Demo Data from SIGIR 2026 / reviewers in the wild / expert
Jennifer He
dblp:324/3073
· DBLP profile ↗
1ranked-venue papers
0as first author
1since 2021 · last 2023
0000-0002-5640-2012ORCID · reported
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 |
Immersive interaction · 77% Health and well-being technologies · 23% |
Topics — the 2 heaviest of 2, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Immersive interaction
augmented reality |
0.7 | 1 | 2023 | Supporting Piggybacked Co-Located Leisure Activities via Augmented Reality · CHI 2023 |
Health and well-being technologies › quality of life
leisure activities |
0.2 | 1 | 2023 | Supporting Piggybacked Co-Located Leisure Activities via Augmented Reality · CHI 2023 |
Methods — techniques the papers use, named apart from their topics
user study · 0.7design · 0.7deployment · 0.7
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2023 | Supporting Piggybacked Co-Located Leisure Activities via Augmented RealityabstractTechnology, especially the smartphone, is villainized for taking meaning and time away from in-person interactions and secluding people into “digital bubbles”. We believe this is not an intrinsic property of digital gadgets, but evidence of a lack of imagination in technology design. Leveraging augmented reality (AR) toward this end allows us to create experiences for multiple people, their pets, and their environments. In this work, we explore the design of AR technology that “piggybacks” on everyday leisure to foster co-located interactions among close ties (with other people and pets). We designed, developed, and deployed three such AR applications, and evaluated them through a 41-participant and 19-pet user study. We gained key insights about the ability of AR to spur and enrich interaction in new channels, the importance of customization, and the challenges of designing for the physical aspects of AR devices (e.g., holding smartphones). These insights guide design implications for the novel research space of co-located AR. Samantha Reig, Erica Principe Cruz, Melissa M. Powers, Jennifer He, Timothy Chong, Yu Jiang Tham, Sven Kratz, Ava Robinson, Brian A. Smith 0001, Rajan Vaish, Andrés Monroy-Hernández |
CHI | 4 |