Demo Data from SIGIR 2026 / reviewers in the wild / expert
Byeong Il Kim
dblp:431/1275
· DBLP profile ↗
1ranked-venue papers
0as first author
1since 2021 · last 2026
0009-0006-7600-9126ORCID · 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 |
Health and well-being technologies · 39% Games and playful interaction · 30% Learning and educational technologies · 30% |
Topics — the 3 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Health and well-being technologies › mental health technology
ADHD intervention |
1.0 | 1 | 2026 | Towards Understanding the Effect of Serious Games on Attention, Adherence, and Behavior for Children with ADHD · ACM Trans. Comput. Hum. Interact. 2026 |
Learning and educational technologies
educational games |
1.0 | 1 | 2026 | Towards Understanding the Effect of Serious Games on Attention, Adherence, and Behavior for Children with ADHD · ACM Trans. Comput. Hum. Interact. 2026 |
Games and playful interaction
serious games |
1.0 | 1 | 2026 | Towards Understanding the Effect of Serious Games on Attention, Adherence, and Behavior for Children with ADHD · ACM Trans. Comput. Hum. Interact. 2026 |
Methods — techniques the papers use, named apart from their topics
two-stage study · 1.0game deployment · 1.0
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Towards Understanding the Effect of Serious Games on Attention, Adherence, and Behavior for Children with ADHDabstractSerious games are an effective means to help children with ADHD improve their attention and impulse control. As prior works primarily focused on clinical benefits, the relationship among serious games, children, and their caregivers remains underexplored. To bridge this knowledge gap, we conducted a two-stage study: (1) with nine educators specialized in ADHD in clinical settings and (2) with seven dyads of children and their caregivers in home settings. To facilitate the study, we developed and deployed NeuroWorld DTx v1.0 , a suite of five games that train children to improve their attention capacity. Our analysis found that children demonstrated self-efficacy, engagement, and adherence despite NeuroWorld being less fun than entertainment games. Additionally, most caregivers emphasized the importance of educational aspects over entertainment aspects. Collectively, our findings provide novel insights into how serious games could be developed and deployed for at-home use among children with ADHD. Jonathan Wang Liu, Mahmood Jasim, Jeong-Heon Song, So-Hwi Ha, Jun Su Kim, Byeong Il Kim, Hee-Tae Jung 0001 |
ACM Trans. Comput. Hum. Interact. | 8 |