Demo Data from SIGIR 2026 / reviewers in the wild / expert
Angela Nyhout
dblp:133/6087
· DBLP profile ↗
9ranked-venue papers
4as first author
5since 2021 · last 2025
—ORCID · unresolved
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 8 · 4 first-author · 4 since 2021Applied, interdisciplinary, general and emerging computing · 8 · 4 first-author · 4 since 2021Graphics, computer vision, multimedia, augmented reality and games · 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.
| Computer graphics and multimedia
1 paper |
Visualization and visual analytics · 50% Virtual and augmented reality · 50% | |
| Human-computer interaction and pervasive computing
1 paper |
Learning and educational technologies · 77% Games and playful interaction · 23% |
Topics — the 4 heaviest of 5, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Virtual and augmented reality
gamification |
0.5 | 1 | 2021 | Designing Narrative-Focused Role-Playing Games for Visualization Literacy in Young Children · IEEE Trans. Vis. Comput. Graph. 2021 |
Visualization and visual analytics
visualization literacy |
0.5 | 1 | 2021 | Designing Narrative-Focused Role-Playing Games for Visualization Literacy in Young Children · IEEE Trans. Vis. Comput. Graph. 2021 |
Learning and educational technologies
educational games |
0.5 | 1 | 2021 | Designing Narrative-Focused Role-Playing Games for Visualization Literacy in Young Children · IEEE Trans. Vis. Comput. Graph. 2021 |
Games and playful interaction › game genre
role-playing games |
0.1 | 1 | 2021 | Designing Narrative-Focused Role-Playing Games for Visualization Literacy in Young Children · IEEE Trans. Vis. Comput. Graph. 2021 |
Methods — techniques the papers use, named apart from their topics
technology probe · 1.0between-subjects study · 1.0
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | The Effect of Moral and Statistical Norm Violations in Children's Counterfactual Reasoning
Zeynep Genç, Angela Nyhout |
CogSci | 2 |
| 2024 | What If Pascale Had Gone to Another School: The Effect of Counterfactual Alternatives on 5-6-year-olds' Moral and Happiness Judgments
Zeynep Genç, Angela Nyhout |
CogSci | 2 |
| 2024 | The development of mental simulation as a strategy for solving problems with multiple alternatives
Emma Tecwyn, Angela Nyhout |
CogSci | 2 |
| 2021 | Children's reasoning about hypothetical interventions to complex and dynamic causal systems
Angela Nyhout, Hilary Sweatman, Patricia Ganea |
CogSci | 1 |
| 2021 | Designing Narrative-Focused Role-Playing Games for Visualization Literacy in Young ChildrenabstractBuilding on game design and education research, this paper introduces narrative-focused role-playing games as a way to promote visualization literacy in young children. Visualization literacy skills are vital in understanding the world around us and constructing meaningful visualizations, yet, how to better develop these skills at an early age remains largely overlooked and understudied. Only recently has the visualization community started to fill this gap, resulting in preliminary studies and development of educational tools for use in early education. We add to these efforts through the exploration of gamification to support learning, and identify an opportunity to apply role-playing game-based designs by leveraging the presence of narratives in data-related problems involving visualizations. We study the effects of including narrative elements on learning through a technology probe, grounded in a set of design considerations stemming from visualization, game design and education science. We create two versions of a game - one with narrative elements and one without - and evaluate our instances on 33 child participants between 11- to 13-years old using a between-subjects study design. Despite participants requiring double the amount of time to complete their game due to additional narrative elements, the inclusion of such elements were found to improve engagement without sacrificing learning; our results indicate no significant differences in development of graph-reading skills, but significant differences in engagement and overall enjoyment of the game. We report observations and qualitative feedback collected, and note areas for improvement and room for future work. Elaine Huynh, Angela Nyhout, Patricia Ganea, Fanny Chevalier |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2020 | How stories shape us, and how we shape stories
Angela Nyhout, Vaunam Venkadasalam, Keith Oatley, Raymond Mar |
CogSci | 1 |
| 2020 | Science & engineering goals: Learning about the control-of-variable strategy from picture books
Vaunam Venkadasalam, Lynn G. Nguyen, Nicole Larsen, Angela Nyhout, Patricia Ganea |
CogSci | 4 |
| 2019 | Thinking counterfactually supports children's ability to conduct a controlled test of a hypothesis
Angela Nyhout, Alana Iannuzziello, Caren M. Walker, Patricia Ganea |
CogSci | 1 |
| 2014 | What is the learning potential of children's picture books? A content analysis of one type of naturalistic input
Angela Nyhout, Pierina Cheung |
CogSci | 1 |