Demo Data from SIGIR 2026 / reviewers in the wild / expert
David Baron
dblp:153/5863
· DBLP profile ↗
1ranked-venue papers
0as first author
0since 2021 · last 2014
—ORCID · unresolved
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 1Human-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 |
Games and playful interaction · 77% Health and well-being technologies · 23% |
Topics — the 2 heaviest of 2, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Games and playful interaction
serious games |
0.2 | 1 | 2014 | Adventurous Dreaming Highflying Dragon: A full body game for children with Attention Deficit Hyperactivity Disorder (ADHD) · ISMAR 2014 |
Health and well-being technologies › mental health technology
ADHD intervention |
0.1 | 1 | 2014 | Adventurous Dreaming Highflying Dragon: A full body game for children with Attention Deficit Hyperactivity Disorder (ADHD) · ISMAR 2014 |
Methods — techniques the papers use, named apart from their topics
mini-games · 0.2game design · 0.2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2014 | Adventurous Dreaming Highflying Dragon: A full body game for children with Attention Deficit Hyperactivity Disorder (ADHD)abstractAdventurous Dreaming Highflying Dragon is a full body-driven, game prototype for children ages 6–8 with a diagnosis of Attention Deficit Hyperactivity Disorder (ADHD). The current prototype incorporates research evidence showing that physical activity can help improve ADHD-related symptoms. Physical activity is integrated with cognitively challenging tasks that may improve brain activity by encouraging goal planning and dedication. The current prototype is includes three mini-games, each of which teaches skills with real-life use potential. Players role-play as a young dragon in the story and virtual world as they repeat virtual tasks several times to gain mastery over real-life skills. Each activity is focused on a specific strength/weakness reported in children with ADHD, with game mechanics targeting ADHD diagnosis categories: specific hyperactivity, impulsivity and inattention. This demonstration is based on the findings published in Hashemian, Y., & Gotsis, M. 2013, November. In Proceedings of the 4th Conference on Wireless Health (p. 12). ACM. http://dl.acm.org/citation.cfm?id=2534101 Yasaman Hashemian, Marientina Gotsis, David Baron |
ISMAR | 3 |