Demo Data from SIGIR 2026 / reviewers in the wild / expert
Kaho Abe
dblp:161/5591
· DBLP profile ↗
3ranked-venue papers
0as first author
0since 2021 · last 2017
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 3
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 |
Wearable and physiological sensing · 44% Games and playful interaction · 44% Collaborative and social computing · 13% |
Topics — the 3 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Games and playful interaction › social play
co-located social play |
0.3 | 1 | 2017 | Interdependent Wearables (for Play): A Strong Concept for Design · CHI 2017 |
Wearable and physiological sensing › smart wearable
social wearables |
0.3 | 1 | 2017 | Interdependent Wearables (for Play): A Strong Concept for Design · CHI 2017 |
Collaborative and social computing › social presence
co-presence |
0.1 | 1 | 2017 | Interdependent Wearables (for Play): A Strong Concept for Design · CHI 2017 |
Methods — techniques the papers use, named apart from their topics
playtesting · 0.3design research · 0.3
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2017 | Interdependent Wearables (for Play): A Strong Concept for DesignabstractTypically wearable devices are conceived of and constructed as stand-alone, individually based technologies. However, in practice wearables become part of the social context and ecology of overall device use. We present a strong concept for design: Interdependent Wearables (for play): wearables designed to require shared attention and mutual awareness, with interdependent functionality that encourages and rewards collocated interaction. The concept arose through design, development, and public exhibition of Hotaru, a collocated social game that uses wearables as game controllers. Hotaru has been shown in festivals and also formally playtested with 62 individuals. To more fully articulate the Interdependent Wearables strong concept, we compared this system's design with wearable and embodied systems for play and other purposes, and drew upon relevant HCI theory. The work is of benefit to those in the HCI/UX community focused on the design and development of social wearable technologies, especially those interested in supporting collocated interaction. Katherine Isbister, Kaho Abe, Mike Karlesky |
CHI | 2 |
| 2015 | Costumes as Game Controllers: An Exploration of Wearables to Suit Social PlayabstractWe present an ongoing project exploring the use of costumes as game controllers. This collaboration between an artist and a researcher involves creating and evaluating a game for two players that uses costumes to drive core mechanics and interactions. We aim to give players a sense of transformation and connection, and to create an engaging spectacle for others. We discuss the design of the game, iterations in its form, and our plans for conducting user research with the finished game. Katherine Isbister, Kaho Abe |
TEI | 2 |
| 2015 | Costumes and Wearables as Game ControllersabstractThere has been a significant increase in commercial interest in wearable technologies, spearheaded by Google's Glass project, and also by the success of a new generation of fitness oriented biosensors such as the Fitbit, the Bodymedia Fit, and the Misfit Shine. Concurrently, there has been a proliferation of embodied interfaces for digital games such as Nintendo's Wii, Sony's Move controller, and Microsoft's Kinect. These technologies often only scratch the surface of the design possibility space, overlooking nuances of social and emotional experience for wearers/players that are important in other areas of design, such as theatrical costuming and fashion. We propose a studio that offers participants the chance to create wearable game controllers that afford a playful exploration of this design terrain, encouraging transformation, collaboration, and enjoyment of rich spectacle. Tess Tanenbaum, Karen Tanenbaum, Katherine Isbister, Kaho Abe, Anne Sullivan, Luigi Anzivino |
TEI | 4 |