Demo Data from SIGIR 2026 / reviewers in the wild / expert
Delia Gander
dblp:199/2895
· DBLP profile ↗
1ranked-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 · 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.
| Computer graphics and multimedia
1 paper |
Virtual and augmented reality · 100% | |
| Human-computer interaction and pervasive computing
1 paper |
Games and playful interaction · 100% |
Topics — the 2 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Virtual and augmented reality
augmented reality |
0.3 | 1 | 2017 | MagicFace: Stepping into Character through an Augmented Reality Mirror · CHI 2017 |
Games and playful interaction › player-avatar relationship
character embodiment |
0.1 | 1 | 2017 | MagicFace: Stepping into Character through an Augmented Reality Mirror · CHI 2017 |
Methods — techniques the papers use, named apart from their topics
field study · 0.6
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2017 | MagicFace: Stepping into Character through an Augmented Reality MirrorabstractAugmented Reality (AR) is coming of age and appearing in various smartphone apps. One emerging AR type uses the front-facing camera and overlays a user's face with digital features that transform the physical appearance, making the user look like someone else, such as a popstar or a historical character. However, little is known about how people react to such stepping into character and how convincing they perceive it to be. We developed an app with two Egyptian looks, MagicFace, which was situated both in an opera house and a museum. In the first setting, people were invited to use the app, while in the second setting they came across it on their own when visiting the exhibition. Our findings show marked differences in how people approach and experience the MagicFace in these different contexts. We discuss how realistic and compelling this kind of AR technology is, as well as its implications for educational and cultural settings. Ana Javornik, Yvonne Rogers, Delia Gander, Ana Maria Moutinho |
CHI | 3 |