Demo Data from SIGIR 2026 / reviewers in the wild / expert
Seyedeh Maryam FakhrHosseini
dblp:159/7539 · also Maryam FakhrHosseini
· DBLP profile ↗
6ranked-venue papers
3as first author
1since 2021 · last 2023
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 6 · 3 first-author · 1 since 2021Artificial intelligence and machine learning · 4 · 2 first-authorApplied, interdisciplinary, general and emerging computing · 2 · 2 first-author
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
2 papers |
Human-robot interaction · 68% Learning and educational technologies · 32% | |
| Interdisciplinary, comprehensive, and emerging computing
1 paper |
Computing education · 100% |
Topics — the 3 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Human-robot interaction
child-robot interaction |
0.4 | 1 | 2019 | Promoting STEAM Education with Child-Robot Musical Theater · HRI 2019 |
Human-robot interaction
social robot |
0.4 | 1 | 2019 | Promoting STEAM Education with Child-Robot Musical Theater · HRI 2019 |
Learning and educational technologies
STEAM education |
0.4 | 2 | 2019 | Making Live Theatre with Multiple Robots as Actors: Bringing Robots to Rural Schools to Promote STEAM Education for Underserved Students · HRI 2016 Promoting STEAM Education with Child-Robot Musical Theater · HRI 2019 |
Methods — techniques the papers use, named apart from their topics
case study · 0.5afterschool program · 0.5
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2023 | HCI for Future MobilityabstractAccepted version Seul Chan Lee, Myounghoon Jeon 0001, Kristina Stojmenova Pececnik, Seyedeh Maryam FakhrHosseini, Yong Gu Ji |
Int. J. Hum. Comput. Interact. | 4 |
| 2019 | Promoting STEAM Education with Child-Robot Musical TheaterabstractIn an eight-week STEAM education program for elementary school children, kids worked on musical theater projects with a variety of robots. The program included 4 modules about acting, dancing, music & sounds, and drawing. Twenty-five children grades K-5 participated in this program. Children were excited by the program and they demonstrated collaboration and peer-to-peer interactive learning. In the future, we plan to add more robust interaction and more science and engineering experiences to the program. This program is expected to promote STEM education in the informal learning environment by combining it with arts and design. Jaclyn A. Barnes, Seyedeh Maryam FakhrHosseini, Eric Vasey, Joseph D. Ryan, Chung Hyuk Park, Myounghoon Jeon 0001 |
HRI | 2 |
| 2017 | Love at first sight: Mere exposure to robot appearance leaves impressions similar to interactions with physical robotsabstractAs the technology needed to make robots robust and affordable draws ever nearer, human-robot interaction (HRI) research to make robots more useful and accessible to the general population becomes more crucial. In this study, 59 college students filled out an online survey soliciting their judgments regarding seven social robots based solely on appearance. Results suggest that participants prefer robots that resemble animals or humans over those that are intended to represent an imaginary creature or do not resemble a creature at all. Results are discussed based on social robot application and design features. Seyedeh Maryam FakhrHosseini, Samantha Hilliger, Jaclyn A. Barnes, Myounghoon Jeon 0001, Chung Hyuk Park, Ayanna M. Howard |
RO-MAN | 1 |
| 2017 | Both "look and feel" matter: Essential factors for robotic companionshipabstractPhysical embodiment of robots provides users with a social environment. To design social robots further to be accepted as our companions, we need to understand the essential factors and implement them and so, users get to bring them to their personal environments. To this aim, we focused on two important factors in robotic companionship: robot appearance (look) and emotional expression (feel). Twenty-one participants played an online game with the help from two humanoid robots, Nao (more human-like looking) and Darwin (less human-like looking). Participants interacted with each robot either with emotional words or without emotional words. Results show that only when the robot both looks more human-like and speaks with emotional expression, participants perceive it as their companion. Implications are discussed with future works. Seyedeh Maryam FakhrHosseini, Dylan Lettinga, Eric Vasey, Zhi Zheng 0002, Myounghoon Jeon 0001, Chung Hyuk Park, Ayanna M. Howard |
RO-MAN | 1 |
| 2016 | Making Live Theatre with Multiple Robots as Actors: Bringing Robots to Rural Schools to Promote STEAM Education for Underserved StudentsabstractWe have tried to promote STEM (Science, Technology, Engineering, and Math) education for underserved students using interactive robots. As an advanced attempt to integrate art and design into STEM education (i.e., STEAM), in the present paper we introduce our afterschool program in which elementary students create live theatre using multiple robots as actors. We hope to receive feedback and comments on our afterschool curriculum and case study, and thus, we can run better sessions at schools and make a standardized protocol regarding this robot actors approach. Myounghoon Jeon 0001, Seyedeh Maryam FakhrHosseini, Jaclyn A. Barnes, Zackery Duford, Ruimin Zhang, Joseph D. Ryan, Eric Vasey |
HRI | 2 |
| 2014 | If You're Angry, Turn the Music on: Music Can Mitigate Anger Effects on Driving PerformanceabstractResearch has focused on music's negative effects on a driver's attention, whereas little research has addressed the possibility of using music to reduce emotional effects on driving. In the present study, we investigate how music can mitigate the degenerated driving performance associated with angry driving. To this end, fifty-three drivers participated in a simulated driving study either with or without induced anger. Three groups of participants with induced anger drove in a simulator while listening to happy or sad instrumental pieces, or without music. In the control group, anger was not induced and they did not listen to music during driving. The results show that participants who listened to either happy or sad music had significantly fewer driving errors than those who did not listen to music. However, no significant differences were found between happy and sad music conditions. Results are discussed with an affect regulation model and future research. Seyedeh Maryam FakhrHosseini, Steven Landry, Yin-Yin Tan 0001, Saru Bhattarai, Myounghoon Jeon 0001 |
AutomotiveUI | 1 |