Demo Data from SIGIR 2026 / reviewers in the wild / expert
Aniket Nagle
dblp:131/6019
· DBLP profile ↗
2ranked-venue papers
0as first author
0since 2021 · last 2014
—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 · 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 |
Health and well-being technologies · 87% Human-robot interaction · 13% |
Topics — the 2 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Health and well-being technologies › rehabilitation
motor rehabilitation |
0.2 | 1 | 2014 | Can two-player games increase motivation in rehabilitation robotics? · HRI 2014 |
Health and well-being technologies › rehabilitation technology
rehabilitation robotics |
0.2 | 1 | 2014 | Can two-player games increase motivation in rehabilitation robotics? · HRI 2014 |
Methods — techniques the papers use, named apart from their topics
user study · 0.2questionnaire · 0.2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2014 | Can two-player games increase motivation in rehabilitation robotics?abstractRehabilitation robots have the potential to greatly improve motor rehabilitation. However, the patient must be properly motivated to actively participate in therapy. Several strategies have been suggested to improve patient motivation, but one element has not yet been explored: playing with other people. We designed a two-player rehabilitation game played by two people using two ARMin III robots. We tested three game modes: single-player (competing against a computer), competitive (competing against a human), and cooperative (cooperating with a human against a computer). All modes were played by 24 healthy subjects who filled out questionnaires about their personality and in-game motivation. Almost all subjects preferred playing the two-player game modes to the single-player one, as they enjoyed being able to talk and interact with another person. However, there were two distinct player groups. One group liked the competitive mode but not the cooperative mode while the other liked the cooperative but not the competitive mode. Subjects who liked the competitive mode also put more effort into it. Finally, subjects' personalities partially predicted what mode they would like. This emphasizes that two-player rehabilitation games have advantages over single-player ones, but that the right game needs to be chosen for each subject. An extended patient study is planned for the near future. Vesna D. Novak, Aniket Nagle, Robert Riener |
HRI | 2 |
| 2014 | Linking Recognition Accuracy and User Experience in an Affective Feedback LoopabstractIn an affective feedback loop, the computer maps various measurements to affective variables such as enjoyment, then adapts its behavior based on the recognized affects. The affect recognition is never perfect, and its accuracy (percentage of times the correct affective state is recognized) depends on many factors. However, it is unclear how this accuracy relates to the overall user experience. As recognition accuracy is difficult to control in a real affective feedback loop, we describe a method of simulating recognition accuracy in a game where difficulty is increased or decreased after each round. The game was played by 261 participants at different simulated recognition accuracies. Participants reported their satisfaction with the recognition algorithm as well as their overall game experience. We observed that in such a game, the affective feedback loop must adapt game difficulty with an accuracy of at least 80 percent to be accepted by users. Furthermore, users who do not enjoy the game are likely to stop playing it rather than continue playing and report low enjoyment. However, the acceptable recognition accuracy may not generalize to other contexts, and studies of affect recognition accuracies in other applications are needed. Vesna D. Novak, Aniket Nagle, Robert Riener |
IEEE Trans. Affect. Comput. | 2 |