Demo Data from VLDB 2026 / reviewers in the wild / expert
Caro Williams-Pierce
dblp:264/7345
· DBLP profile ↗
3ranked-venue papers
0as first author
2since 2021 · last 2025
0000-0003-0730-6179ORCID · reported
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 3 · 2 since 2021
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 |
Learning and educational technologies · 50% Immersive interaction · 50% | |
| Computer graphics and multimedia
1 paper |
Multimedia analysis and retrieval · 100% |
Topics — the 2 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Immersive interaction
augmented reality interaction |
0.4 | 1 | 2020 | ARMath: Augmenting Everyday Life with Math Learning · CHI 2020 |
Multimedia analysis and retrieval
object recognition |
0.1 | 1 | 2020 | ARMath: Augmenting Everyday Life with Math Learning · CHI 2020 |
Methods — techniques the papers use, named apart from their topics
participatory design · 0.9exploratory evaluation · 0.9computer vision · 0.9
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Verisimilitude as Boon and Bane: How People Initiate Opportunistic Interactions at Professional Events in Social VRabstractOpportunistic interactions-the unstructured exchanges that emerge as individuals become aware of each other's presence-are essential for relationship building and information sharing in everyday life. Yet, fostering effective opportunistic interactions has proven challenging, especially at professional events that have increasingly transitioned from in person to online formats. In the current paper, we offer an in-depth qualitative account of how people initiate opportunistic interactions in social VR. Our participants consisted of 16 individuals with ongoing experience attending VR-mediated events in their professional communities. We conducted extensive observations with each participant during one or more events they attended. We also interviewed them after every observed event, obtaining self-reflections on their attempts to navigate opportunistic interactions with others. Our analysis revealed that participants sought to understand the extent to which social VR preserved the real-world meanings of various nonverbal cues, which we refer to as verisimilitude. We detailed the unique connections between a person's perceived verisimilitude and their social behaviors at each of the three steps toward initiating opportunistic interactions: availability recognition, attention capture, and ice-breaking. Across these steps, the VR platform typically replaces complex social mechanisms with feasible technical ones in order to function, thereby altering the preconditions necessary for a nonverbal cue's social meanings to remain intact. We identified a rich set of strategies that participants developed to assess verisimilitude and act upon it, while also confirming a lack of systematic knowledge guiding their practices. Based on these findings, we provide actionable insights for social VR platform design that can best support the initiation of opportunistic interactions for professional purposes. Victoria Chang, Caro Williams-Pierce, Huaishu Peng, Ge Gao 0001 |
Proc. ACM Hum. Comput. Interact. | 2 |
| 2024 | Radical Constructivist Cooperative Inquiry Framework: Learning within DesignabstractThis paper presents the Radical Constructivist Cooperative Inquiry (RCCI) framework, synthesized from the theoretical foundations of Collaborative Inquiry and Radical Constructivism, to reveal the process of children's learning from and within design activities. The RCCI framework is based on six pillars, as we consider learning in design to be: Child-Centered, Dynamic, Iterative, and Collaborative, with Representations and Outcomes. We provide examples for each pillar from an empirical study we conducted in collaboration with a public library to support children in learning design. This paper responds to calls from the field to increase the theoretical grounding of learning and provides a novel synthesized framework that design educators can use to understand children's learning in design experiences. Ekta Shokeen, Caro Williams-Pierce |
IDC | 2 |
| 2020 | ARMath: Augmenting Everyday Life with Math LearningabstractWe introduce ARMath, a mobile Augmented Reality (AR) system that allows ch ildren to discover mathematical concepts in familiar, ord inary objects and engage with math problems in meaningful contexts. Leveraging advanced computer vision, ARMath recognizes everyday objects, visualizes their mathematical attributes, and turns them into tangible or virtual manipulatives. Using the manipulatives, children can solve problems that situate math operations or concepts in specific everyday contexts. Informed by four participatory design sessions with teachers and children, we developed five ARMath modules to support basic arithmetic and 2D geometry. We also conducted an exploratory evaluation of ARMath with 27 children (ages 5-8) at a local children's museum. Our findings demonstrate how ARMath engages children in math learning, how failures in AI can be used as learning opportunities, and challenges that children face when using ARMath. Seokbin Kang, Ekta Shokeen, Virginia Byrne, Leyla Norooz, Elizabeth M. Bonsignore, Caro Williams-Pierce, Jon Froehlich |
CHI | 6 |