Demo Data from SIGIR 2026 / reviewers in the wild / expert
Ricardo Rheeder
dblp:319/3498
· DBLP profile ↗
1ranked-venue papers
0as first author
1since 2021 · last 2022
—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 |
Wearable and physiological sensing · 77% Collaborative and social computing · 23% |
Topics — the 2 heaviest of 2, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Wearable and physiological sensing › physiological computing
physiological interaction |
0.6 | 1 | 2022 | "Chat Has No Chill": A Novel Physiological Interaction For Engaging Live Streaming Audiences · CHI 2022 |
Collaborative and social computing › social media
live streaming |
0.2 | 1 | 2022 | "Chat Has No Chill": A Novel Physiological Interaction For Engaging Live Streaming Audiences · CHI 2022 |
Methods — techniques the papers use, named apart from their topics
technology probe · 0.6in-the-wild evaluation · 0.6
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2022 | "Chat Has No Chill": A Novel Physiological Interaction For Engaging Live Streaming AudiencesabstractNow more than ever, people are using online platforms to communicate. Twitch, the foremost platform for live game streaming, offers many communication modalities. However, the platform lacks representation of social cues and signals of the audience experience, which are innately present in live events. To address this, we present a technology probe that captures the audience energy and response in a game streaming context. We designed a game and integrated a custom-communication modality—Commons Sense—in which the audience members’ heart rates are sensed via webcam, averaged, and fed into a video game to affect sound, lighting, and difficulty. We conducted an ‘in-the-wild’ evaluation with four Twitch streamers and their audience members (N=55) to understand how these groups interacted through Commons Sense. Audience members and streamers indicated high levels of enjoyment and engagement with Commons Sense, suggesting the potential of physiological interaction as a beneficial communication tool in live streaming. Raquel Robinson, Ricardo Rheeder, Madison Klarkowski, Regan L. Mandryk |
CHI | 2 |