Demo Data from SIGIR 2026 / reviewers in the wild / expert
Ali Askari
dblp:264/7232
· DBLP profile ↗
5ranked-venue papers
0as first author
4since 2021 · last 2025
0000-0002-4374-3635ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 5 · 4 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
4 papers |
Immersive interaction · 42% Personal fabrication and tangible interfaces · 22% Accessibility and assistive technology · 13% | |
| Network and information security
1 paper |
Privacy and data protection · 100% |
Topics — the 5 heaviest of 9, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Immersive interaction › virtual reality › presence
virtual reality presence |
0.9 | 1 | 2025 | When Do We Feel Present in a Virtual Reality? Towards Sensitivity and User Acceptance of Presence Questionnaires · CHI 2025 |
Immersive interaction
augmented reality |
0.6 | 1 | 2022 | Consent in the Age of AR: Investigating The Comfort With Displaying Personal Information in Augmented Reality · CHI 2022 |
Usability and user experience research › evaluation methodology
questionnaire-based evaluation |
0.3 | 1 | 2025 | When Do We Feel Present in a Virtual Reality? Towards Sensitivity and User Acceptance of Presence Questionnaires · CHI 2025 |
Games and playful interaction › board games
hybrid digital boardgames |
0.2 | 1 | 2024 | DungeonMaker: Embedding Tangible Creation and Destruction in Hybrid Board Games through Personal Fabrication Technology · CHI 2024 |
Human-robot interaction › automated vehicle interaction
automated vehicle-pedestrian interaction |
0.1 | 1 | 2020 | Towards Inclusive External Communication of Autonomous Vehicles for Pedestrians with Vision Impairments · CHI 2020 |
Methods — techniques the papers use, named apart from their topics
quantitative analysis · 1.1online survey · 1.1questionnaire comparison · 0.9VR scenarios · 0.9tangible interaction · 0.8projection · 0.8laser cutting · 0.8virtual reality study · 0.4user-centered design · 0.4thematic analysis · 0.4
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | When Do We Feel Present in a Virtual Reality? Towards Sensitivity and User Acceptance of Presence QuestionnairesabstractPresence is an important and widely used metric to measure the quality of virtual reality (VR) applications. Given the multifaceted and subjective nature of presence, the most common measures for presence are questionnaires. But there is little research on their validity regarding specific presence dimensions and their responsiveness to differences in perception among users. We investigated four presence questionnaires (SUS, PQ, IPQ, Bouchard) on their responsiveness to intensity variations of known presence dimensions and asked users about their consistency with their experience. Therefore, we created five VR scenarios that were designed to emphasize a specific presence dimension. Our findings showed heterogeneous sensitivity of the questionnaires dependent on the different dimensions of presence. This highlights a context-specific suitability of presence questionnaires. The questionnaires' sensitivity was further stated as lower than actually perceived. Based on our findings, we offer guidance on selecting these questionnaires based on their suitability for particular use cases. Annalisa Degenhard, Ali Askari, Michael Rietzler, Enrico Rukzio |
CHI | 2 |
| 2024 | DungeonMaker: Embedding Tangible Creation and Destruction in Hybrid Board Games through Personal Fabrication TechnologyabstractHybrid board games (HBGs) augment their analog origins digitally (e.g., through apps) and are an increasingly popular pastime activity. Continuous world and character development and customization, known to facilitate engagement in video games, remain rare in HBGs. If present, they happen digitally or imaginarily, often leaving physical aspects generic. We developed DungeonMaker, a fabrication-augmented HBG bridging physical and digital game elements: 1) the setup narrates a story and projects a digital game board onto a laser cutter; 2) DungeonMaker assesses player-crafted artifacts; 3) DungeonMaker’s modified laser head senses and moves player- and non-player figures, and 4) can physically damage figures. An evaluation (n = 4 × 3) indicated that DungeonMaker provides an engaging experience, may support players’ connection to their figures, and potentially spark novices’ interest in fabrication. DungeonMaker provides a rich constellation to play HBGs by blending aspects of craft and automation to couple the physical and digital elements of an HBG tightly. Evgeny Stemasov, Tobias Wagner 0002, Ali Askari, Jessica Janek, Omid Rajabi, Anja Schikorr, Julian Frommel, Jan Gugenheimer, Enrico Rukzio |
CHI | 3 |
| 2022 | Consent in the Age of AR: Investigating The Comfort With Displaying Personal Information in Augmented RealityabstractSocial Media (SM) has shown that we adapt our communication and disclosure behaviors to available technological opportunities. Head-mounted Augmented Reality (AR) will soon allow to effortlessly display the information we disclosed not isolated from our physical presence (e.g., on a smartphone) but visually attached to the human body. In this work, we explore how the medium (AR vs. Smartphone), our role (being augmented vs. augmenting), and characteristics of information types (e.g., level of intimacy, self-disclosed vs. non-self-disclosed) impact the users’ comfort when displaying personal information. Conducting an online survey (N=148), we found that AR technology and being augmented negatively impacted this comfort. Additionally, we report that AR mitigated the effects of information characteristics compared to those they had on smartphones. In light of our results, we discuss that information augmentation should be built on consent and openness, focusing more on the comfort of the augmented rather than the technological possibilities. Jan Rixen, Mark Colley, Ali Askari, Jan Gugenheimer, Enrico Rukzio |
CHI | 3 |
| 2021 | ORIAS: On-The-Fly Object Identification and Action Selection for Highly Automated VehiclesabstractAutomated vehicles are about to enter the mass market. However, such systems regularly meet limitations of varying criticality. Even basic tasks such as Object Identification can be challenging, for example, under bad weather or lighting conditions or for (partially) occluded objects. One common approach is to shift control to manual driving in such circumstances, however, post-automation effects can occur in these control transitions. Therefore, we present ORIAS, a system capable of asking the driver to (1) identify/label unrecognized objects or to (2) select an appropriate action to be automatically executed. ORIAS extends the automation capabilities, prevents unnecessary takeovers, and thus reduces post-automation effects. This work defines the capabilities and limitations of ORIAS and presents the results of a study in a driving simulator (N=20). Results indicate high usability and input correctness. Mark Colley, Ali Askari, Marcel Walch, Marcel Woide, Enrico Rukzio |
AutomotiveUI | 2 |
| 2020 | Towards Inclusive External Communication of Autonomous Vehicles for Pedestrians with Vision ImpairmentsabstractPeople with vision impairments (VIP) are among the most vulnerable road users in traffic. Autonomous vehicles are believed to reduce accidents but still demand some form of external communication signaling relevant information to pedestrians. Recent research on the design of vehicle-pedestrian communication (VPC) focuses strongly on concepts for a non-disabled population. Our work presents an inclusive user-centered design for VPC, beneficial for both vision impaired and seeing pedestrians. We conducted a workshop with VIP (N=6), discussing current issues in road traffic and comparing communication concepts proposed by literature. A thematic analysis unveiled two important themes: number of communicating vehicles and content (affecting duration). Subsequently, we investigated these in a second user study in virtual reality (N=33, 8 VIP) comparing the VPC between groups of abilities. We found that trust and understanding is enhanced and cognitive load reduced when all relevant vehicles communicate; high content messages also reduce cognitive load. Mark Colley, Marcel Walch, Jan Gugenheimer, Ali Askari, Enrico Rukzio |
CHI | 4 |