EDBT 2026 Demo / reviewers in the wild / expert
Yinon Oshrat
dblp:34/7115
· DBLP profile ↗
2ranked-venue papers
0as first author
0since 2021 · last 2010
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 2Artificial intelligence and machine learning · 1Human-computer interaction and ubiquitous computing · 1
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.
| Artificial intelligence
1 paper |
Multi-agent systems · 56% Reinforcement learning · 44% | |
| Computer graphics and multimedia
1 paper |
Computer animation and physical simulation · 100% | |
| Human-computer interaction and pervasive computing
1 paper |
Games and playful interaction · 100% |
Topics — the 6 heaviest of 6, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Machine learning › Reinforcement learning
agent evaluation |
0.1 | 1 | 2010 | Facilitating the Evaluation of Automated Negotiators using Peer Designed Agents · AAAI 2010 |
Knowledge, reasoning and agents › Multi-agent systems
automated negotiation |
0.1 | 1 | 2010 | Facilitating the Evaluation of Automated Negotiators using Peer Designed Agents · AAAI 2010 |
Computer animation and physical simulation
motion capture |
0.1 | 1 | 2010 | Enhanced interactive gaming by blending full-body tracking and gesture animation · SIGGRAPH ASIA (Sketches) 2010 |
Computer animation and physical simulation
motion editing |
0.1 | 1 | 2010 | Enhanced interactive gaming by blending full-body tracking and gesture animation · SIGGRAPH ASIA (Sketches) 2010 |
Knowledge, reasoning and agents › Multi-agent systems › human-agent interaction
human-AI decision making |
0.0 | 1 | 2010 | Facilitating the Evaluation of Automated Negotiators using Peer Designed Agents · AAAI 2010 |
Games and playful interaction
interactive gaming |
0.0 | 1 | 2010 | Enhanced interactive gaming by blending full-body tracking and gesture animation · SIGGRAPH ASIA (Sketches) 2010 |
Methods — techniques the papers use, named apart from their topics
gesture animation · 0.2depth sensing · 0.2empirical study · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2010 | Facilitating the Evaluation of Automated Negotiators using Peer Designed AgentsabstractComputer agents are increasingly deployed in settings in which they make decisions with people, such as electronic commerce, collaborative interfaces, and cognitive assistants. However, the scientific evaluation of computational strategies for human-computer decision-making is a costly process, involving time, effort and personnel. This paper investigates the use of Peer Designed Agents (PDA) — computer agents developed by human subjects — as a tool for facilitating the evaluation process of automatic negotiators that were developed by researchers. It compared the performance between automatic negotiators that interacted with PDAs to automatic negotiators that interacted with actual people in different domains. The experiments included more than 300 human subjects and 50 PDAs developed by students. Results showed that the automatic negotiators outperformed PDAs in the same situations in which they outperformed people, and that on average, they exhibited the same measure of generosity towards their negotiation partners. These patterns were significant for all types of domains, and for all types of automated negotiators, despite the fact that there were individual differences between the behavior of PDAs and people. The study thus provides an empirical proof that PDAs can alleviate the evaluation process of automatic negotiators, and facilitate their design. Raz Lin, Sarit Kraus, Yinon Oshrat, Kobi Gal |
AAAI | 3 |
| 2010 | Enhanced interactive gaming by blending full-body tracking and gesture animationabstractAnimating in-game avatars using real time motion capture data is highly appealing and is becoming more widespread due to the accessibility of researchers and developers to consumer priced depth sensors [Microsoft Kinect 2010]. Depth sensors allow for a cheap and robust motion capture solution which can be naturally adapted to games. However, in spite of the many advantages of using real-time motion capture data for animating avatars in games, there are two major challenges. The first is due to the limitations of the current tracking techniques in producing smooth, noise free, accurate animation in real-time. The second, and more acute problem, stems from the fact that in most games, the movements of the animated avatar are expected to be more expressive than the player's actual movements. In such cases, one would like to visually enhance the player's motion to display exaggerated or even super-natural motions. Amit Bleiweiss, Dagan Eshar, Gershom Kutliroff, Alon Lerner, Yinon Oshrat, Yaron Yanai |
SIGGRAPH ASIA (Sketches) | 5 |