VLDB 2026 Research / reviewers in the wild / expert
Melissa Roemmele
dblp:21/10890
· DBLP profile ↗
12ranked-venue papers
7as first author
6since 2021 · last 2025
0009-0004-1938-3125ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 8 · 3 first-author · 3 since 2021Graphics, computer vision, multimedia, augmented reality and games · 4 · 2 first-authorArtificial intelligence and machine learning · 3 · 3 first-author · 2 since 2021Applied, interdisciplinary, general and emerging computing · 1 · 1 first-author · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Phraselette: A Poet's Procedural PaletteabstractAccording to the recently introduced theory of artistic support tools, creativity support tools exert normative influences over artistic production, instantiating a normative ground that shapes both the process and product of artistic expression.We argue that the normative ground of most existing automated writing tools is misaligned with writerly values and identify a potential alternative frame-material writing support-for experimental poetry tools that flexibly support the finding, processing, transforming, and shaping of text(s).Based on this frame, we introduce Phraselette, an artistic material writing support interface that helps experimental poets search for words and phrases.To provide material writing support, Phraselette is designed to counter the dominant mode of automated writing tools, while offering language model affordances in line with writerly values.We further report on an extended expert evaluation involving 10 published poets that indicates support for both our framing of material writing support and for Phraselette itself. Alex Calderwood, John Joon Young Chung, Yuqian Sun, Melissa Roemmele, Max Kreminski |
Conference on Designing Interactive Systems | 4 |
| 2025 | Fuzzy Linkography: Automatic Graphical Summarization of Creative Activity TracesabstractFigure 1: Fuzzy linkography allows for the rapid translation of user activity logs from digital creativity support tools (and other traces of creative activity) into rough graphical summaries, suitable for visual and quantitative inspection by researchers. Amy Smith, Barrett R. Anderson, Jasmine Otto, Isaac Karth, Yuqian Sun, John Joon Young Chung, Melissa Roemmele, Max Kreminski |
Creativity & Cognition | 7 |
| 2025 | Toyteller: AI-powered Visual Storytelling Through Toy-Playing with Character SymbolsabstractWe introduce Toyteller, an AI-powered storytelling system where users generate a mix of story text and visuals by directly manipulating character symbols like they are toy-playing. Anthropomorphized symbol motions can convey rich and nuanced social interactions; Toyteller leverages these motions (1) to let users steer story text generation and (2) as a visual output format that accompanies story text. We enabled motion-steered text generation and text-steered motion generation by mapping motions and text onto a shared semantic space so that large language models and motion generation models can use it as a translational layer. Technical evaluations showed that Toyteller outperforms a competitive baseline, GPT-4o. Our user study identified that toy-playing helps express intentions difficult to verbalize. However, only motions could not express all user intentions, suggesting combining it with other modalities like language. We discuss the design space of toy-playing interactions and implications for technical HCI research on human-AI interaction. John Joon Young Chung, Melissa Roemmele, Max Kreminski |
CHI | 2 |
| 2025 | LLMs Behind the Scenes: Enabling Narrative Scene IllustrationabstractGenerative AI has established the opportunity to readily transform content from one medium to another.This capability is especially powerful for storytelling, where visual illustrations can illuminate a story originally expressed in text.In this paper, we focus on the task of narrative scene illustration, which involves automatically generating an image depicting a scene in a story.Motivated by recent progress on textto-image models, we consider a pipeline that uses LLMs as an interface for prompting textto-image models to generate scene illustrations given raw story text.We apply variations of this pipeline to a prominent story corpus in order to synthesize illustrations for scenes in these stories.We conduct a human annotation task to obtain pairwise quality judgments for these illustrations.The outcome of this process is the SCENEILLUSTRATIONS dataset, which we release as a new resource for future work on crossmodal narrative transformation.Through our analysis of this dataset and experiments modeling illustration quality, we demonstrate that LLMs can effectively verbalize scene knowledge implicitly evoked by story text.Moreover, this capability is impactful for generating and evaluating illustrations. Melissa Roemmele, John Joon Young Chung, Taewook Kim 0001, Yuqian Sun, Alex Calderwood, Max Kreminski |
