Demo Data from EDBT 2026 / reviewers in the wild / expert
Miriam Ross
dblp:225/8378
· DBLP profile ↗
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
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Immersive interaction › virtual reality
360° video |
0.3 | 1 | 2018 | Until Jesse 360 · VR 2018 |
Immersive interaction › virtual reality
cinematic virtual reality |
0.3 | 1 | 2018 | Until Jesse 360 · VR 2018 |
Human-robot interaction › affective interaction
empathy |
0.1 | 1 | 2018 | Until Jesse 360 · VR 2018 |
Immersive interaction
virtual reality |
0.1 | 1 | 2018 | Until Jesse 360 · VR 2018 |
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | Human Perceptions of Canine Intelligence
Miriam Ross, Daphna Buchsbaum, Bertram F. Malle |
CogSci | 1 |
| 2018 | Until Jesse 360abstractAt 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 |
VR | 1 |