Demo Data from SIGIR 2026 / reviewers in the wild / expert
Byju Sukumaran
dblp:61/3739
· DBLP profile ↗
2ranked-venue papers
0as first author
0since 2021 · last 2007
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 2
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 |
Ubiquitous computing and smart environments · 77% Collaborative and social computing · 23% |
Topics — the 1 heaviest of 2, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Ubiquitous computing and smart environments › location-based services
location-based experiences |
0.1 | 1 | 2007 | Social practices in location-based collecting · CHI 2007 |
Methods — techniques the papers use, named apart from their topics
mobile camera phone · 0.1field trial · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2007 | Social practices in location-based collectingabstractThe use of location-based technology to augment visitor experiences has received considerable attention over the years. In this paper, we take an alternative perspective on these kinds of location-based experiences by focussing on the collecting and keeping of location-based content as opposed to simply the in situ consumption of content. We describe a trial of a location-based experience at London zoo in which mobile camera phones were used to access digital content at particular animal enclosures around the zoo. Through the fieldwork we demonstrate ways in which collecting and keeping have important social values over and above simply consuming the content in situ. More specifically, the role of the collection of location-based content in identity work; in developing a sense of challenge and achievement; in defining a sense of group camaraderie; and in creating a playful sense of competition among group members. Further, we see how narratives told around the collected location-based content over time imbue it with additional value. These narratives become part of the resources through which relationships with family and friends get actively constructed. We discuss how these aspects have different design implications from the in-situ consumption model of location-based experiences and tensions this introduces. Kenton O'Hara, Tim Kindberg, Maxine Glancy, Luciana Baptista, Byju Sukumaran, Gil Kahana, Julie Rowbotham |
CHI | 5 |
| 2007 | Collecting and Sharing Location-based Content on Mobile Phones in a Zoo Visitor Experience
Kenton O'Hara, Tim Kindberg, Maxine Glancy, Luciana Baptista, Byju Sukumaran, Gil Kahana, Julie Rowbotham |
Comput. Support. Cooperative Work. | 5 |