Demo Data from SIGIR 2026 / reviewers in the wild / expert
Sarah Vedress
dblp:264/7147
· DBLP profile ↗
2ranked-venue papers
0as first author
1since 2021 · last 2021
0000-0003-0527-7191ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 2 · 1 since 2021
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 |
Games and playful interaction · 62% Usability and user experience research · 29% Health and well-being technologies · 10% |
Topics — the 3 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Usability and user experience research › user performance
cognitive task performance |
0.4 | 1 | 2020 | How Points and Theme Affect Performance and Experience in a Gamified Cognitive Task · CHI 2020 |
Games and playful interaction
gamification |
0.4 | 1 | 2020 | How Points and Theme Affect Performance and Experience in a Gamified Cognitive Task · CHI 2020 |
Health and well-being technologies › human augmentation
cognitive enhancement |
0.1 | 1 | 2021 | Shocking advantage! Improving digital game performance using non-invasive brain stimulation · Int. J. Hum. Comput. Stud. 2021 |
Methods — techniques the papers use, named apart from their topics
transcranial direct current stimulation · 0.5stop-signal task · 0.5controlled experiment · 0.4
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2021 | Shocking advantage! Improving digital game performance using non-invasive brain stimulationabstractAs digital gaming has grown from a leisure activity into a competitive endeavor with college scholarships, celebrity, and large prize pools at stake, players search for ways to enhance their performance, including through coaching, training, and employing tools that yield a performance advantage. Transcranial direct current stimulation (tDCS) is a non-invasive brain stimulation technique that is presently being explored by esports athletes and competitive gamers. Although shown to modulate cognitive processing in standard laboratory tasks, there is little scientific evidence that tDCS improves performance in digital games, which are visually complex and attentionally demanding environments. We applied tDCS between two sessions of the Stop-Signal Game (SSG; Friehs, Dechant, Vedress, Frings, & Mandryk, 2020). The SSG is a custom-built infinite runner that is based on the Stop-Signal Task (SST; Verbruggen et al., 2019). Consequently, the SSG can be used to evaluate response inhibition as measured by Stop-Signal Reaction Time (SSRT), but in an enjoyable 3D game experience. We used anodal, offline tDCS to stimulate the right dorsolateral prefrontal cortex (rDLPFC); a 9 cm² anode was always positioned over the rDLPFC while the 35 cm² cathode was placed over the left deltoid. We hypothesized that anodal tDCS would enhance neural processing (as measured by a decrease in SSRT) and improve performance, while sham stimulation (i.e., the control condition with a faked stimulation) should lead to no significant change. In a sample of N = 45 healthy adults a significant session x tDCS-condition interaction emerged in the expected direction. Subsequent analysis confirmed that the statistically significant decrease in SSRT after anodal tDCS to the rDLPFC was not due to a general change in reaction times. These results provide initial evidence that tDCS can influence performance in digital games. Maximilian A. Friehs, Martin Dechant, Sarah Vedress, Christian Frings, Regan L. Mandryk |
Int. J. Hum. Comput. Stud. | 3 |
| 2020 | How Points and Theme Affect Performance and Experience in a Gamified Cognitive TaskabstractCognitive tasks are increasingly being gamified in an attempt to leverage the motivational power of games; however, they are sensitive to manipulation and literature is divided on how adding game elements affects participant performance and experience. We applied two popular gamification approaches (points/feedback and theme/narrative) to a typical cognitive task (the dot probe) and measured performance and experience in two studies (N1=287, N2=321). Similar to prior work, we confirm in Study1 that points increase reaction time and error rate, and positive affect. We replicated these results in Study2, and expanded our analysis to investigate participant experience. Our findings suggest that theme creates expectations of an interesting game, which gamified tasks fail to deliver, whereas points maintain enjoyment better throughout the task itself. Important for the development of gamified cognitive tasks, our findings suggest that novel approaches to gameful assessment may be better than the status quo. Katelyn Wiley, Sarah Vedress, Regan L. Mandryk |
CHI | 2 |