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Mara Sedlins

dblp:11/9307 · DBLP profile ↗
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3ranked-venue papers
0as first author
0since 2021 · last 2012
0000-0002-3676-0496ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 3

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
Collaborative and social computing · 50% Immersive interaction · 50%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Immersive interaction
avatar
0.112011
Me and my avatar: exploring users' comfort with avatars for workplace communication · CSCW 2011
Collaborative and social computing › organizational communication
workplace communication
0.112011
Me and my avatar: exploring users' comfort with avatars for workplace communication · CSCW 2011
Virtual and augmented reality › avatar
avatar realism
0.012011
Me and my avatar: exploring users' comfort with avatars for workplace communication · CSCW 2011

Methods — techniques the papers use, named apart from their topics

survey · 0.2
YearPublicationVenuePosition
2012 To see or not to see: a study comparing four-way avatar, video, and audio conferencing for work
abstract
We conducted a study comparing avatar conferencing with video and audio conferencing for work scenarios. We studied nine four-person teams using a within-subjects design that measured users' perceptions and preferences across the conferencing conditions. Video was rated highest in all measures. Avatar and Audio were rated similarly, except for sociability, where Avatar was rated higher than Audio, and realism, where Avatar was rated lower than Audio. While users appreciated how avatar conferencing brought them together in a common virtual space, they found the cartoon avatars to be inappropriate for a professional discussion. As a result, participants preferred Video the most and Avatar the least for a business meeting. Lower ratings for the avatar condition were partly due to users' frustrations when the avatar system did not track them perfectly. When assuming a "perfect" system, preference for Avatar increased significantly while preference for Audio and Video remained unchanged.
Sasa Junuzovic, Kori Inkpen, John C. Tang, Mara Sedlins, Kristie J. Fisher
GROUP4
2011 Me and my avatar: exploring users' comfort with avatars for workplace communication
abstract
This paper describes results from a large-scale survey to explore users' comfort with different styles of avatars for workplace communication. Thirty-one avatars were evaluated based on users' ratings along several dimensions and grouped into five different clusters. The highest rated cluster was the set of formal, realistic avatars that users did not feel were creepy. These avatars were ranked comparatively with webcam photos, and users felt that they would be appropriate for work. Our results also revealed that realism is nuanced, as avatars in another cluster were also rated high on realism, but were felt to be inappropriate for work. Finally, this work also demonstrates that people are more particular concerning which type of avatar they are represented by, compared to ones they interact with.
Kori Inkpen, Mara Sedlins
CSCW2
2011 Motion and Attention in a Kinetic Videoconferencing Proxy
David Sirkin, Gina Venolia, John C. Tang, George G. Robertson, Taemie Jung Kim, Kori Inkpen, Mara Sedlins, Bongshin Lee, Mike Sinclair
INTERACT (1)7