EMNLP | 1 |
| 2023 | AbLit: A Resource for Analyzing and Generating Abridged Versions of English LiteratureabstractCreating an abridged version of a text involves shortening it while maintaining its linguistic qualities.In this paper, we examine this task from an NLP perspective for the first time.We present a new resource, ABLIT, which is derived from abridged versions of English literature books.The dataset captures passage-level alignments between the original and abridged texts.We characterize the linguistic relations of these alignments, and create automated models to predict these relations as well as to generate abridgements for new texts.Our findings establish abridgement as a challenging task, motivating future resources and research.The dataset is available at github.com/roemmele/AbLit. Melissa Roemmele, Kyle Shaffer, Katrina Olsen, Yiyi Wang, Steve DeNeefe |
EACL | 1 |
| 2021 | Inspiration through Observation: Demonstrating the Influence of Automatically Generated Text on Creative Writing
Melissa Roemmele |
ICCC | 1 |
| 2017 | Effective Scenario Designs for Free-Text Interactive Fiction
Margaret Cychosz, Andrew S. Gordon, Obiageli Odimegwu, Olivia Connolly, Jenna Bellassai, Melissa Roemmele |
ICIDS | 6 |
| 2016 | Writing Stories with Help from Recurrent Neural NetworksabstractThis thesis explores the use of a recurrent neural network model for a novel story generation task. In this task, the model analyzes an ongoing story and generates a sentence that continues the story. Melissa Roemmele |
AAAI | 1 |
| 2016 | Recognizing Human Actions in the Motion Trajectories of ShapesabstractPeople naturally anthropomorphize the movement of nonliving objects, as social psychologists Fritz Heider and Marianne Simmel demonstrated in their influential 1944 research study. When they asked participants to narrate an animated film of two triangles and a circle moving in and around a box, participants described the shapes' movement in terms of human actions. Using a framework for authoring and annotating animations in the style of Heider and Simmel, we established new crowdsourced datasets where the motion trajectories of animated shapes are labeled according to the actions they depict. We applied two machine learning approaches, a spatial-temporal bag-of-words model and a recurrent neural network, to the task of automatically recognizing actions in these datasets. Our best results outperformed a majority baseline and showed similarity to human performance, which encourages further use of these datasets for modeling perception from motion trajectories. Future progress on simulating human-like motion perception will require models that integrate motion information with top-down contextual knowledge. Melissa Roemmele, Soja-Marie Morgens, Andrew S. Gordon, Louis-Philippe Morency |
IUI | 1 |
| 2015 | Creative Help: A Story Writing Assistant
Melissa Roemmele, Andrew S. Gordon |
ICIDS | 1 |
| 2014 | An Authoring Tool for Movies in the Style of Heider and Simmel
Andrew S. Gordon, Melissa Roemmele |
ICIDS | 2 |
| 2014 | Triangle charades: a data-collection game for recognizing actions in motion trajectoriesabstractHumans have a remarkable tendency to anthropomorphize moving objects, ascribing to them intentions and emotions as if they were human. Early social psychology research demonstrated that animated film clips depicting the movements of simple geometric shapes could elicit rich interpretations of intentional behavior from viewers. In attempting to model this reasoning process in software, we first address the problem of automatically recognizing humanlike actions in the trajectories of moving shapes. There are two main difficulties. First, there is no defined vocabulary of actions that are recognizable to people from motion trajectories. Second, in order for an automated system to learn actions from motion trajectories using machine-learning techniques, a vast amount of these action- trajectory pairs is needed as training data. This paper describes an approach to data collection that resolves both of these problems. In a web-based game, called Triangle Charades, players create motion trajectories for actions by animating a triangle to depict those actions. Other players view these animations and guess the action they depict. An action is considered recognizable if players can correctly guess it from animations. To move towards defining a controlled vocabulary and collecting a large dataset, we conducted a pilot study in which 87 users played Triangle Charades. Based on this data, we computed a simple metric for action recognizability. Scores on this metric formed a gradual linear pattern, suggesting there is no clear cutoff for determining if an action is recognizable from motion data. These initial results demonstrate the advantages of using a game to collect data for this action recognition task. Melissa Roemmele, Haley Archer-McClellan, Andrew S. Gordon |
IUI | 1 |