Demo Data from SIGIR 2026 / reviewers in the wild / expert
Jennifer Stein
dblp:98/9034
· DBLP profile ↗
1ranked-venue papers
0as first author
0since 2021 · last 2012
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 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 |
Wearable and physiological sensing · 44% Collaborative and social computing · 44% Ubiquitous computing and smart environments · 13% |
Topics — the 2 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Wearable and physiological sensing
lifelogging |
0.1 | 1 | 2012 | Extending the lifelog to non-human subjects: ambient storytelling for human-object relationships · ACM Multimedia 2012 |
Ubiquitous computing and smart environments › automotive computing
automotive sensing |
0.0 | 1 | 2012 | Extending the lifelog to non-human subjects: ambient storytelling for human-object relationships · ACM Multimedia 2012 |
Methods — techniques the papers use, named apart from their topics
sensor-based lifelogging · 0.1playful interaction design · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2012 | Extending the lifelog to non-human subjects: ambient storytelling for human-object relationshipsabstractIn this paper, we describe an approach to lifelogging that positions everyday objects, vehicles, and built environments as worthy of their own lifelog systems. We use this approach to anchor what we call ambient storytelling, and we argue that this methodology opens up new opportunities to design for rich and enduring relationships between humans and non-humans. We will explore this research approach through a series of examples, including: (1) a building that learns about its occupants and reveals its lifelog through playful solicitation and reciprocation, (2) story-objects that reveal backstory to their users, and (3) an automotive-sensor system and lifelog platform that facilitates context-specific playful interaction between a driver and their car. In this last example, we were interested in how a vehicle-based lifelog could augment drivers' existing propensities to project character onto their cars. In each of these examples, we reposition the concept of the lifelog to consider the "lives" of objects and the relationship between humans and non-humans as a worthwhile area of research. Joshua McVeigh-Schultz, Jennifer Stein, Jeff Watson, Scott S. Fisher |
ACM Multimedia | 2 |