Demo Data from SIGIR 2026 / reviewers in the wild / expert
Rune Fogh
dblp:131/3592
· DBLP profile ↗
3ranked-venue papers
1as first author
0since 2021 · last 2015
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 2Human-computer interaction and ubiquitous computing · 2 · 1 first-authorSystems, architecture and hardware · 1Applied, interdisciplinary, general and emerging computing · 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 |
Personal fabrication and tangible interfaces · 56% Human-robot interaction · 44% |
Topics — the 2 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Human-robot interaction
educational robotics |
0.2 | 1 | 2015 | Fable II: Design of a modular robot for creative learning · ICRA 2015 |
Personal fabrication and tangible interfaces › tangible user interface
tangible programming |
0.1 | 1 | 2015 | Fable II: Design of a modular robot for creative learning · ICRA 2015 |
Methods — techniques the papers use, named apart from their topics
visual programming · 0.2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2015 | Fable II: Design of a modular robot for creative learningabstractRobotic systems have a high potential for creative learning if they are flexible, accessible and engaging for the user in the experimental process of building and programming robots. In this paper we describe the Fable modular robotic system for creative learning which we develop to enable and motivate anyone to build and program their own robots. The Fable system consists of self-contained modules equipped with sensors and actuators, which users can use to easily assemble a wide range of robots in a matter of seconds. The robots are user-programmable on several levels of abstraction ranging from a simple visual programming language to powerful conventional ones. This paper provides an overview of the design of Fable for different user groups and an evaluation of critical issues when we attempt to integrate the system into an everyday teaching context. Moises Pacheco, Rune Fogh, Henrik Hautop Lund, David Johan Christensen |
ICRA | 2 |
| 2014 | Playte, a tangible interface for engaging human-robot interactionabstractThis paper describes a tangible interface, Playte, designed for children animating interactive robots. The system supports physical manipulation of behaviors represented by LEGO bricks and allows the user to record and train their own new behaviors. Our objective is to explore several modes of interaction, i.e. direct remote control, tangible programming, programming by demonstration, and programming by training, to learn the design principles for more accessible, engaging, and playful robots. We evaluate the system experimentally and report on key observations from play sessions. We conclude that Playte facilitates playful activities and is appropriate for the intended target group (age 6+). Further, we discuss lessons learned regarding pros and cons of the different supported interactions modes. David Johan Christensen, Rune Fogh, Henrik Hautop Lund |
RO-MAN | 2 |
| 2013 | The play gridabstractIn this paper we propose The Play Grid, a model for systemizing different play types. The approach is psychological by nature and the actual Play Grid is based, therefore, on two pairs of fundamental and widely acknowledged distinguishing characteristics of the ego, namely: extraversion vs. introversion and agency vs. communion. The former pair concerns a person's orientation towards either inner or outer reality, while the latter has to do with orientation towards autonomy vs. being a part of something. When placing these pairs of characteristics on different axes and combining them, we arrive at the Play Grid. Thus, the model has four quadrants, each of them describing one of four play types: the Assembler, the Director, the Explorer, and the Improviser. It is our hope that the Play Grid can be a useful design tool for making entertainment products for children. Rune Fogh, Asger Johansen |
IDC | 1 |