Demo Data from SIGIR 2026 / reviewers in the wild / expert
John A. Waterworth
dblp:42/1863
· DBLP profile ↗
9ranked-venue papers
4as first author
1since 2021 · last 2023
0000-0001-9419-0682ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 7 · 4 first-authorGraphics, computer vision, multimedia, augmented reality and games · 3Applied, interdisciplinary, general and emerging 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
4 papers |
Wearable and physiological sensing · 35% Accessibility and assistive technology · 35% Learning and educational technologies · 12% | |
| Computer graphics and multimedia
3 papers |
Virtual and augmented reality · 62% Audio and music processing · 38% |
Topics — the 9 heaviest of 11, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Accessibility and assistive technology › assistive technology
sensory substitution |
0.0 | 1 | 2003 | The reality helmet: a wearable interactive experience · SIGGRAPH 2003 |
Wearable and physiological sensing
wearable display |
0.0 | 1 | 2003 | The reality helmet: a wearable interactive experience · SIGGRAPH 2003 |
Learning and educational technologies › music education
music education technology |
0.0 | 1 | 1995 | pianoFORTE: A System for Piano Education Beyond Notation Literacy · ACM Multimedia 1995 |
Virtual and augmented reality
presence |
0.0 | 1 | 2003 | The reality helmet: a wearable interactive experience · SIGGRAPH 2003 |
User interface design and tools
interface models |
0.0 | 1 | 1993 | From Icons to Interface Models: Designing Hypermedia from the Bottom Up · Int. J. Man Mach. Stud. 1993 |
Audio and music processing
music notation |
0.0 | 1 | 1995 | pianoFORTE: A System for Piano Education Beyond Notation Literacy · ACM Multimedia 1995 |
Audio and music processing › auditory processing
speech perception |
0.0 | 1 | 1985 | Why is synthetic speech harder to remember than natural speech? · CHI 1985 |
Requirements engineering and software design
model-driven engineering |
0.0 | 1 | 1993 | From Icons to Interface Models: Designing Hypermedia from the Bottom Up · Int. J. Man Mach. Stud. 1993 |
Natural language and speech › Speech recognition and synthesis
synthetic speech |
0.0 | 1 | 1985 | Why is synthetic speech harder to remember than natural speech? · CHI 1985 |
Methods — techniques the papers use, named apart from their topics
bottom-up design · 0.0lab review · 0.0repetition measure · 0.0ordered recall experiment · 0.0
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2023 | Uncovering Dark Patterns - Learning Through Serious Gameplay About the Dangers of Sharing Data
Ingvar Tjøstheim, Chris Wales, John A. Waterworth |
WorldCIST (2) | 3 |
| 2012 | Special issue: Presence and interactionabstractAs researchers and practitioners we have been exploring the topic of presence, and in particular the contribution of the sense presence to interactive experiences, for several years. We have learned that the user experience of information technology is profoundly affected by the extent to which we experience ourselves to be really present in the mediated world that the technology makes available to us. Over the last two decades, many researchers, artists and designers have explored the role of the sense of presence in interactive experience (so-called ‘mediated presence’). While there is still not a general consensus about what presence actually is, it is fair to say that most investigators agree about what it is not. Presence is not the degree of technological immersion, it is not the same thing as emotional engagement, it is not absorption or attention or action; but all of these and several other factors have a potential role in understanding the experience of presence in interaction. John A. Waterworth, Eva Lindh Waterworth, Fabrizia Mantovani, Giuseppe Riva 0001 |
Interact. Comput. | 1 |
| 2009 | Mobility, Emotion, and Universality in Future Collaboration
Mark Chignell, Naotsune Hosono, Deborah I. Fels, Danielle Lottridge, John A. Waterworth |
INTERACT (2) | 5 |
| 2003 | The reality helmet: a wearable interactive experienceabstractThe Reality Helmet is an interactive experience, in which the user's vision and hearing is shielded off from the world. Video and sound is nevertheless recorded by the Reality Helmet, but through computer processing it presents sound to the user as vision, and likewise, vision is turned into a soundscape. The result is a form of artificial synesthesia. Other than as an appreciated art installation, which seems to make people calm and reflective, the Reality Helmet is used to explore relationships between the wearer's sense of presence and the kind of realism provided by the interactive environment. Daniel Fallman, Kalle Jalkanen, Henrik Lörstad, John A. Waterworth, Jonas Westling |
SIGGRAPH | 4 |
| 2000 | Effects of Desktop 3D World Design on User Navigation and Search PerformanceabstractDesktop virtual reality (VR) offers a powerful environment for visualizing structure in large information sets. In well-designed virtual worlds, users can employ skills from wayfinding in the real world. The paper reports on the development and testing of a series of prototype VR worlds, designed to support navigation during information visualization and retrieval. Results indicated that users subjectively preferred naturalistic environments over abstract ones, but that users objectively searched better in environments that had rigorous hierarchical structure, and support for both overview and detail. In comparison with a hypertext interface, the final virtual world design elicited more enjoyment, without worsening search performance significantly, when appropriate training time was allowed. This prototype shows the potential value of navigable VR that is engaging and useful for everyday information exploration. David Modjeska, John A. Waterworth |
IV | 2 |
| 1995 | pianoFORTE: A System for Piano Education Beyond Notation LiteracyabstractNo abstract available. Stephen W. Smoliar, John A. Waterworth, Peter R. Kellock |
ACM Multimedia | 2 |
| 1993 | From Icons to Interface Models: Designing Hypermedia from the Bottom Up
John A. Waterworth, Mark Chignell, Shumin Zhai |
Int. J. Man Mach. Stud. | 1 |
| 1991 | HCI research at the Institute of Systems ScienceabstractNo abstract available. John A. Waterworth, Juzar Motiwalla |
CHI | 1 |
| 1985 | Why is synthetic speech harder to remember than natural speech?abstractPrevious research has demonstrated that synthetic speech is less well recalled than natural speech. Luce et al (1983) concluded that this was because synthetic speech increases the effort involved in encoding and/or rehearsal of presented information. Results of the experiments described here, which involved ordered recall of lists of ten words spoken in either a synthetic or a natural voice, with repetition of the words as a measure of successful encoding, indicate that most of the memory deficit with synthetic speech is due to encoding difficulties, rather than problems with item retention. There is evidence that encoding synthetic speech involves more processing capacity than does encoding natural speech, but that once it is encoded it is stored just as efficiently. John A. Waterworth |
CHI | 1 |