of the persona user. Our findings show that the DFs were perceived as less empathetic, credible, complete, clear, and immersive than other modalities. Participants also indicated less willingness to use the DFs and less sense of control, but there were no differences in task performance. We also found a strong correlation between the uncanny valley effect and other user perceptions, implying that the tested deepfake technology might lack maturity for personas, negatively affecting user experience. Designers might also be accustomed to using traditional persona profiles. Further research is needed to investigate the potential and downsides of DFs. Ilkka Kaate, Joni Salminen, João M. Santos 0001, Soon-Gyo Jung, Rami Olkkonen, Jim Jansen |
Int. J. Hum. Comput. Stud. | 5 |