Demo Data from EDBT 2026 / reviewers in the wild / expert
Joanna Hale
dblp:167/3710
· DBLP profile ↗
2ranked-venue papers
1as first author
0since 2021 · last 2016
0000-0003-3610-8411ORCID · reported
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 2 · 1 first-authorArtificial intelligence and machine learning · 1Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-author
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
1 paper |
Virtual and augmented reality · 77% Computer animation and physical simulation · 23% | |
| Human-computer interaction and pervasive computing
1 paper |
Collaborative and social computing · 100% |
Topics — the 3 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Virtual and augmented reality
virtual characters |
0.2 | 1 | 2015 | Using interactive virtual characters in social neuroscience · VR 2015 |
Collaborative and social computing
social cognition |
0.2 | 1 | 2015 | Using interactive virtual characters in social neuroscience · VR 2015 |
Computer animation and physical simulation › motion capture
motion capture animation |
0.1 | 1 | 2015 | Using interactive virtual characters in social neuroscience · VR 2015 |
Methods — techniques the papers use, named apart from their topics
motion capture · 0.4
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2016 | Using Virtual Characters to Study Human Social Cognition
Antonia F. de C. Hamilton, Sylvia Xueni Pan, Paul Forbes, Joanna Hale |
IVA | 4 |
| 2015 | Using interactive virtual characters in social neuroscienceabstractIn recent years, the use of Virtual Characters in experimental studies has opened new research avenues in social neuroscience. In this paper, we present the design, implementation, and preliminary results of two case studies exploring different types of social cognition using interactive Virtual Characters animated with motion captured data. Joanna Hale, Sylvia Xueni Pan, Antonia F. de C. Hamilton |
VR | 1 |