Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data. A simulation from public publication records: the people listed were not invited and did not agree to review.
? Tutorial for this page

Miriam Ross

dblp:225/8378 · DBLP profile ↗
← Back
2ranked-venue papers
2as first author
1since 2021 · last 2024
—ORCID · unresolved

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

Artificial intelligence and machine learning · 1 · 1 first-author · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-authorHuman-computer interaction and ubiquitous computing · 1 · 1 first-authorApplied, interdisciplinary, general and emerging computing · 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
1 paper
Immersive interaction · 88% Human-robot interaction · 12%

Topics — the 4 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Immersive interaction › virtual reality
360° video
0.312018
Until Jesse 360 · VR 2018
Immersive interaction › virtual reality
cinematic virtual reality
0.312018
Until Jesse 360 · VR 2018
Human-robot interaction › affective interaction
empathy
0.112018
Until Jesse 360 · VR 2018
Immersive interaction
virtual reality
0.112018
Until Jesse 360 · VR 2018
YearPublicationVenuePosition
2024 Human Perceptions of Canine Intelligence
Miriam Ross, Daphna Buchsbaum, Bertram F. Malle
CogSci1
2018 Until Jesse 360
abstract
At the dead end of a party, Jesse looks around to see if she can make a connection. This cinematic virtual reality (CVR), 360-degree, film explores what it means to be amongst those brief, late night, moments when strangers come into contact. Until Jesse 360 takes into account the potential for CVR to create the `empathy machine' [2] by situating the viewer amongst, rather than at a distance from, intimate conversations. At the same time, it questions some of the unwritten rules that have emerged in the first few years of CVR, mainly that dynamic editing and short shot length should not be used in case they disorient the viewer. By exploring the possibility of switching between perspectives and providing the viewer with `impossible' viewpoints, Until Jesse 360 challenges our conception of VR space as well as how we can be positioned within it. In this way, it takes into account John Mateer's point that “existing methods for film can be adapted to immersive presentation so long as they also take into consideration unique aspects of the CVR platform” [1] by playing with editing style whilst making the most of 360-degree space.
Miriam Ross
VR1