Demo Data from SIGIR 2026 / reviewers in the wild / expert
Anne Collins McLaughlin
dblp:51/3798 · also Anne McLaughlin
· DBLP profile ↗
5ranked-venue papers
1as first author
0since 2021 · last 2016
0000-0002-1744-085XORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 4 · 1 first-authorGraphics, computer vision, multimedia, augmented reality and games · 3Artificial intelligence and machine learning · 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 |
Usability and user experience research · 56% Interaction techniques and input · 44% | |
| Computer graphics and multimedia
1 paper |
Virtual and augmented reality · 100% |
Topics — the 3 heaviest of 5, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Virtual and augmented reality › presence
presence measurement |
0.1 | 1 | 2010 | Experiences with an AR evaluation test bed: Presence, performance, and physiological measurement · ISMAR 2010 |
Usability and user experience research › individual differences
age differences |
0.1 | 1 | 2009 | Using direct and indirect input devices: Attention demands and age-related differences · ACM Trans. Comput. Hum. Interact. 2009 |
Interaction techniques and input › input device
input device selection |
0.1 | 1 | 2009 | Using direct and indirect input devices: Attention demands and age-related differences · ACM Trans. Comput. Hum. Interact. 2009 |
Methods — techniques the papers use, named apart from their topics
task performance measurement · 0.1presence questionnaire · 0.1physiological measurement · 0.1controlled experiment · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2016 | Veteran developers' contributions and motivations: An open source perspectiveabstractDecades of psychology and sociology research demonstrate that humans change cognitively and socially as they age, so it stands to reason that software developers likewise undergo changes that may affect their work. In this paper, we investigate age-related differences in software developers through the lens of open source software, which is built in communities that tend not to include older software developers. We report on the results of a qualitative panel discussion, then quantitatively analyze such veteran developers' activities on StackOverflow, to understand why few veteran software developers' participate in open source, and how their contributions to software development differ from their younger peers. Our results suggest that veterans' are less motivated by social interactions than their younger peers. Our results also suggest that veterans could contribute a broader knowledge of software development than their younger peers, as well as knowledge of old technologies that can be applied to newer technologies. Patrick Morrison, Rahul Pandita, Emerson R. Murphy-Hill, Anne Collins McLaughlin |
VL/HCC | 4 |
| 2012 | Fear of failure: gender differences in older adult gamersabstractIn this poster, we examine gender differences in older adults playing an off-the-shelf puzzle game (Boom Blox, EA 2008). Game design research for the elderly is an under-developed area, even though one-fifth of adults over the age of sixty-five reported playing video games and those that do so play more often that their younger counterparts. Gender differences in older adult gamers are even less understood. We use quantitative and qualitative techniques to identify gender differences in older adult game players and we discuss ramifications for cognitive game design. Laura M. Levy, Maribeth Gandy Coleman, Rob Solomon, Anne Collins McLaughlin, Jason C. Allaire, Laura A. Whitlock |
FDG | 4 |
| 2010 | Experiences with an AR evaluation test bed: Presence, performance, and physiological measurementabstractThis paper discusses an experiment carried out in an AR test bed called “the pit”. Inspired by the well-known VR acrophobia study of Meehan et al. [18], the experimental goals were to explore whether VR presence instruments were useful in AR (and to modify them where appropriate), to compare additional measures to these well-researched techniques, and to determine if findings from VR evaluations can be transferred to AR. An experimental protocol appropriate for AR was developed. The initial experimental findings concern varying immersion factors (frame rate) and their effect on feelings of presence, user performance and behavior. Unlike the VR study, which found differing frame rates to affect presence measures, there were few differences in the five frame rate modes in our study as measured by the qualitative and quantitative instruments, which included physiological responses, a custom presence questionnaire, task performance, and user behavior. The AR presence questionnaire indicated users experienced a high feeling of presence in all frame rate modes. Behavior, performance, and interview results indicated the participants felt anxiety in the pit environment. However, the physiological data did not reflect this anxiety due to factors of user experience and experiment design. Efforts to develop a useful AR test bed and to identify results from a large data set has produced a body of knowledge related to AR evaluation that can inform others seeking to create AR experiments. Maribeth Gandy Coleman, Richard Catrambone, Blair MacIntyre, Chris Alvarez, Elsa Eiriksdottir, Matthew R. Hilimire, Brian Davidson, Anne Collins McLaughlin |
ISMAR | 8 |
| 2009 | Using direct and indirect input devices: Attention demands and age-related differencesabstractResearchers have suggested that attention is a key moderating variable predicting performance with an input device [e.g., Greenstein & Arnaut, 1988] without directly assessing the attention demands of devices We hypothesized that the attentional demands of input devices would be intricately linked to whether the device matched the input requirements of the on-screen task. Further, matching task and device should be more important for attentionally reduced groups, such as older adults. Younger and older adults used either a direct (touch screen) or indirect (rotary encoder) input device to perform matched or mismatched input tasks under a spectrum of attention allocation conditions. Input devices required attention - more so for older adults, especially in a mismatch situation. In addition, task performance was influenced by the mach between task demands and input device characteristics. Though both groups benefited from a match between input device and task input requirements, older adults benefited more and this benefit increased as less attention was available. We offer an a priori method to choose an input device for a task by considering the overlap between device attributes and input requirements. These data have implications for design decisions concerning input device selection across age groups and task contexts. Anne Collins McLaughlin, Wendy A. Rogers, Arthur D. Fisk |
ACM Trans. Comput. Hum. Interact. | 1 |
| 2006 | Selection and Design of Input Devices for Assistive TechnologiesabstractAssistive technologies have the potential to support a variety of activities for a wide range of user capabilities. A critical design issue is the selection of an input device for the technology. Our research provides guidelines for the selection and design of input devices Wendy A. Rogers, Marita A. O'Brien, Anne Collins McLaughlin |
ICARCV | 3 |