EDBT 2026 Demo / reviewers in the wild / expert
Nicholas Jennings
dblp:319/4722
· DBLP profile ↗
4ranked-venue papers
3as first author
4since 2021 · last 2026
0000-0003-0357-2920ORCID · reported
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-author · 2 since 2021Human-computer interaction and ubiquitous computing · 2 · 2 first-author · 2 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.
| Computer graphics and multimedia
1 paper |
Computational photography and imaging · 50% Image and video processing · 50% | |
| Software engineering, system software, and programming languages
1 paper |
Program synthesis and code generation · 77% Empirical software engineering · 23% | |
| Human-computer interaction and pervasive computing
1 paper |
Games and playful interaction · 100% |
Topics — the 4 heaviest of 5, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computational photography and imaging › color imaging
color reproduction |
0.8 | 1 | 2024 | Theory of Human Tetrachromatic Color Experience and Printing · ACM Trans. Graph. 2024 |
Image and video processing
printing |
0.8 | 1 | 2024 | Theory of Human Tetrachromatic Color Experience and Printing · ACM Trans. Graph. 2024 |
Games and playful interaction › game AI
procedural content generation |
0.2 | 1 | 2024 | What's the Game, then? Opportunities and Challenges for Runtime Behavior Generation · UIST 2024 |
Empirical software engineering › developer studies
developer workflow |
0.2 | 1 | 2024 | What's the Game, then? Opportunities and Challenges for Runtime Behavior Generation · UIST 2024 |
Methods — techniques the papers use, named apart from their topics
large language model · 1.5interview study · 1.5inkjet printing · 0.8color theory · 0.8
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | InfiniteCATs: Semantic Crafting as a Substrate for Creative Activity Tracing
Nicholas Jennings, Shm Garanganao Almeda, Björn Hartmann, Max Kreminski |
Creativity & Cognition | 1 |
| 2025 | Reimagining Go-Go: Effects of Signifiers in VR Selection TechniquesabstractInteraction techniques for room-scale Virtual Reality (VR) are commonly presented wholesale; however, decoupling the mechanics and signifiers of these interactions offers new interaction possibilities. To explore the effect of signifiers on VR interactions, we created two new interaction techniques (forward-axis compression and multi-axis compression) with identical mechanical mappings to the existing Go-Go technique but with different signifiers. We conducted usability and illusory detection studies (N=18) to compare the interactions. Our results indicate that participants had comparable performance regarding target selection time and the number of missclicks with standard Go-Go and forward-axis compression for both small and large spheres. Additionally, multi-axis compression causes Go-Go to become illusory at low-distance multipliers. We propose that separating mechanics from signifiers is beneficial for creating new VR interactions. Nicholas Jennings, Andrii Matviienko |
VRST | 1 |
| 2024 | What's the Game, then? Opportunities and Challenges for Runtime Behavior GenerationabstractProcedural content generation (PCG), the process of algorithmically creating game components instead of manually, has been a common tool of game development for decades. Recent advances in large language models (LLMs) enable the generation of game behaviors based on player input at runtime. Such code generation brings with it the possibility of entirely new gameplay interactions that may be difficult to integrate with typical game development workflows. We explore these implications through GROMIT, a novel LLM-based runtime behavior generation system for Unity. When triggered by a player action, GROMIT generates a relevant behavior which is compiled without developer intervention and incorporated into the game. We create three demonstration scenarios with GROMIT to investigate how such a technology might be used in game development. In a system evaluation we find that our implementation is able to produce behaviors that result in significant downstream impacts to gameplay. We then conduct an interview study with n=13 game developers using GROMIT as a probe to elicit their current opinion on runtime behavior generation tools, and enumerate the specific themes curtailing the wider use of such tools. We find that the main themes of concern are quality considerations, community expectations, and fit with developer workflows, and that several of the subthemes are unique to runtime behavior generation specifically. We outline a future work agenda to address these concerns, including the need for additional guardrail systems for behavior generation. Nicholas Jennings, Han Wang 0024, Isabel Li, James Smith 0003, Björn Hartmann |
UIST | 1 |
| 2024 | Theory of Human Tetrachromatic Color Experience and PrintingabstractGenetic studies indicate that more than 50% of women are genetically tetrachromatic, expressing four distinct types of color photoreceptors (cone cells) in the retina. At least one functional tetrachromat has been identified in laboratory tests. We hypothesize that there is a large latent group in the population capable of fundamentally richer color experience, but we are not yet aware of this group because of a lack of tetrachromatic colors in the visual environment. This paper develops theory and engineering practice for fabricating tetrachromatic colors and potentially identifying tetrachromatic color vision in the wild. First, we apply general d -dimensional color theory to derive and compute all the key color structures of human tetrachromacy for the first time, including its 4D space of possible object colors, 3D space of chromaticities, and yielding a predicted 2D sphere of tetrachromatic hues. We compare this predicted hue sphere to the familiar hue circle of trichromatic color, extending the theory to predict how the higher dimensional topology produces an expanded color experience for tetrachromats. Second, we derive the four reflectance functions for the ideal tetrachromatic inkset, analogous to the well-known CMY printing basis for trichromacy. Third, we develop a method for prototyping tetrachromatic printers using a library of fountain pen inks and a multi-pass inkjet printing platform. Fourth, we generalize existing color tests - sensitive hue ordering tests and rapid isochromatic plate screening tests - to higher-dimensional vision, and prototype variants of these tests for identifying and characterizing tetrachromacy in the wild. Jessica Lee, Nicholas Jennings, Ren Ng |
ACM Trans. Graph. | 2 |