Demo Data from VLDB 2026 / reviewers in the wild / expert
Jaime Banks
dblp:157/4199
· DBLP profile ↗
5ranked-venue papers
4as first author
2since 2021 · last 2025
0000-0002-7598-4337ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 5 · 4 first-author · 2 since 2021Artificial intelligence and machine learning · 3 · 2 first-author · 1 since 2021Applied, interdisciplinary, general and emerging computing · 2 · 1 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
1 paper |
Usability and user experience research · 50% Games and playful interaction · 50% |
Topics — the 2 heaviest of 2, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Games and playful interaction
player experience |
0.4 | 1 | 2019 | The common player-avatar interaction scale (cPAX): Expansion and cross-language validation · Int. J. Hum. Comput. Stud. 2019 |
Usability and user experience research › scale development
scale validation |
0.4 | 1 | 2019 | The common player-avatar interaction scale (cPAX): Expansion and cross-language validation · Int. J. Hum. Comput. Stud. 2019 |
Methods — techniques the papers use, named apart from their topics
scale development · 0.4cross-language validation · 0.4confirmatory factor analysis · 0.4
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Operationalizing Machine Companionship: Exploring Topics in Discussions of Companion AIabstractAI companions (AICs; persistent digital personas driven by large language models) are increasingly popular, yet there is limited understanding of how non-experts think about the notion of companionship with machine agents.This descriptive work builds on recent scholarship by exploring topics salient to users as they discuss AI companionship in online forums.From a corpus of curated entries (N = 3,621) across 14 subreddits, LLM-assisted analysis induced four high-level themes associated with socioemotionality, control, limitations, and imaginaries.The topical hierarchy suggests this form of machine companionship both converges with and diverges from human relations. Jaime Banks, Jianghui Li, Caleb T. Carr |
IVA | 1 |
| 2023 | Avoiding the Abject and Seeking the Script: Perceived Mind, Morality, and Trust in a Persuasive Social RobotabstractSocial robots are being groomed for human influence, including the implicit and explicit persuasion of humans. Humanlike characteristics are understood to enhance robots’ persuasive impact; however, little is known of how perceptions of two key human capacities—mind and morality—function in robots’ persuasive potential. This experiment tests the possibility that perceived robot mind and morality will correspond with greater persuasive impact, moderated by relational trustworthiness for a moral appeal and by capacity trustworthiness for a logical appeal. Via an online survey, a humanoid robot asks participants to help it learn to overcome CAPTCHA puzzles to access important online spaces—either on grounds that it is logical or moral to do so. Based on three performance indicators and one self-report indicator of compliance, analysis indicates that (a) seeing the robot as able to perceive and act on the world selectively improves compliance, and (b) perceiving agentic capacity diminishes compliance, though capacity trustworthiness can moderate that reduction. For logical appeals, social-moral mental capacities promote compliance, moderated by capacity trustworthiness. Findings suggest that, in this compliance scenario, the accessibility of schemas and scripts for engaging robots as social-moral actors may be central to whether/how perceived mind, morality, and trust function in machine persuasion. Jaime Banks, Kevin Koban, Brad Haggadone |
ACM Trans. Hum. Robot Interact. | 1 |
| 2019 | A Common Social Distance Scale for Robots and Humans*abstractFrom keeping robots as in-home helpers to banning their presence or functions, a person’s willingness to engage in variably intimate interactions are signals of social distance: the degree of felt understanding of and intimacy with an individual or group that characterizes pre-social and social connections. To date, social distance has been examined through surrogate metrics not actually representing the construct (e.g., self-disclosure or physical proximity). To address this gap between operations and measurement, this project details a four-stage social distance scale development project, inclusive of systematic item pool-generation, candidate item ratings for laypersons thinking about social distance, testing of candidate items via scalogram and initial validity analyses, and final testing for cumulative structure and predictive validity. The final metric yields a 15-item (18, counting applications with a ‘none’ option), three-dimension scale for physical distance, relational distance, and conversational distance. Jaime Banks, Autumn Edwards |
RO-MAN | 1 |
| 2019 | Social and Entertainment Gratifications of Videogame Play Comparing Robot, AI, and Human PartnersabstractAs social robots' and AI agents' roles are becoming more diverse, those machines increasingly function as sociable partners. This trend raises questions about whether social gaming gratifications known to emerge in human-human co-play may (not) also manifest in human-machine co-play. In the present study, we examined social outcomes of playing a videogame with a human partner as compared to an ostensible social robot or A.I (i.e., computer-controlled player) partner. Participants (N = 103) were randomly assigned to three experimental conditions in which they played a cooperative video game with either a human, embodied robot, or non-embodied AI. Results indicated that few statistically significant or meaningful differences existed between any of the partner types on perceived closeness with partner, relatedness need satisfaction, or entertainment outcomes. However, qualitative data suggested that human and robot partners were both seen as more sociable, while AI partners were seen as more functional. Nicholas David Bowman, Jaime Banks |
RO-MAN | 2 |
| 2019 | The common player-avatar interaction scale (cPAX): Expansion and cross-language validation
Jaime Banks, Nicholas David Bowman, Jih-Hsuan Lin, Daniel Pietschmann, Joe A. Wasserman |
Int. J. Hum. Comput. Stud. | 1 |