Demo Data from SIGIR 2026 / reviewers in the wild / expert
Johan Sanneblad
dblp:s/JohanSanneblad
· DBLP profile ↗
6ranked-venue papers
5as first author
0since 2021 · last 2006
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 6 · 5 first-authorGraphics, computer vision, multimedia, augmented reality and games · 2 · 2 first-author
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 |
Games and playful interaction · 46% Collaborative and social computing · 31% Interaction techniques and input · 14% |
Topics — the 4 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Games and playful interaction › multiplayer games
cooperative games |
0.0 | 1 | 2003 | Designing collaborative games on handheld computers · SIGGRAPH 2003 |
Collaborative and social computing › remote work
mobile work |
0.0 | 1 | 2000 | FieldWise: a mobile knowledge management architecture · CSCW 2000 |
Interaction techniques and input
mobile interaction |
0.0 | 1 | 2003 | Designing collaborative games on handheld computers · SIGGRAPH 2003 |
Design research and methods
field study |
0.0 | 1 | 2000 | FieldWise: a mobile knowledge management architecture · CSCW 2000 |
Methods — techniques the papers use, named apart from their topics
prototype deployment · 0.0fieldwork · 0.0
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2006 | Ubiquitous graphics: combining hand-held and wall-size displays to interact with large imagesabstractUbiquitous Graphics addresses the problem of interacting with very large computer graphics images, for instance an online map or a large digitized painting. It uses a combination of mobile and stationary displays to show both overview and detail. The main image is displayed using a projector or other large traditional display. To access details, the user holds a mobile device in front of the stationary display. Using ultrasonic tracking the smaller display is aligned with the overview, giving access to a corresponding portion of the image in higher resolution. Alternatively the system provides "magic lens" functionality that can show additional information. Users may add free-form annotations and pre-defined graphical objects by interacting directly with the mobile device. In a user study, subjects drew better descriptive maps using the system than an ordinary map application. The system is robust and was demonstrated to several thousand people in a week-long public exhibit. Johan Sanneblad, Lars Erik Holmquist |
AVI | 1 |
| 2004 | "Why Is Everyone Inside Me?!" Using Shared Displays in Mobile Computer Games
Johan Sanneblad, Lars Erik Holmquist |
ICEC | 1 |
| 2004 | The GapiDraw platform: high-performance cross-platform graphics on mobile devicesabstractThe GapiDraw platform supports the creation of high-performance graphical applications across a variety of handheld hardware configurations, including Palm, Symbian and Windows Mobile devices. Handheld computers makes it possible to create applications and services not possible with stationary computers, thus there is a need for a high performance development platform for rapid prototyping on mobile devices. Unlike desktop computers there has not yet evolved a single standard for graphics on handheld devices. Typically, handheld computers only provide direct frame buffer access, and there are major differences in implementation details across different hardware configurations, making it difficult to use mobile devices for prototyping. Using GapiDraw, developers can re-use the same code across a variety of devices and do not have to focus on device-specific implementation details. GapiDraw is actively used as an enabler platform in numerous research labs, and has also been used in over one hundred commercial games. We give an overview of the platform, and highlight some new mobile application concepts made possible through the use of GapiDraw. Johan Sanneblad, Lars Erik Holmquist |
MUM | 1 |
| 2003 | OpenTrek: A Platform for Developing Interactive Networked Games on Mobile Devices
Johan Sanneblad, Lars Erik Holmquist |
Mobile HCI | 1 |
| 2003 | Designing collaborative games on handheld computersabstractNo abstract available. Johan Sanneblad, Lars Erik Holmquist |
SIGGRAPH | 1 |
| 2000 | FieldWise: a mobile knowledge management architectureabstractThe paper presents results of a research project that has aimed at developing a knowledge management architecture for mobile work domains. The architecture developed, called FieldWise, was based on fieldwork in two organisations and feedback from users of prototype systems. This paper describes the empirically grounded requirements of FieldWise, how these have been realised in the architecture, and how the architecture has been implemented in the news journalism domain. FieldWise adds to the field of CSCW by offering an empirically grounded architecture with a set of novel features that have not been previously reported in the literature. Henrik Fagrell, Kerstin Forsberg, Johan Sanneblad |
CSCW | 3 |