Demo Data from SIGIR 2026 / reviewers in the wild / expert
Cong-He Xu
dblp:303/9626 · also Eden Cong-He Xu
· DBLP profile ↗
1ranked-venue papers
0as first author
1since 2021 · last 2021
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 1 · 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
1 paper |
Games and playful interaction · 50% Design research and methods · 50% | |
| Computer graphics and multimedia
1 paper |
Visualization and visual analytics · 100% |
Topics — the 3 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Games and playful interaction
game design |
0.5 | 1 | 2021 | Game Illusionization: A Workflow for Applying Optical Illusions to Video Games · UIST 2021 |
Design research and methods
workflow design |
0.5 | 1 | 2021 | Game Illusionization: A Workflow for Applying Optical Illusions to Video Games · UIST 2021 |
Visualization and visual analytics › perception › visual perception
optical illusion |
0.1 | 1 | 2021 | Game Illusionization: A Workflow for Applying Optical Illusions to Video Games · UIST 2021 |
Methods — techniques the papers use, named apart from their topics
visual programming · 1.0
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2021 | Game Illusionization: A Workflow for Applying Optical Illusions to Video GamesabstractOptical illusions have been brought into recent video games to enhance gaming experiences. However, a large corpus of optical illusions remains unused, while few games incorporate illusions seamlessly. To mitigate the gap, we propose a workflow to guide game designers in applying optical illusions to their video games, i.e., in making more illusion games. In particular, our workflow consists of 5 stages: (1) choosing a game object, (2) searching for a matching illusion, (3) selecting an illusion mechanic, (4) integrating the selected illusion into the game, and (5) optionally revealing the illusion. To facilitate our workflow, we provide a tag database with 163 illusions that are labeled by their in-game visual elements and desired effects. We also provide example editing interfaces of 6 illusions for game designers. We walk through our workflow and showcase 6 resulting illusion games. We implemented these 6 games (with and without illusion) and conducted a 12-participant study to gain a preliminary understanding of how illusions enhance gaming experiences. To evaluate our workflow, we invited 6 game designers and 6 experienced players to follow our workflow and design their own illusion games, where 3 experienced game designers completed 2-week in-depth developments. We report their games, qualitative feedback and discuss reflection on our workflow, database and editing interfaces. Po-Yao (Cosmos) Wang, Cong-He Xu, Ping-Yi Wang, Hsin-Yu Huang, Jen-Hao Cheng, Yu-Hsin Lin 0004, Lung-Pan Cheng |
UIST | 2 |