Demo Data from EDBT 2026 / reviewers in the wild / expert
Josh Williams
dblp:48/3023
· DBLP profile ↗
5ranked-venue papers
0as first author
0since 2021 · last 2012
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 4Human-computer interaction and ubiquitous computing · 4Artificial intelligence and machine learning · 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.
| Computer graphics and multimedia
1 paper |
Virtual and augmented reality · 100% | |
| Human-computer interaction and pervasive computing
2 papers |
Immersive interaction · 55% Health and well-being technologies · 45% |
Topics — the 3 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Health and well-being technologies › mental health › mental healthcare › psychotherapy
exposure therapy |
0.0 | 1 | 2012 | STRIVE: Stress Resilience in Virtual Environments · VR 2012 |
Immersive interaction
virtual environment design |
0.0 | 1 | 2003 | Sensory design for virtual environments · SIGGRAPH 2003 |
Immersive interaction › virtual reality
presence |
0.0 | 1 | 2003 | Sensory design for virtual environments · SIGGRAPH 2003 |
Methods — techniques the papers use, named apart from their topics
virtual characters · 0.3narrative simulation · 0.3sensory environment evaluation · 0.0
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2012 | STRIVE: Stress Resilience in Virtual EnvironmentsabstractThe Stress Resilience In Virtual Environments (STRIVE) project aims to create a set of combat simulations (adapted from existing Virtual Iraq/Afghanistan exposure therapy system) that are part of a multi-episode narrative experience. Users can be immersed within challenging combat contexts and interact with virtual characters within these episodes as part of an experiential learning approach. Such approaches, often referred to as Stress Inoculation Training, have been found to reduce the neuroendocrine response, increase coping competence and reduce cortisol response. STRIVE is currently developing three combat modules with a narrative arc that includes increasingly intense combat situations, relational development, stress and loss, and emotional trauma. The goal is to raise the service member's threshold for the stress of combat. J. Galen Buckwalter, Albert A. Rizzo, Bruce John, Brad Newman, Josh Williams, Thomas D. Parsons |
VR | 5 |
| 2010 | Ada and Grace: Toward Realistic and Engaging Virtual Museum Guides
William R. Swartout, David R. Traum, Ron Artstein, Dan Noren, Paul E. Debevec, Kerry Bronnenkant, Josh Williams, Anton Leuski, Shri Narayanan, Diane Piepol |
IVA | 7 |
| 2010 | Virtual Museum Guides demonstrationabstractThe Virtual Museum Guides are two virtual humans set in an exhibit at the Museum of Science, Boston, designed to promote interest in Science, Technology, Engineering and Mathematics (STEM). The primary audience is children between ages 7 to 14, in particular females and other groups under-represented in STEM.The Guides are based on and extend the approach used in the SGT Star character and the Gunslinger project. To interact with the characters, an operator presses a push-totalk button and speaks into a microphone. An audio acquisition client then sends audio to the automatic speech recognizer (ASR), which creates hypotheses of the words that were said, and then sends this text to the Language Understanding (LU) module. William R. Swartout, David R. Traum, Ron Artstein, Dan Noren, Paul E. Debevec, Kerry Bronnenkant, Josh Williams, Anton Leuski, Shri Narayanan, Diane Piepol, H. Chad Lane, Jacquelyn Ford Morie, Priti Aggarwal, Matt Liewer, Jen-Yuan Chiang, Jillian Gerten, Selina Chu, Kyle White |
SLT | 7 |
| 2009 | Table-Top Gaming Narratology for Digital Interactive Storytelling
Martin Van Velsen, Josh Williams, Gustav Verhulsdonck |
ICIDS | 2 |
| 2003 | Sensory design for virtual environmentsabstractThe Sensory Environments Evaluation (SEE) Project seeks to formulate a new design methodology for virtual environments that utilize multiple sensory inputs to induce presence. Deviating from virtual reality's twenty-year focus on photo-realism, our "feels-real" design alternative aims directly at understanding the interdependencies of sensory stimuli in their creation of mental constructs, and the subsequent degree of realism perceived. Jacquelyn Ford Morie, K. Iyer, K. Valanejad, R. Sadek, David Miraglia, D. Milam, Josh Williams, D. P. Luigi, J. Leshin |
SIGGRAPH | 7 |