VLDB 2026 Research / reviewers in the wild / expert
Sébastien Robaszkiewicz
dblp:119/4613
· DBLP profile ↗
3ranked-venue papers
0as first author
0since 2021 · last 2017
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 3
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 |
Collaborative and social computing · 100% | |
| Software engineering, system software, and programming languages
1 paper |
Services computing and microservices · 100% |
Topics — the 2 heaviest of 2, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Collaborative and social computing
crowdsourcing |
0.2 | 1 | 2014 | Expert crowdsourcing with flash teams · UIST 2014 |
Services computing and microservices
workflow management |
0.1 | 1 | 2014 | Expert crowdsourcing with flash teams · UIST 2014 |
Methods — techniques the papers use, named apart from their topics
team assembly · 0.4task decomposition · 0.4
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2017 | Collective Loops: Multimodal Interactions Through Co-located Mobile Devices and Synchronized Audiovisual Rendering Based on Web StandardsabstractAs an interdisciplinary group of developers, researchers, and designers, we are currently exploring collaborative co-located applications that invite users to engage with interactive audiovisual media using the mobile devices they carry with them. This work simultaneously investigates basic concepts of collaborative interactions and user experience, together with technical concepts and features. Allowing for rapid prototyping, easy deployment, and spontaneous participation, these explorations are entirely based on established and upcoming web standards such as WebSockets, WebGL, and Web Audio API. After an overview of basic concepts common to these applications, this paper describes Collective Loops, a prototypical interactive audiovisual installation that instantiates these concepts and allows for discussing important details in the design and implementation of applications of its kind. The final part of the article summarizes the incremental design and validation of two versions of the Collective Loops installation presented at public events. Norbert Schnell, Benjamin Matuszewski, Jean-Philippe Lambert, Sébastien Robaszkiewicz, Oussama Mubarak, Dominique Cunin, Samuel Bianchini, Xavier Boissarie, Gregory Cieslik |
TEI | 4 |
| 2015 | Collective Sound Checks: Exploring Intertwined Sonic and Social Affordances of Mobile Web ApplicationsabstractWe present the Collective Sound Checks, an exploration of user scenarios based on mobile web applications featuring motion-controlled sound that enable groups of people to engage in spontaneous collaborative sound and music performances. These new forms of musical expression strongly shift the focus of design from human-computer interactions towards the emergence of computer mediated interactions between players based on sonic and social affordances of ubiquitous technologies. At this early stage, our work focuses on experimenting with different user scenarios while observing the relationships between different interactions and affordances. Norbert Schnell, Sébastien Robaszkiewicz, Frédéric Bevilacqua, Diemo Schwarz |
TEI | 2 |
| 2014 | Expert crowdsourcing with flash teamsabstractWe introduce flash teams, a framework for dynamically assembling and managing paid experts from the crowd. Flash teams advance a vision of expert crowd work that accomplishes complex, interdependent goals such as engineering and design. These teams consist of sequences of linked modular tasks and handoffs that can be computationally managed. Interactive systems reason about and manipulate these teams' structures: for example, flash teams can be recombined to form larger organizations and authored automatically in response to a user's request. Flash teams can also hire more people elastically in reaction to task needs, and pipeline intermediate output to accelerate completion times. To enable flash teams, we present Foundry, an end-user authoring platform and runtime manager. Foundry allows users to author modular tasks, then manages teams through handoffs of intermediate work. We demonstrate that Foundry and flash teams enable crowdsourcing of a broad class of goals including design prototyping, course development, and film animation, in half the work time of traditional self-managed teams. Daniela Retelny, Sébastien Robaszkiewicz, Alexandra To, Walter S. Lasecki, Negar Rahmati, Tulsee Doshi, Melissa A. Valentine, Michael S. Bernstein |
UIST | 2 |