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Robert Jarvis

dblp:228/5929 · also Robert S. Jarvis · DBLP profile ↗
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2ranked-venue papers
0as first author
1since 2021 · last 2025
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 2 · 1 since 2021Artificial intelligence and machine learning · 1 · 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
Human-robot interaction · 56% Interaction techniques and input · 44%

Topics — the 2 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Interaction techniques and input › post-WIMP interaction
embodied interaction
0.912025
Demonstrating How to Train Your Drone · HRI 2025
Human-robot interaction › aerial robot interaction
human-drone interaction
0.912025
Demonstrating How to Train Your Drone · HRI 2025
YearPublicationVenuePosition
2025 Demonstrating How to Train Your Drone
abstract
How To Train Your Drone (HTTYD) is a novel, embodied human-drone interaction demonstration that enables an individual to shape the mapping between a drone and their own body. By demonstrating this system we aim to give conference attendees the opportunity to, not only shape their own interactions with a drone, but to experience being shaped by it. We hope this demonstration inspires researchers to build systems that allow for this kind of mutual shaping. We believe that supporting such interactions is vital to real world deployments of robots as they leverage embodied ways that people can understand robots, their environments, and the people around them.
Joseph La Delfa, Rachael Garrett, Robert Jarvis, Emma Luke, Airi Lampinen, Kristina Höök
HRI3
2020 WeScream!: Toward Understanding the Design of Playful Social Gustosonic Experiences with Ice Cream
abstract
Prior psychology studies have shown that eating ice cream increases happiness, while human-computer interaction work has shown that interactive technology can enrich the eating experience. We explore the opportunity to combine these two through WeScream!, a playful social gustosonic system we designed-social gustosonic referring to the link between the acts of eating and listening as part of a social multisensory experience. WeScream! consists of two interdependent ice-cream cones that allow users to interact with musical sounds generated through the act of eating ice cream together. We report on an in-the-wild study that highlights how our system facilitated a "hard fun" experience through eating together, increased participants' awareness of relatedness, and drew shared attention to the ice cream's taste via increased face-to-face interaction. Drawing on these study insights, we also present three design tactics to guide designers in designing future social gustosonic experiences. Ultimately, we aim to contribute to a playful future of social eating experiences, supporting people in enjoying eating together.
Yan Wang 0057, Zhuying Li 0001, Robert Jarvis, Joseph La Delfa, Rohit Ashok Khot, Florian 'Floyd' Mueller
Conference on Designing Interactive Systems3