Demo Data from SIGIR 2026 / reviewers in the wild / expert
Abdihakim Mao
dblp:247/3801
· 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
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 |
Learning and educational technologies · 87% Interaction techniques and input · 13% |
Topics — the 2 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Learning and educational technologies › medical education
anatomy education |
0.4 | 1 | 2019 | An Educational Augmented Reality Application for Elementary School Students Focusing on the Human Skeletal System · VR 2019 |
Learning and educational technologies › immersive learning
augmented reality learning |
0.4 | 1 | 2019 | An Educational Augmented Reality Application for Elementary School Students Focusing on the Human Skeletal System · VR 2019 |
Methods — techniques the papers use, named apart from their topics
tablet-based AR · 0.4
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2019 | An Educational Augmented Reality Application for Elementary School Students Focusing on the Human Skeletal SystemabstractAugmented Reality (AR) as a new field regarding Human Computing Interaction (HCI) has been gaining momentum in the last few years. Being able to project interactive graphics into real-life environments can be applied in various fields, research and commercial goals. In the field of education, textbooks are still considered to be the primary tool used by students to learn about new topics. Since AR requires interaction and exploration, it brings a ludic component that is hard to replicate using regular textbooks. The application we developed allows elementary school students to interact with a fully three-dimensional human skeleton model, using specialized virtual buttons. Students can understand this complex structure and learn the names of important bones just by using a tablet, a picture and their hands. Results show that the majority of students consider that our AR application helped them visualize and learn more about the human skeletal system. Additionally, the data we gathered shows that there was a 16% increase in correct responses regarding bone names after using our AR application. Our AR application successfully helped the students learn about the human skeletal system by introducing them to AR technologies. Malek El Kouzi, Abdihakim Mao, Diego Zambrano |
VR | 2 |