Demo Data from VLDB 2026 / reviewers in the wild / expert
Geetika Sharma
dblp:19/1817
· DBLP profile ↗
8ranked-venue papers
3as first author
0since 2021 · last 2016
0000-0003-1708-0396ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 3 · 3 first-authorGraphics, computer vision, multimedia, augmented reality and games · 3 · 1 first-authorHuman-computer interaction and ubiquitous computing · 3Computer networks · 1Databases, data management, data science and information retrieval · 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.
| Computer graphics and multimedia
2 papers |
Virtual and augmented reality · 50% Computer animation and physical simulation · 50% | |
| Human-computer interaction and pervasive computing
1 paper |
Collaborative and social computing · 77% Usability and user experience research · 23% |
Topics — the 6 heaviest of 7, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer animation and physical simulation
character animation |
0.2 | 1 | 2013 | Head motion animation using avatar gaze space · VR 2013 |
Computer animation and physical simulation
head motion generation |
0.2 | 1 | 2013 | Head motion animation using avatar gaze space · VR 2013 |
Virtual and augmented reality › virtual environment
immersive virtual environments |
0.1 | 1 | 2012 | Mixing real and virtual conferencing: Lessons learned · VR 2012 |
Virtual and augmented reality › virtual environment
networked virtual environment |
0.1 | 1 | 2012 | Mixing real and virtual conferencing: Lessons learned · VR 2012 |
Virtual and augmented reality › avatar
avatar animation |
0.0 | 1 | 2013 | Head motion animation using avatar gaze space · VR 2013 |
Usability and user experience research
user experience evaluation |
0.0 | 1 | 2012 | Mixing real and virtual conferencing: Lessons learned · VR 2012 |
Methods — techniques the papers use, named apart from their topics
survey · 0.3participant observation · 0.3interviews · 0.3nonlinear dimensionality reduction · 0.2gaze space · 0.2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2016 | Visual Bayesian fusion to navigate a data lake
Karamjit Singh, Kaushal Paneri, Aditeya Pandey, Garima Gupta, Geetika Sharma, Puneet Agarwal, Gautam Shroff |
FUSION | 5 |
| 2015 | Interactive Visual Analysis of Temporal Text DataabstractThis paper presents a novel interactive visualization technique that helps in gathering insights from large volumes of text generated through dyadic communications. The emphasis is specifically on showing content evolution and modification with passage of time. The challenge lies in presenting not only the content as a stand-alone but also understand how the present is related to the past. For example analyzing large volumes of emails can show how communication among a set of people have progressed or evolved over time, may be along with the roles of the communicators. It can also show how the content has changed or evolved. In order to depict the changes, the email repositories are first clustered using a novel algorithm. The clusters are further time-stamped and correlated. User-insights are provided through visualization of these clusters. Results of implementation over two different datasets are presented. Aditeya Pandey, Kunal Ranjan, Geetika Sharma, Lipika Dey |
VINCI | 3 |
| 2013 | Head motion animation using avatar gaze spaceabstractAnimation plays a key role in adding realism to any graphical environment. In this work we present a technique for animating multiple avatars in a virtual environment designed to support remote collaboration between distributed work teams in which users are represented by avatars. There will be long periods of time when the user is not actively controlling the avatar and working on his official task. We need to animate his avatar with a `working-at-desk' animation that should be non-looping and sufficiently random for a single avatar as well as between multiple avatars to appear realistic. We present a technique for generating multiple head motions using (a) nonlinear dimensionality reduction and (b) gaze space images to control the motion. Our technique can automatically generate long sequences of motion without any user intervention. We present results from synthetic data. M. Seetha Ramaiah, Ankit Vijay, Geetika Sharma, Amitabha Mukerjee |
VR | 3 |
| 2012 | Mixing real and virtual conferencing: Lessons learnedabstractThis paper describes a conference which linked several remote sites via a virtual environment so that the virtual audience could follow the presentations and interact with real presenters. The aim was to assess the feasibility of linking distributed virtual audiences to an ongoing conference event. Various types of data about the conference were gathered, such as participant observations, interviews and a survey of the audience, and analyzed. The main finding is that a number of `low tech' improvements could be made that could greatly enhance this type of virtual conferencing. A related finding is that the visual fidelity of the environment and of the avatars plays a lesser role than other factors such as audio quality. Given the paucity of research on how virtual conferencing can substitute for travel, plus the urgency of this topic for environmental reasons, a number of suggestions are made for the implementation of remote virtual conference participation. Ajay Surendernath, Geetika Sharma, Ralph Schroeder, Basant Kumar Pandey |
VR | 2 |
| 2011 | Enhancing Enterprise Virtual Worlds with Real-World Event InformationabstractIn this paper, we present a novel system for enhancing enterprise virtual worlds by supplying information about real-world events and activities at near real-time. With more enterprises realizing the commercial benefits of virtual worlds, the requirement for spontaneous replication of the real-world has become essential. In the proposed system, we detect and classify different real-life human activities using a visual surveillance system and then send corresponding relevant information as inputs to a virtual world server. The virtual world server uses this information to reproduce these activities in the virtual environment. We have used the office model of our lab and recreated human activities and movements with near real spontaneity. Surjeet Mishra, Atul Agarwal, Vinay Khemka, Geetika Sharma |
ICCCN | 4 |
| 2007 | On the view synthesis of man-made scenes using uncalibrated cameras
Geetika Sharma, Santanu Chaudhury, J. B. Srivastava |
Pattern Recognit. Lett. | 1 |
| 2006 | View Synthesis of Scenes with Multiple Independently Translating Objects from Uncalibrated Views
Geetika Sharma, Santanu Chaudhury, J. B. Srivastava |
ACCV (1) | 1 |
| 2005 | Novel view synthesis using a translating camera
Geetika Sharma, Ankita Kumar, Shakti Kamal, Santanu Chaudhury, J. B. Srivastava |
Pattern Recognit. Lett. | 1 |