Demo Data from VLDB 2026 / reviewers in the wild / expert
Esen K. Tütüncü
dblp:403/2651
· DBLP profile ↗
3ranked-venue papers
3as first author
3since 2021 · last 2026
0000-0002-0050-0908ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 2 · 2 first-author · 2 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-author · 1 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
3 papers |
Human-AI interaction · 35% Interaction techniques and input · 26% Immersive interaction · 22% | |
| Computer graphics and multimedia
1 paper |
Multimedia analysis and retrieval · 100% |
Topics — the 6 heaviest of 9, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Human-AI interaction
affective computing |
0.9 | 1 | 2025 | Teaching AI to Feel: A Collaborative, Full-Body Exploration of Emotive Communication · ACM Multimedia 2025 |
Wearable and physiological sensing
emotion recognition |
0.9 | 1 | 2025 | Teaching AI to Feel: A Collaborative, Full-Body Exploration of Emotive Communication · ACM Multimedia 2025 |
Immersive interaction › extended reality
extended reality authoring |
0.3 | 1 | 2026 | PlayWrite: A Multimodal System for AI Supported Narrative Co-Authoring Through Play in XR · CHI 2026 |
Multimedia analysis and retrieval › affective computing › affective multimedia analysis
multimodal emotion analysis |
0.3 | 1 | 2025 | Teaching AI to Feel: A Collaborative, Full-Body Exploration of Emotive Communication · ACM Multimedia 2025 |
Interaction techniques and input › post-WIMP interaction › embodied interaction
full-body interaction |
0.3 | 1 | 2025 | Teaching AI to Feel: A Collaborative, Full-Body Exploration of Emotive Communication · ACM Multimedia 2025 |
Interaction techniques and input › input device
mouse input |
0.3 | 1 | 2025 | HandOver: Enabling Precise Selection & Manipulation of 3D Objects with Mouse and Hand Tracking · UIST 2025 |
Methods — techniques the papers use, named apart from their topics
recommender system · 1.7movenet · 1.7multi-agent pipeline · 1.0large language model · 1.0raycasting · 0.9RULA posture analysis · 0.9NASA-TLX · 0.9
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | PlayWrite: A Multimodal System for AI Supported Narrative Co-Authoring Through Play in XRabstractCurrent AI writing tools, which rely on text prompts, poorly support the spatial and interactive nature of storytelling where ideas emerge from direct manipulation and play. We present PlayWrite, a mixed-reality system where users author stories by directly manipulating virtual characters and props. A multi-agent AI pipeline interprets these actions into Intent Frames—structured narrative beats visualized as rearrangeable story marbles on a timeline. A large language model then transforms the user’s assembled sequence into a final narrative. A user study (N=13) with writers from varying domains found that PlayWrite fosters a highly improvisational and playful process. Users treated the AI as a collaborative partner, using its unexpected responses to spark new ideas and overcome creative blocks. PlayWrite demonstrates an approach for co-creative systems that move beyond text to embrace direct manipulation and play as core interaction modalities. Esen K. Tütüncü, Qian Zhou 0009, Frederik Brudy, George W. Fitzmaurice, Fraser Anderson |
CHI | 1 |
| 2025 | Teaching AI to Feel: A Collaborative, Full-Body Exploration of Emotive CommunicationabstractCommonaiverse is an interactive installation exploring human emotions through full-body motion tracking and real-time AI feedback. Participants engage in three phases: Teaching, Exploration and the Cosmos Phase, collaboratively expressing and interpreting emotions with the system. The installation integrates MoveNet for precise motion tracking and a multi-recommender AI system to analyze emotional states dynamically, responding with adaptive audiovisual outputs. By shifting from top-down emotion classification to participant-driven, culturally diverse definitions, we highlight new pathways for inclusive, ethical affective computing. We discuss how this collaborative, out-of-the-box approach pushes multimedia research beyond single-user facial analysis toward a more embodied, co-created paradigm of emotional AI. Furthermore, we reflect on how this reimagined framework fosters user agency, reduces bias, and opens avenues for advanced interactive applications. Esen K. Tütüncü, Lissette Lemus, Kris Pilcher, Holger Sprengel, Jordi Sabater-Mir |
ACM Multimedia | 1 |
| 2025 | HandOver: Enabling Precise Selection & Manipulation of 3D Objects with Mouse and Hand TrackingabstractWe present HandOver, an extended reality (XR) interaction technique designed to unify the precision of traditional mouse input for object selection with the expressiveness of hand-tracking for object manipulation. With HandOver, the mouse is used to drive a depth-aware 3D cursor enabling precise and restful targeting -by hovering their hand over the mouse, the user can then seamlessly transition into direct 3D manipulation of the target object. In a formal user study, we compare HandOver against two raybased techniques: traditional raycasting (Ray) and a hybrid method (Ray+Hand) in a 3D docking task. Results show HandOver yields lower task errors across all distances, and moreover improves interaction ergonomics as highlighted by a RULA posture analysis and self-reported measures (NASA-TLX). These findings illustrate the benefits of blending traditional precise input devices with the expressive gestural inputs afforded by hand-tracking in XR, leading to improved user comfort and task performance. This blended paradigm yields a unified workflow allowing users to leverage the best of each input modality as they interact in immersive environments. Esen K. Tütüncü, Mar González-Franco, Eric J. Gonzalez |
UIST | 1 |