EDBT 2026 Demo / reviewers in the wild / expert
Paulina Rajkowska
dblp:228/3537
· DBLP profile ↗
2ranked-venue papers
0as first author
1since 2021 · last 2022
0000-0002-8293-5736ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 2 · 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
2 papers |
Health and well-being technologies · 34% Human-robot interaction · 34% Design research and methods · 25% | |
| Artificial intelligence
1 paper |
Face, body and person analysis · 100% |
Topics — the 2 heaviest of 5, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Human-robot interaction
affective interaction |
0.6 | 1 | 2022 | Sensitive Pictures: Emotional Interpretation in the Museum · CHI 2022 |
Computer vision › Face, body and person analysis › facial expression analysis
facial expression recognition |
0.2 | 1 | 2022 | Sensitive Pictures: Emotional Interpretation in the Museum · CHI 2022 |
Methods — techniques the papers use, named apart from their topics
computer vision · 1.1role-play scenarios · 0.4reflective practice · 0.4
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2022 | Sensitive Pictures: Emotional Interpretation in the MuseumabstractMuseums are interested in designing emotional visitor experiences to complement traditional interpretations. HCI is interested in the relationship between Affective Computing and Affective Interaction. We describe Sensitive Pictures, an emotional visitor experience co-created with the Munch art museum. Visitors choose emotions, locate associated paintings in the museum, experience an emotional story while viewing them, and self-report their response. A subsequent interview with a portrayal of the artist employs computer vision to estimate emotional responses from facial expressions. Visitors are given a souvenir postcard visualizing their emotional data. A study of 132 members of the public (39 interviewed) illuminates key themes: designing emotional provocations; capturing emotional responses; engaging visitors with their data; a tendency for them to align their views with the system's interpretation; and integrating these elements into emotional trajectories. We consider how Affective Computing can hold up a mirror to our emotions during Affective Interaction Steve Benford, Anders Sundnes Løvlie, Karin Ryding, Paulina Rajkowska, Edgar Bodiaj, Dimitrios Paris Darzentas, Harriet R. Cameron, Jocelyn Spence, Joy Egede, Bogdan Spanjevic |
CHI | 4 |
| 2020 | Sensitizing Scenarios: Sensitizing Designer Teams to TheoryabstractConcepts and theories that emerge within the social sciences tend to be nuanced, dealing with complex social phenomena. While their relevance to design could be high, it is difficult to make sense of them in design projects, especially when participants have a variety of backgrounds. We report on our experiences using role-play scenarios as a way to sensitize heterogeneous designer teams to complex theoretical concepts related to museology as social and cultural phenomena. We discuss design requirements on such scenarios, and the importance of connecting their execution closely to the context of the design and the current stage of the design process. Annika Wærn, Paulina Rajkowska, Karin B. Johansson, Jon Back, Jocelyn Spence, Anders Sundnes Løvlie |
CHI | 2 |