Demo Data from SIGIR 2026 / reviewers in the wild / expert
Meike Zehnle
dblp:246/2942
· DBLP profile ↗
1ranked-venue papers
0as first author
0since 2021 · last 2019
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 1Graphics, computer vision, multimedia, augmented reality and games · 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 |
Human-AI interaction · 77% Wearable and physiological sensing · 23% |
Topics — the 2 heaviest of 2, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Human-AI interaction › affective computing
affective state recognition |
0.4 | 1 | 2019 | DeepFlow: Detecting Optimal User Experience From Physiological Data Using Deep Neural Networks · IJCAI 2019 |
Wearable and physiological sensing
physiological computing |
0.1 | 1 | 2019 | DeepFlow: Detecting Optimal User Experience From Physiological Data Using Deep Neural Networks · IJCAI 2019 |
Methods — techniques the papers use, named apart from their topics
deep neural network · 0.4
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2019 | DeepFlow: Detecting Optimal User Experience From Physiological Data Using Deep Neural NetworksabstractFlow is an affective state of optimal experience, total immersion and high productivity. While often associated with (professional) sports, it is a valuable information in several scenarios ranging from work environments to user experience evaluations, and we expect it to be a potential reward signal for human-in-the-loop reinforcement learning systems. Traditionally, flow has been assessed through questionnaires which prevents its use in online, real-time environments. In this work, we present our findings towards estimating a user's flow state based on physiological signals measured using wearable devices. We conducted a study with participants playing the game Tetris in varying difficulty levels, leading to boredom, stress, and flow. Using an end-to-end deep learning architecture, we achieve an accuracy of 67.50% in recognizing high flow vs. low flow states and 49.23% in distinguishing all three affective states boredom, flow, and stress. Marco Maier, Daniel Elsner, Chadly Marouane, Meike Zehnle |
IJCAI | 4 |