Demo Data from SIGIR 2026 / reviewers in the wild / expert
Alex Chow
dblp:83/65
· DBLP profile ↗
3ranked-venue papers
0as first author
3since 2021 · last 2026
0009-0001-9867-1077ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 3 · 3 since 2021Artificial intelligence and machine learning · 2 · 2 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
2 papers |
Human-robot interaction · 44% Health and well-being technologies · 27% Immersive interaction · 21% |
Topics — the 5 heaviest of 6, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Human-robot interaction
teleoperation |
1.0 | 1 | 2026 | Input Matters: How Telepresence Control Devices Affect Performance, Sense of Control, and User Experience · HRI 2026 |
Health and well-being technologies › rehabilitation technology › rehabilitation robotics
gait rehabilitation |
0.8 | 1 | 2024 | GARRY: The Gait Rehabilitation Robotic System · HRI 2024 |
Immersive interaction › telepresence
social telepresence |
0.3 | 1 | 2026 | Input Matters: How Telepresence Control Devices Affect Performance, Sense of Control, and User Experience · HRI 2026 |
Immersive interaction
telepresence |
0.3 | 1 | 2026 | Input Matters: How Telepresence Control Devices Affect Performance, Sense of Control, and User Experience · HRI 2026 |
Games and playful interaction
gamification |
0.2 | 1 | 2024 | GARRY: The Gait Rehabilitation Robotic System · HRI 2024 |
Methods — techniques the papers use, named apart from their topics
between-subjects study · 1.0gamification · 0.8behavioral feedback · 0.8
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Input Matters: How Telepresence Control Devices Affect Performance, Sense of Control, and User ExperienceabstractControl devices are essential in shaping the user experience of telepresence robot operators. This is especially true for mobile telemanipulator robots (MTRs), which offer greater opportunities for social interaction compared to mobile or tabletop telepresence robots, but are more difficult to control. This increased difficulty can diminish key aspects of user experience, such as sense of control (SoC), which many users value over performance. However, the usability of telepresence control devices has been critically overlooked in HRI research. In a between-subjects study (n = 63), we investigate how three widely used control devices (mouse, gamepad, haptic controller) affect critical aspects of teleoperation: perceived SoC, safety, usability, and cognitive load; and task performance. Participants remotely controlled an MTR (Stretch) to wait on a customer in a social telepresence setting (cafe). We found that the type of control device significantly impacts both task performance and SoC in direct teleoperation, with the mouse having the best performance/SoC. There were notable tradeoffs in speeds, errors, and task completion times, and participants with higher SoC performed significantly better than those with lower SoC. We provide participant-informed suggestions for future control device design, such as allowing users to reconfigure its physical form, input sensitivity, and controls to align with video game conventions. By foregrounding the role of control devices, our work contributes to ongoing conversations in HRI around the tradeoffs between autonomy, usability, and user agency in social telepresence. Pratyusha Ghosh, Sachiko Matsumoto, Vivek Gupte, Robert Bloom, Alex Chow, Nandini Desai, Donovan Le, Tania K. Morimoto, Laurel D. Riek |
HRI | 5 |
| 2026 | Envisioning Telepresence Robots for Long Covid: A Critical Disability LensabstractLong Covid (LC) is a debilitating, multisystemic disease that has emerged as the largest mass-disabling event in recent history. Due to the episodic disability and stigma associated with the condition, people with LC (PwLC) often experience social isolation. Mobile telemanipulator robots (MTRs) have the potential to support remote social inclusion for PwLC. However, nuanced MTR design is necessary to accommodate PwLC’s fluctuating symptoms and avoid exacerbating them due to the complexities of teleoperation. In this work, we conducted participatory research with eight PwLC to explore how MTRs can be designed to support their needs. Through online, semi-structured interviews, we found that all participants recognized the potential of MTRs to enhance social inclusion across various settings. Our findings highlight the importance of providing PwLC with adaptive, autonomous support during teleoperation to meet their pacing needs and minimize exertion. Many PwLC preferred MTRs with adjustable autonomy, as they would offer greater agency over the robot’s actions in social spaces. Due to concerns about stigma, participants also wanted MTRs to provide flexible control over the visibility of their disability, allowing them to manage how others perceive them according to their preferences and context. Based on these findings, we present key design considerations, grounded in critical disability studies and critical access studies, for designing MTRs that support remote social inclusion for PwLC while safeguarding their well-being. This work serves as a basis for developing accessible MTR systems that promote inclusivity for PwLC and other chronic conditions. Pratyusha Ghosh, Arthi Haripriyan, Alex Chow, Signe A. Redfield, Laurel D. Riek |
ACM Trans. Hum. Robot Interact. | 3 |
| 2024 | GARRY: The Gait Rehabilitation Robotic SystemabstractGait rehabilitation is a critical aspect of post-stroke recovery, and emerging technologies such as virtual reality and wearables are playing a pivotal role in facilitating this process. However, despite the potential benefits, there is a significant gap in robot-based rehabilitative systems that facilitate repeated use by maintaining users' attention long-term. Our research aims to bridge this gap by creating a comprehensive system that utilizes different feedback types and robotic assistance to support users' gait rehabilitation outcomes. In this paper, we introduce GARRY (Gait Rehabilitation Robotic System), a new robotic system that provides interactive feedback during locomotor training. It promotes engagement by gamifying the rehabilitation process, offering a fun means for the user to meet their rehabilitation goals defined and set by physical therapists. GARRY also incorporates behavioral feedback to introduce a sense of companionship during a session. We make GARRY open-source to other researchers in hopes of encouraging accessibility and to promote research in the field. Our code can be found here: https://github.com/UCSD-RHC-Lab/GARRY Benjamin O. Bestmann, Alex Chow, Alyssa Kubota, Laurel D. Riek |
HRI | 2 |