Demo Data from SIGIR 2026 / reviewers in the wild / expert
Joshua Wilson
dblp:34/6353
· DBLP profile ↗
3ranked-venue papers
0as first author
1since 2021 · last 2025
0000-0002-7192-3510ORCID · reported
Domains — the database's venue-derived domains; a paper can count in several
Databases, data management, data science and information retrieval · 1 · 1 since 2021Human-computer interaction and ubiquitous computing · 1Applied, interdisciplinary, general and emerging computing · 1
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 |
Learning and educational technologies · 67% Human-AI interaction · 33% | |
| Artificial intelligence
1 paper |
Language models and text generation · 100% |
Topics — the 4 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Human-AI interaction
large language model interaction |
0.9 | 1 | 2025 | CoachGPT: A Scaffolding-based Academic Writing Assistant · SIGIR 2025 |
Learning and educational technologies › writing support
scientific writing assistant |
0.9 | 1 | 2025 | CoachGPT: A Scaffolding-based Academic Writing Assistant · SIGIR 2025 |
Learning and educational technologies
writing support |
0.9 | 1 | 2025 | CoachGPT: A Scaffolding-based Academic Writing Assistant · SIGIR 2025 |
Natural language and speech › Language models and text generation
large language model |
0.3 | 1 | 2025 | CoachGPT: A Scaffolding-based Academic Writing Assistant · SIGIR 2025 |
Methods — techniques the papers use, named apart from their topics
large language model · 1.7AI agent · 1.7
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | CoachGPT: A Scaffolding-based Academic Writing AssistantabstractAcademic writing skills are crucial for students' success but can feel overwhelming without proper guidance and practice, particularly when writing in a second language. Traditionally, students ask instructors or search dictionaries, which are not universally accessible. Early writing assistants emerged as rule-based systems that focused on detecting misspellings, subject-verb disagreements, and basic punctuation errors but are inaccurate and lack contextual understanding. Machine learning-based assistants demonstrate a strong ability for language understanding but are expensive to train. Large language models (LLMs) have shown remarkable capabilities in generating responses in natural languages based on given prompts, but they have a fundamental limitation in education: they generate essays without teaching, which can have detrimental effects on learning when misused. To address this limitation, we develop CoachGPT, which leverages LLMs to assist academic writing for those with limited educational resources and those who prefer self-paced learning. CoachGPT is an AI agent-based web application that (1) takes instructions from experienced educators (2) converts instructions into sub-tasks, and (3) provides real-time feedback and suggestions using large language models. This unique scaffolding structure makes CoachGPT unique among existing writing assistants. Compared with existing writing assistants, CoachGPT provides a more immersed writing experience with personalized messages. Our user studies prove the usefulness of CoachGPT and the potential of large language models for academic writing. Fumian Chen, Sotheara Veng, Joshua Wilson, Xiaoming Li 0010, Hui Fang 0001 |
SIGIR | 3 |
| 2014 | Making games a "snap" with Stencyl: a summer computing workshop for K-12 teachersabstractGame design is becoming increasingly popular among K-12 teachers and students. In this paper, we present our experience, findings, and lessons learned from conducting a one-week Stencyl Game Design Summer Computing Workshop for K-12 teachers. Our workshop focused on introducing fundamental computing concepts to K-12 teachers using Stencyl, a drag-and-drop game development environment. During the workshop, the teachers developed curriculum games for the subjects they will teach in the following semesters with the help of our workshop tutors. Our assessment results show that the average score of Stencyl knowledge in the pre-workshop survey was 1.26 out of 5, which was increased to 3.76 in the post-workshop survey and the average score of computing knowledge was improved by 61%. Jiangjiang Liu 0002, Cheng-Hsien Lin, Joshua Wilson, David Hemmenway, Ethan Philip Hasson, Zebulun David Barnett, Yingbo Xu |
SIGCSE | 3 |
| 2006 | An autotester for the modified commission function
Narayan C. Debnath, Joyati C. Debnath, Mark Burgin, Joshua Wilson, Joseph Cropper |
CAINE | 4 |